4 Ghost drop (vs Terran)


This build is somewhat similar to the 4 Helion drop, but with Ghosts and it usually rewards more and can really impress the opponent you are facing :)!

Basic build order:

  • 10 Supply Depot
  • 12 Barracks
  • 13 Refinery
  • 15 Orbital Command
  • 16 Supply Depot
  • 16 Marine [chase away the scout]
  • 18 Factory
  • 19 Refinery
  • 20 Marine [if needed build a bunker now]
  • 22 Ghost Academy [hide it somewhere in your base]
  • 23 Tech Lab [on Barracks]
  • 23 Supply Depot
  • 23 Helion [scout with it/take a watchtower]
  • 27 Ghost
  • 31 Starport
  • 32 Ghost
  • 33 Supply Depot
  • 34 Medivac
  • 37 Ghost
  • 40 Supply Depot
  • 40 Personal Cloaking

Once cloak finishes your Ghosts should have sufficient energy to cloak and to EMP his Orbital Command, to drain all energy. He will be left without a scan, so you can snipe almost all of his SCVs. If he runs them away try to chase them a little. You can always get a few snipes of. If he runs out of his base, attack his add-ons (Tech lab, Reactor). If your Ghosts are out of energy (only a few Energy remaining) get them back in your Medivac and fly back home.

Adaption:

A common build in TvT is a cloaked Banshee rush. With this guide build there is no problem in holding that off. Just EMP his Banshee and kill it with extra damage to light units :D.

Against a Marine/Reaper rush, you will have 2 Marines and a bunker, which is enough in most cases.

If you are up against a fast siege Tank push, you need to trick your opponent a little. Fly one Ghost over and EMP his Orbital Command. Now you can cloak the rest of your Ghosts and slowly kill all of his forces. Afterwards drop him with all of your Ghosts and try to kill his workers. At the same time you have to expand.

Helion harass get completely shut down with this build, as Ghosts with a Medivac are actually pretty strong against Helions, even with their Blue-flame upgrade.

Against a fast expand you have to expand immediately after your drop, which will most likely do a lot of damage, as your opponent usually dedicated all of his Orbital Command Energy to MULEs to get a better income.

Transition:

You should expand while you are doing your Ghost drop. Get a Tech lab on your Factory and two more Barracks. Keep pumping Marines and Tanks. Also get Siege Tech. Once your expansion and Siege Tech are done, fly your Command Center to your Natural and siege up. You might want to build a bunker to be safe. If you want, you can drop your Ghosts again, but be aware that he will probably have a Missile Turret up or Scans free (in that case EMP his Orbital Command again).

Replay:

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=219006 

This game was against a high Diamond Player. He is a friend of mine, so we play quite a lot with each other!

Ballbreaker

7 thoughts on “4 Ghost drop (vs Terran)

  1. Hmm, no way to edit the reply :/ I wanted to add that I was counter dropped with hellions, so you might want to be starting to build some kind of defense when your ghosts head off.

  2. I just tried ‘my own’ ghost drop build on tal darim altar and although my control was crap and my build was late by roughly 2 minutes, I think I did a lot of damage. I wonder if you have any advice on which maps to use this on?

  3. I wonder if the ghost build can hold off the iEchoic style. Ghosts seem to beat hellions and cloaked banshees, but what about those combined and with mass banshee instead? Do you have any experience vs iEchoic style with the ghost drop opening, Ballbreaker, or somebody else?

    • The Ghost build is especially good against the iEchoic Build, as you can EMP Banshees to nullify their cloaking ability. Also, Ghosts do enormous damage against both units, banshees and helions, and don’t take extra damage from Helions as they are not a “light”, nor an “armored” unit!

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