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Ghosts In Matchups

Spartan929 AN

Auto-Turret
2,178 posts

Pet 7,458
5,445

Character:
NightHawk#300 (US)

Feb 3rd, 21:58 : 1/0
on 3/2/12Quote by TheGreenMachine
on 3/2/12Quote by Insomnia125
on 3/2/12Quote by stebo88
One strategy I've seen work against Protoss (which I failed to mention in my previous post) if fast cloaked Ghost. This usualy works if the Protoss is doing a fast expand. Get 1 or 2 cloaked ghost in their mineral line and target fire workers. If the Protoss is completely unprepared /w no detection, they could lose a lot of workers.


But does it ever do enough to constitute the extreme cost of cloak ghosts... like, even more effective than cloak banshee?

If you think about it, it just has to be AS effective as cloak banshee, cuz it transitions much better into marine marauder ghost which is super common vs protoss.

Your cloak and ghost tech are already paid for when cloak banshee might not be used in the rest of the game.


As an added bonus you can scan and snipe observers.

Insomnia125 US

Hellion
772 posts

Pet 3,210
1,490

Character:
Insomnia#555 (US)

Feb 3rd, 23:25 : 1/0
Here's a build I came up with so far:

-Allows for constant marines
-Allows for constant scvs
-Allows for expansion while attacking at 40 supply

S:10 - Supply Depot
S:12 - Barracks
S:13 - Refinery
S:15 - Orbital Command
S:16 - Supply Depot
S:16 - Barracks
S:20 - Ghost Academy
S:21 - Refinery
S:21 - Tech Lab (Barracks)
S:23 - Ghost - Personal Cloaking
S:24 - Supply Depot
S:27 - Ghost
S:31 - Supply Depot
S:34 - Ghost
S:40 - Supply Depot
S:41 - Command Center

After 2nd ghost, continue with normal bio build starting with marauders

Ending Tally: 7:25

Marines - 9
Ghosts - 2
Scvs - 28

It actually comes together real nicely. You can push out with 1 ghost when cloak is done, or you can wait till about 7 min and hit with both.

Try it out in a custom and tell me what you think


Edit... I think it needs a bunker or two though.