ghetto counter rep

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ghetto counter rep

Postby Batmansrueckkehr » 30 Aug 2013, 10:46

hi guys,

has anyone of you a nice counter to a early ghetto? i played on Crag Dunes - so hard to scout it. i went for 2 land fac and as the 2nd fac was ready the ghetto arrived. it was devasting - before i got out some aa the game was lost (all engies dead) + i couldnt even catch the ghetto...

if you have any good rep or some tipps it would be great...
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Re: ghetto counter rep

Postby ZLO_RD » 03 Sep 2013, 08:49

at the very least you should have 2.5land facories ready, just make mobile aa + inst or just ints and maybe rush stationary aa

Usually ghetto followed by int spam and can't be countered by pure air
You can try but if you fail you will loose air and will not able to get it back, or at least not target ghetto before ints, even if you shot it down it may drop labs amd make one more ghetto, you better win air, but usually countering ghetto is just hard especially on maps with ton of reclaim, you still should try sneak with scout or make radar or make second air bomber 1rst and drop bomb on ghetto and kill all labs :)
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Re: ghetto counter rep

Postby Batmansrueckkehr » 03 Sep 2013, 14:39

i got aa out as soon as i saw it - he just attacked my hydro and killed also all engies there... and while i had to rebuild my engies he just got tanks. and pushed left side and right side - my acu cant be everywhere.

there was no way to come back in that game....

so you say 2nd air factory is a must actually. coz otherwise you cant get out the bomber to kill labs or ints to intercept the ghetto. i went for 3rd air and was far too slow with it.
he didnt even need his hydro - my first hunter went there and killed that engi...
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Re: ghetto counter rep

Postby Plasma_Wolf » 03 Sep 2013, 15:01

How much did you scout at first? It'll take an air transport 40 seconds to be built, this should be plenty of time to either send a couple of scouts into the enemy base, or have an interceptor by yourself to scout.

Alternatively, you could try a t1 radar tower close as close to the long horizontal hill as possible, this should give you coverage of the enemy base right away. This works for Crag Dunes only, but it's one of the best ideas for proper intel on that map.
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Re: ghetto counter rep

Postby Batmansrueckkehr » 03 Sep 2013, 16:36

at the beginning of the game i always have nrg problems, tbh.. so radar is "quite" expesnive for the first 4 mins. but maybe u r right - so i have to change my bo there.
normally i try to sneak in and kill the engy for his hydro - so i expected him to have too less nrg for a transport. i should have noticed that he is going for ghetto when he was not raiding at all - i did send to scout into his base.

but i think to counter it going for 2nd air would be the best. scout him fast with a air scout and spam ints when he is going for a ghetto.
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Re: ghetto counter rep

Postby Plasma_Wolf » 03 Sep 2013, 17:35

You're going to have to do at least one of the three scouting options. The radar may be expensive at first, but I find that having to build an extra Pgen at the start (certainly when you consider the loads of mass to be reclaimed) a very cheap investment during at Crag Dunes, particularly because of lay-out. The range allows you to see his inner base.

If you have a raiding party (2 LABs, one scout), the scout doesn't have to find the location of the engineer, it just has to confirm a clear road for your LABs. As soon as you can see that, send it straight in his base without bothering to go to the hydro location. That's a small waste of time. You'll find the engineer with your LABs and you'll already have it as a gray blob when the scout closes in and then turns to the enemy base.

If you do the air raid (which is more expensive than the raidar), you should not continue building interceptors if the enemy doesn't have an air factory yet. Try bombing his Pgens. You'll probably find that that's more effective then a GG. He can continue reclaiming all he wants but if you kill all his power, he still can't do anything.

I always found that the hydro spot is too far away for an effective protection. Raiding parties can too easily slip past and kill your engineers.
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