Ghost vs chopper early game

Wanted to know if there was a way to better deal with this, or if I should just hunker down, choppers beat back map control.

I’m a little confused with the question. Are you saying countering Ghosts with Choppers or Choppers with Ghosts?

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> I’m a little confused with the question. Are you saying countering Ghosts with Choppers or Choppers with Ghosts?

This^^^ as a general reply to this:

Ghosts are better than choppers overall, especially with Shield upgrade. It’s always risky to take a fight Ghost vs Choppers without Shrapnel Round upgrade.

*However,*it is essentially the best option a brute leader has vs ghosts as Choppers effectively stall the Ghost pushes and match Ghost mobility.

Going against Ghosts with Shrap Choppers is the way to go, as it will stall until you can tech up and get better units out.

Going against Choppers as Ghosts, make Ghosts until you’re at about 10-12 and then tech up as fast as you can. If you lose Ghosts, remake them, and try to contain the Chopper player on their side of the map. Get Raid 2 as Shipmaster and capture nodes, or wait for Enforcer Drop as Arbiter and drop on top of your army for CoR buff or target extractors/minis to harass your opponent.

Hope this helps friend!

Shrapnel mine grunts don’t work? They’re cheaper to build, cheaper to upgrade, and do a ton of damage to scouts. There might be something I’m missing here but they should slaughter ghosts.

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> Shrapnel mine grunts don’t work? They’re cheaper to build, cheaper to upgrade, and do a ton of damage to scouts. There might be something I’m missing here but they should slaughter ghosts.

Grunt Mines is the route I would take. However, anyone worth their salt is going to have Sui’s along side their Ghosts, once they see Grunt spam, which complicates things. If you fail to split/arc effectively, a couple well placed Sui’s will ruin your day.

Choppers are the more “reliable” answer, IMO, but I would still go with Grunts.

> 2533274869891714;5:
> > 2533274843762975;4:
> > Shrapnel mine grunts don’t work? They’re cheaper to build, cheaper to upgrade, and do a ton of damage to scouts. There might be something I’m missing here but they should slaughter ghosts.
>
> Grunt Mines is the route I would take. However, anyone worth their salt is going to have Sui’s along side their Ghosts, once they see Grunt spam, which complicates things. If you fail to split/arc effectively, a couple well placed Sui’s will ruin your day.
>
> Choppers are the more “reliable” answer, IMO, but I would still go with Grunts.

Good Chopper players will give you a serious run for your money against Ghosts. A good Ghost player will pace themselves against grunt mine and retain map control. If you go grunt mine you’ll likely be forced into a turtle situation. Choppers are love, choppers are life

> 2533274828740661;6:
> > 2533274869891714;5:
> > > 2533274843762975;4:
> > > Shrapnel mine grunts don’t work? They’re cheaper to build, cheaper to upgrade, and do a ton of damage to scouts. There might be something I’m missing here but they should slaughter ghosts.
> >
> > Grunt Mines is the route I would take. However, anyone worth their salt is going to have Sui’s along side their Ghosts, once they see Grunt spam, which complicates things. If you fail to split/arc effectively, a couple well placed Sui’s will ruin your day.
> >
> > Choppers are the more “reliable” answer, IMO, but I would still go with Grunts.
>
> Good Chopper players will give you a serious run for your money against Ghosts. A good Ghost player will pace themselves against grunt mine and retain map control. If you go grunt mine you’ll likely be forced into a turtle situation. Choppers are love, choppers are life

I agree to the first part. Choppers VS Ghosts can go either way. In my experience, I’ve found that Choppers will win if there’s a lot of “all units” going on. On the flip side, though, I’ve found Ghost will win if they player commanding them possesses strong micro. It’s a fun battle.

As for Grunts, I’m able to play that on two Gens., while most scout openers are performed off one Gen… not to mention, I’m able to control nodes much easier (unless it’s Shipmaster). So, while I may lose a little of the map, I should be able to control nodes and tech up significantly faster, as I’ll be one double the amount of Gens., my upgrade is cheaper, and I only [usually] need to upgrade only one pad.

All in all, it’s situational and comes down to player skill, map, and leader picks. There’s not really an X beats Y here.

> 2533274869891714;7:
> > 2533274828740661;6:
> > > 2533274869891714;5:
> > > > 2533274843762975;4:
> > > > Shrapnel mine grunts don’t work? They’re cheaper to build, cheaper to upgrade, and do a ton of damage to scouts. There might be something I’m missing here but they should slaughter ghosts.
> > >
> > > Grunt Mines is the route I would take. However, anyone worth their salt is going to have Sui’s along side their Ghosts, once they see Grunt spam, which complicates things. If you fail to split/arc effectively, a couple well placed Sui’s will ruin your day.
> > >
> > > Choppers are the more “reliable” answer, IMO, but I would still go with Grunts.
> >
> > Good Chopper players will give you a serious run for your money against Ghosts. A good Ghost player will pace themselves against grunt mine and retain map control. If you go grunt mine you’ll likely be forced into a turtle situation. Choppers are love, choppers are life
>
> I agree to the first part. Choppers VS Ghosts can go either way. In my experience, I’ve found that Choppers will win if there’s a lot of “all units” going on. On the flip side, though, I’ve found Ghost will win if they player commanding them possesses strong micro. It’s a fun battle.
>
> As for Grunts, I’m able to play that on two Gens., while most scout openers are performed off one Gen… not to mention, I’m able to control nodes much easier (unless it’s Shipmaster). So, while I may lose a little of the map, I should be able to control nodes and tech up significantly faster, as I’ll be one double the amount of Gens., my upgrade is cheaper, and I only [usually] need to upgrade only one pad.
>
> All in all, it’s situational and comes down to player skill, map, and leader picks. There’s not really an X beats Y here.

I see your points, but keep in mind that your mobility limitations do hinder your chance at defending minis and such as well. Generally if I’m playing Shippy and someone goes grunts I stop at a certain number of Ghosts and pick minis, have node control, and tech up nearly at the same time if not quicker than my opponent. Once a player defending Ghosts with grunt mines is down to nothing but a main base it’s generally game over.

However, I do know that you’re a skilled player and could certainly teach me a few lessons on your Ghost defense!

> 2533274828740661;8:
> > 2533274869891714;7:
> > > 2533274828740661;6:
> > > > 2533274869891714;5:
> > > > > 2533274843762975;4:
> > > > > Shrapnel mine grunts don’t work? They’re cheaper to build, cheaper to upgrade, and do a ton of damage to scouts. There might be something I’m missing here but they should slaughter ghosts.
> > > >
> > > > Grunt Mines is the route I would take. However, anyone worth their salt is going to have Sui’s along side their Ghosts, once they see Grunt spam, which complicates things. If you fail to split/arc effectively, a couple well placed Sui’s will ruin your day.
> > > >
> > > > Choppers are the more “reliable” answer, IMO, but I would still go with Grunts.
> > >
> > > Good Chopper players will give you a serious run for your money against Ghosts. A good Ghost player will pace themselves against grunt mine and retain map control. If you go grunt mine you’ll likely be forced into a turtle situation. Choppers are love, choppers are life
> >
> > I agree to the first part. Choppers VS Ghosts can go either way. In my experience, I’ve found that Choppers will win if there’s a lot of “all units” going on. On the flip side, though, I’ve found Ghost will win if they player commanding them possesses strong micro. It’s a fun battle.
> >
> > As for Grunts, I’m able to play that on two Gens., while most scout openers are performed off one Gen… not to mention, I’m able to control nodes much easier (unless it’s Shipmaster). So, while I may lose a little of the map, I should be able to control nodes and tech up significantly faster, as I’ll be one double the amount of Gens., my upgrade is cheaper, and I only [usually] need to upgrade only one pad.
> >
> > All in all, it’s situational and comes down to player skill, map, and leader picks. There’s not really an X beats Y here.
>
> I see your points, but keep in mind that your mobility limitations do hinder your chance at defending minis and such as well. Generally if I’m playing Shippy and someone goes grunts I stop at a certain number of Ghosts and pick minis, have node control, and tech up nearly at the same time if not quicker than my opponent. Once a player defending Ghosts with grunt mines is down to nothing but a main base it’s generally game over.
>
> However, I do know that you’re a skilled player and could certainly teach me a few lessons on your Ghost defense!

Like I said, my guy. There’s no real X beats Y here, in my opinion.

I’ll try to catch you on ladder and show you what I mean :smirk:

I haven’t played a lot of scout vs scouts openers because I’m still low on the ladder but I want to tryout shrepenel round choppers and engi shields vs ghosts. I wonder if the senate debuff will make up for having 2 less choppers