Hey guys I'm currently testing a 2 rax ghost academy as a sort of of substitue for the 3 rax pressure. The idea of the build is to get off sick emps and then move in with stimmed marines.Cloak can also be researched but that runs the risk of delaying the push but it could pay divendeds if the P player doesnt have a robo.
I'd like to know what you guys think of this strat and if you think it can actually be applied.
I kind of like it, theory crafting it in my brain shows that this build would not only take away shields but also deny force fields and guardian shield thus making the bio push even better. What time will this attack hit, and how many units would you have out?
I did a 1 gate/cyber expand into 3 gate robo and this strat killed me. The opponent's followup was obviously to expand but the EMPs made FFs uncastable and my army's shield were just busted. This is in NA's mid-diamond. As for high level plays, I'm not sure if it works well but there is a timing window when the protoss expands where you can make this effective.
Due to the ghost change that makes them cost 200/100 instead of 150/150 this build isnt as gas intensive as it once was.
i would recommend getting marauder slow and ghost energy upgrade first and try to emp as many sentries as possible. this will allow you to micro against the zealots and once the zealots are down the stalkers will melt.
the 2rax pressure can then go into an expo or if you want to go all in, throw down a few more rax and continue pumping units.
the key to this strat is to get rid of sentries and make them useless as well as eliminating protoss shields. you can use left over energy to snipe down the zealots too.
Strelok used it in early spring, check out his games starting march '11. I've played against similar concept several times, and it's a pain when you allow a ramp block
Positives:
-Very good against 1-basers and heavy sentry builds (sentry 1-gate expo).
-Amazing at blocking ramps. Very hard for toss to move down unharmed (emp-ed in the face when on ramp, and can't micro away from it)
-You can nuke!
Negatives:
-Delayed expo. In most cases, 1-rax FE is much safer and better.
-Gets rolled by blink stalkers
-Only effective when engaging at opp's ramp, poor performance when in the open or defending at your base.
-1-1-1 or tank block is better ramp holder
-Delayed starport capability - colossus hurt, and no dropships easily available for harass.
Definitely give it a try, but keep in mind toss has a variety of tech that is hard or blind counter to this build.
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
Thanks for the feedback guys and maynarde i was trying the push with 2 ghosts and like 16 rines at stims finish: generally at this type toss had just put up their expo
its down to how the protoss scouts and spreads ghost opening are decently common ive found and it comes down to how the protoss has his army if he hasnt scouted if he bunchs automatically its a free win if the protoss naturally spreads it seems to put you behind as protoss then has tech in either colos or hts if the protoss goes hts then the ghosts are still very usful if the protoss goes colos though the build becomes a lot weaker in the mid game as you have invested so much gas to ghosts early that you get your starport later meaning you dnt have the medivacs/vikings you need espically since going ghosts means you have lots of marines the opening if still strong even with this though you just need to be prepared to continue the game behind it and know when to attack and when to leave it
If I'm not mistaken someone did this in either GSL or GSPA, can't remember who though. Although it was more like 1 rax expand into getting quick ghosts then made a push with ghosts and marines. There may have been marauders but I can't remember. Darn my memory.
I used to run this build against P because of the above strengths you mentioned, that since P pretty much relies on FF for early defence, emp should negate that defensive advantage. My timing hits their base at 730 (before patch that is) with the ghost just accumulating 75 energy, stim complete, and 1 scan available.
However the more i used this, i found several problems with this. If the protoss went for an early expand, by this time he should be able to continuously warp in reinforcements. So he may not be able to deal with the first attack, but after one or 2 rounds of warp ins his units can clean up our left over stim-damaged marines, and 1 ghost with no energy for emp. this is even harder if the protoss spreads his units or u are unable to get all his sentries in the emp.
Perhaps you can try substituting stim with combat shields instead and see if it works out better. Also, what MKP did against squirtle was a 1 Rax FE into 3 rax into GA. Its strong if P goes down the templar techroute, but is weak against a 2 base fast colo.
Im not sure if stim would be the best upgrade to go with this attack. Combat shields or marauder slow would be more beneficial because there is a chance you will not wipe out your opponent with the first stim attack and then you are left with damaged marines to take care of the re-enforcements.
Hey guys I'm currently testing a 2 rax ghost academy as a sort of of substitue for the 3 rax pressure. The idea of the build is to get off sick emps and then move in with stimmed marines.Cloak can also be researched but that runs the risk of delaying the push but it could pay divendeds if the P player doesnt have a robo.
I'd like to know what you guys think of this strat and if you think it can actually be applied.
Thanks
ViTaL
Sounds like u discover of ur own strat that was popular ages ago =P Watch replay more bro...
Well, it doesn't really matter when he discovered this strat. He still came up with it on his own which is impressive. He may have just obtained the game and hasn't been following the pro-scene like the rest of us sc2 fanatics. There's really no need to shoot him down for that.
i prefer to use the 1 tech lab marauder fast expand into 4 rax with early ghosts and 1 tech lab till 9-10 mins
allows you to pressure and gives great map control and the option to take a fast 3rd untill he has collosus out. if he doesnt see your ghosts you can often straight up end the game with your first push.
to me its far more robust then your "bratok" opening with a twist as it can easily transition into a macro game. msg me if you want the exact build
Last edited by simon; Wed, 28th-Sep-2011 at 6:45 PM.
as a general rule i dislike the heavy pressure into expand concept i would rather either kill my opponent straight out or fast expand into timing push.
If you like ghost play, there is a sickly good timing push you can do of the 1rax FE and usually hits around 9-10 minutes, meaning if collosus tech that (not 1 base'ing) you will hit when the collosus just pops out or already have done the dmg before. It hits with stim, +1 weapons, mobius reactored ghosts, conc shells. It sets up your infrustructure quite well too. Basically its 1 rax FE, into 3rax, double gas, 1 tech lab, engi bay, 2 more rax and ghost academy. Throw down tech labs as required for a few marauders. Going heavy marines and less marauders generally allows you to get your 3rd up whilst you're pushing out. You'll also find you can tech to starport behind this and have vikings out in time for collosus or follow up with drop play. Would not suggest this for mega massive maps (cross position tal darim for example its doable but harder to pull off).
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