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===Ghost===
===Ghost===
{{sect-stub}}
A ghost can be a very big nuisance, what with their ability to cloak and call down nuclear strikes. The ghost also has the ability to use lock-down missiles, which can make them quite a pest to a mechanized army.However they are nothing alone. So be careful if there are Ghosts coming, because there might be a m&m or tank(or both) attack coming. They are a nuisance against high range units, such as Guardians when they are in Bunkers, because the difference between the Ghost(upgraded) and Guardian range is almost nothing. The ghosts can be used for three reasons in the game:
A ghost can be a very big nuisance, what with their ability to cloak and call down nuclear strikes. The ghost also has the ability to use lock-down missiles, which can make them quite a pest to a mechanized army.However they are nothing alone. So be careful if there are Ghosts coming, because there might be a m&m or tank(or both) attack coming. They are a nuisance against high range units, such as Guardians when they are in Bunkers, because the difference between the Ghost(upgraded) and Guardian range is almost nothing. The ghosts can be used for three reasons in the game:
#The Ghosts can lead an army to scout the enemy base easily and lockdown dangerous units (doesn't work against Zerg because they have no mechanical units).
The Ghosts can lead an army to scout the enemy base easily and lockdown dangerous units (doesn't work against Zerg);
#Ghosts can call nukes by sneaking through defenses.
Ghosts can call nukes by sneaking through defenses, and
#Ghosts can be used in defense: they are great against Protoss Carriers and Arbiters (cloak deactivates when affected by lockdown), Terran Science Vessels, Tanks, and Battlecruisers, and Zerg Guardians and Ultralisks. Ghosts also have high auto-attack damage and longer range than most infantry, which will quickly kill infantry. In some cases they can kill infantry before getting hit (e.g. a group of six ghosts can kill a marine in one round of shots).
Ghosts can be used in defense: they are great against Carriers, Arbiters, Tanks, and Battlecruisers in the Terran army. They also have high damage, which will destroy any infantry opposing them.
 
;Counters
* Terran: Missile Turrets work for defending against a nuclear strike. The Command Center's Comsat station works as a temporary solution. Science Vessels are a good way to search all the place out, and if the Ghost has just arrived to nuke you, you can maybe Irradiate him to stop him(do this only if your forces can reach the Ghost in time.) Only use vehicles or air units if they outnumber the ghosts.
* Terran: Missile Turrets work for defending against a nuclear strike. The Command Center's Comsat station works as a temporary solution. Science Vessels are a good way to search all the place out, and if the Ghost has just arrived to nuke you, you can maybe Irradiate him to stop him(do this only if your forces can reach the Ghost in time.) Only use vehicles or air units if they outnumber the ghosts.
* Zerg: Use overlords to spot them in the battlefield and spore colonies to defend your base.Unfortunately,if the Ghost has a range upgrade, Ghosts won't be spotted by detector buildings, so it's always a good idea to keep some Overlords around your structures.
* Zerg: Use overlords to spot them in the battlefield and spore colonies to defend your base.Unfortunately,if the Ghost has a range upgrade, Ghosts won't be spotted by detector buildings, so it's always a good idea to keep some Overlords around your structures.
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