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it seems pretty good if you can get it into the late game but I think mech with some thors thrown in along with ghosts might be better or possibly just safer. Early/mid game, when the ghosts don't have cloak, a strong roach push could put u in a lot of trouble. Also I see other ways in which this build could be very flimsy (early mutas maybe, depending on ghost timings), but overall it seems very good. Late game I definitely think it is better than the mech/ghost mixture with thors if you were to focus more on the ghosts. If the zerg is smart and quick enough (although this may seem far-fetched, it is actually a highly under-utilized zerg skill) the zerg can use an infestor to mind control a ghost and emp the terran's own ghosts. To be honest I am torn as to what I think of this and what I currently do in TvZ but it certainly looks very powerful.

One last thought, when I go mech ghost, I only get a couple of ghosts for emp, unless I see broods then I will pump both ghosts and vikings. But with this mixture you described, you need to spread your upgrades out over both mech and bio. In addition to that, this build is already very gas heavy, thus making upgrades very difficult to squeeze out.

This is all I thought of for now. Very interesting though.

1Aug 20th 2011 5:45 AM

If you can survive up to the point where you get 3 bases, although it makes sense because zerg is typically the passive race. Only thing to look out for is trying to fend off muta harass

Iunno about the upgrades part, I would just upgrade vehicles since it is the main source of damage. But I will need cloak and energy upgrade for ghost though since I'm primarily using the ghost just for emp and sniper rounds. Autoatking would be extra.

1Aug 20th 2011 7:43 PM

Looks more like "Hellion Tank Ghost Thor TvZ"

1Aug 20th 2011 6:07 AM

Occasionally I will get 1-2 thors just to deter muta harass and then start the full switch to hellion tank ghost

0Aug 20th 2011 6:04 PM