hi guys, so Im a silver toss and am having a lot of trouble with ghosts. In most games I do a 3 gate expand unless I scout any craziness. despite this i feel i could get any unit composition and emp's would still give terran the advantage in the battle. thanks for any help u might have.
think this is the right place for this....sorry if it isn't
Last edited by Bubbles; Thu, 29th-Sep-2011 at 7:27 PM.
emps are an issue at every level pvt the best way to deal with them ive found is spread my units keeping my hts away from the the main army at the beginning and spreading units out. colos also help if you snip the ghosts off and pull back dts can also help snipeing ghosts with some micro if they dnt have a raven. spreading would be the main point im trying to get accross here
Ok real advice:
you just gotta try to spread your army out more and not walk in a tight ball (which will make EMP super effective) anymore. Keep your observer ahead of your army to know when you're about to engage to make this spread.
And of course, practice your HT micro! You need to be fast on feedbacks and quickly feedback-snipe those ghosts the moment you see them.
Also, as more people come to give advice you're inevitably gonna be asked to supply a replay, as usually there are many underlying problems besides a simple army composition one at BSG level, so it'll be good to look for one now
I once played a funny game on Shakuras. Went 1-gate into expo vs terran, got up 3 gates and 2 stargates. Built 2x fast carriers, and left one misplaced on hold position slightly beyond natural ramp. Terran does a 10 min ghost timing, 2 ghosts charge forward with rest of the army way behind. Carrier on hold snipes one and kills the other before scan goes down (9 range ^_^). Terran went "wtf..?", lost entire army to zealot+sentry+carriers few seconds later.
The morale of this was - positioning is key (not "go carriers", since I'm the only one not sane enough to try that).
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
Ghosts are super strong against the 1a protoss deathball, because it will hit almost everything if you're not carefull. if you're not doing much with your army, take the time to spread them out.
But in silver i'd say focus more on your macro, this way if you do 1a chances are you'll have way more stuff than your opponent, and you can still roll them. As you get better and face higher level players (plat+) then some more work will be required.
Also, collosi is the best unit to deal with ghosts if he stays on them.
so sometimes if you get fast collosi and he tries to do a fast timing push he will get stomped really hard
Very true! Just don't try to change your tech path if you see colossi - chances are you wont have the time unless your at robo already. Usually i find getting a robo right after the nexus for a 3gate expand, push out 2 obs and immortal and then a colossus is my favourite way to go... but play the way you feel comfortable with.
I would say that you have other difficulties in your gameplay that need addressing due to being in silver. Watch your own replays (wins and losses, not just losses) and heavily criticise yourself and see where you can improve.
everyone has said it before, but spread your units especially sentries and immortals. i love nothing more when doing ghost play than seeing a cluster of sentries or immortals. goodbye shields and energy. when you get high templar and archons try to spread those out too otherwise 1 emp can render all your templar completely useless.
Well perhaps its because its just gold league but I just get onto 2 bases, get MMM with ghosts in there, emp the crap out of protoss' army, regardless of composition(maybe if there was DT's then it might be a different story but those usual mixes) Protoss gets stomped. This one game where I think the dude had 4-5 colossi, emps just swung the battle to ending up quite even when I'm pretty sure without ghosts my army would have just melted away easily.
My suggestion to deal with it is to just spread your army a little more and try to put on more pressure before those ghosts rack up that energy.
Last edited by MazEi; Fri, 30th-Sep-2011 at 2:07 PM.
Well perhaps its because its just gold league but I just get onto 2 bases, get MMM with ghosts in there, emp the crap out of protoss' army, regardless of composition(maybe if there was DT's then it might be a different story but those usual mixes) Protoss gets stomped. This one game where I think the dude had 4-5 colossi, emps just swung the battle to ending up quite even when I'm pretty sure without ghosts my army would have just melted away easily.
My suggestion to deal with it is to just spread your army a little more and try to put on more pressure before those ghosts rack up that energy.
This will quite possibly work at that level... even up into diamond where I"m currently beating tosses, most of the ones who open colossi leave themselves incredibly vulnerable without enough gateway units, so I normally just push out with stim, shields and +1 and kill them around the time their first colossi pops and they have few other units (stim and target fire the colossi, then the rest of their army crumbles).
It might still work if you add ghosts, but it would mean less upgrades/marauders or waiting for multiple colossi, which ends up heavily to the toss' advantage.
But fast ghosts = late starport = they have to decide whether to make no medivacs, or not enough vikings to handle your colossi.
Spread your units in a nice concave and forcefield/Guardian Shield before you are in range of the ghosts. If you have running area then retreat to let your shields regenerate.
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