Shipmaster Ghosts

I’ve seen a few posts that would indicate the ghosts from the shipmaster are actually pretty decent so I’m curious on how to effectively use them. The few times I’ve tried them I was admittedly less than impressed with their performance. I also feel they create slowly and are expensive.

I do typically play team games of 2 or 3

So what’s the deal here, should I start them early, is there a sweet spot number of them that begins to be useful, do they need their shield to be efficient, is there a particular early game build that works better? Should I focus on ramming or on strafing? Are they mostly only for high aggression 1v1’s or jackrabbit spam?

Typically my build has been extractor and 2 harvesters and cue up a grunt immediately. Immediately upgrade extractor and 1 harvester while grunts take 1-2 supply piles and go for an early power node. Then another extractor followed by war council. Upgrade extractor immediately. From there I’ll typically do honor guard or active camo on grunts (or both) and honor guard first upgrade to give him early map domination.

I’ve had good success with some variations to this build. I quite easily kill any early infantry or lone scouts this way and cap 2-3 power nodes while grabbing an expansion. This power focused build gives me time to transition into t2 units. If this build sucks please let me know why btw, I’m new but competitive xD

Ghosts aren’t great, but that may change with the upcoming balance patch. I personally wouldn’t recommend building honor guard so early, he’s not worth the power investment, spend that on getting T2 quicker plus an expansion. At this time Ship’s go to opener, at least in 1s, would be something like extractor 2nd or 3rd, harvesters, raid camp 5th or on first mini. Proceed to grab minis, build grunts (upgrade is optional make a judgement call, personally I typically like a quicker T2) and suicide grunts out of your raid camp. Take nodes with your grunts, and keep your suicide grunts close by but out of the line of fire. If engaged by the likely infantry ball that your opponent built, teleport your suicide grunts on top of it and then mop up the leftovers with your regular grunts. Get up an expo, T2, build appropriate counters/locusts and abuse Ship’s mobility to ruin your opponent’s day.

Alternatively, since marauders are OP right now, you could use his ability to cloak marauders, rush T3 and get thick hide and dominate your opponent that way. Banished Raid 3 also gives them a speed boost, however 3 LPs is a lot to give up for that.

Lately i always open as ship with sup-sup-ext-sup-ext while getting a mini after each ext if possible and placing an council on 1st and raid or harv on 2nd. The honor guard is doing really well against scouts and infantry and if enemy has big balls of infantry just tele some sui in and kill the rest with grunts and guard. With those double ext you can still get t2 at 5min and counter attack if youre pushed back with hunters or marauders.

TBH I would love to see some LP change to ship. As in banished Raid 1&2 combined into 1 point. Also advanced cloak to one point. As well as a buff to the honor guard as well. As for some nerfsI think displacements distance should be shorter.
With this ships ghost would be better and advanced cloak might be useful unlike now. There is not much point to waste 2-3 points in Raid. There are way better ways to use points.

Ghosts would have been a great unit if Choppers weren’t allowed to strafe. (Srsly, Choppers strafing? What were the devs smoking??? )

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> TBH I would love to see some LP change to ship. As in banished Raid 1&2 combined into 1 point. Also advanced cloak to one point. As well as a buff to the honor guard as well. As for some nerfsI think displacements distance should be shorter.
> With this ships ghost would be better and advanced cloak might be useful unlike now. There is not much point to waste 2-3 points in Raid. There are way better ways to use points.

I like advanced cloaking as a late game power to give you some good cloaking after killing the detect units in ones army.
Displacement shouldnt be touched as it is, they already doubled the cooldown somw time ago and nerfed tp if they reduce the range of it too its way too underperforming.
Honor Guard is actually quite good as he is, the only thing he and all other melee heroes need is to keep some movement while attacking even if its just like 50%.

I swarm my enemies in ghosts. I always keep my ghosts moving so that they have a better chance of not being hit,or the enemies die too fast and they do not get a chance to shoot.