When do you expand as protoss




















This build aims to expand off 2 Gateways whilst pressuring your opponent in a manner that will force them to play passively. This will allow you to get up your Natural Expansion uncontested, giving you a massive lead heading into the mid-game phase.

You also have the option to transition into a defensive 4 Gateway opening should you scout that the opponent is going for a 4 Gate Rush. As you will have more units when their attack hits you will be able to crush their all-in and again head into the mid-game with an economic lead. There are a few follow-ups that you can do with this build.

Below are listed a number of different PvP openings and some suggested responses. You should be able to get any scouting information you require during your push, but if you cannot get any scouting information then it is best to play safe and go for a Robotics Facility follow-up as described in the first example.

You want to go 5 Gate Blink Stalker with a delayed Robotics Facility for an Observer which will allow you to Blink in and out of the opponent's base.

Once you have your expansion planted down you will start your Twilight Council as soon as you have the Minerals for it.

Get three more Gateways after throwing down the Twilight Council and then resume Probe production. In order to support 5 Gate Blink Stalker you need to get a third gas running at your natural, take it whenever your 3 extra Gateways finish up. You need to cut Probes to get a Robotics Facility out as soon as possible after your Nexus is built. Add 2 more Gateways and start adding in Immortals as soon as the Robotics Facility finishes.

You can safely get an Observer out after the first two Immortals. Your Gateway production will be the same as your opponent's, but you have the economy available to get Immortals on top of Stalkers and so should be able to out-produce them for the win.

You will do damage to a DT rush build if they skip Sentries as they will not have the fire power to actually kill off your initial 7 Stalkers and 2 Zealots 2 Stalkers should be warped-in to support the pressure. They will need to warp in at least 1 DT to defend your aggression so make sure you go for their economy to do as much damage as you can with your units.

Do not worry about retreating your units, just keep attacking with them so that you do the most damage possible. Behind this, cut Probes to throw down a Robotics Facility as soon as possible and chronoboost out an Observer - you may need to run your units away from a DT for a few seconds, but you should have enough time to get out an Observer as a single DT will not kill the Robotics Facility fast enough to prevent one finishing.

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Dark 4. Solar 5. Nerchio 7. INnoVation Rain 2. Flash 3. EffOrt 4. Bisu 6. Soulkey 7. Mini 8. Post a Reply 1 2 Next All. Link this in the liquipedia II strategy section. Good job, I appreciate you. The problem with forge cannon and unit walls is that they don't protect your bases very effectively in 2 out of the 3 matchups.

In PvT, reapers are a constant threat so walling and cannons aren't as useful. As a result, expo-ing early opens you up to a lot more harassment. In PvZ, zerglings can run through unit walls as if they weren't even there.

Even if you use force field, the zerg can just wait it out and then run through once the force field expires. By expanding early, Protoss has to defend a lot more area with a small force, makign it a lot less viable early game. Except that this part is dead wrong, and this is what he bases most of his post around. Many people have run the math and you start seeing a small dropoff in mineral return per worker past 2 drones per patch 16 drones on minerals usually.

From what I've ready, you don't start seeing a serious decline until about 25 drones on minerals and anything past 30 drones being pretty much a waste. So that means you CAN make almost twice as many drones as that guy suggested and see a return on your investment pre-expansion.

Once you expand it is worth doing a Maynard with all your drones past 16 to your new expo. There is much debate on whether or not maynarding is worth it when you haven't reached 16 drones on your main yet happens in many games involving zerg FE. Still, the top zergs seem to maynard anyway, so perhaps there is something the math is missing. Although, expanding before you have at least 16 on minerals will probably never be an issue for you as a toss player, so always maynard any probes past 16 on your minerals.

I know this post doesn't help you decide when to expand as toss, but I thought i'd clear up the fallacy that you should stop making probes at 16 on minerals. Please log in or register to reply. Stats 6. Elazer 1. The Advantage Expansion --This is when you think you have the advantage over your opponent and he can't stop you from expanding. You can expand relatively safely because there is nothing he can do about it. Examples of this kind of expansion are the Zerg early expand, expanding because your opponent overspent on static defense, expanding after a successful hold or attack, or expanding after you have teched to a specific unit that your opponent can't counter yet.

The Distraction Expansion --This is when you expand while distracting your opponent. It is safe for you to expand because your opponent is distracted and won't know it. You distract your opponent with a direct assault but be careful not to lose too many forces or a harassment attack. Another example of this is expanding in response to an opponent's expansion, since you know they will be distracted by setting up their own defenses. The Gamble Expansion --Sometimes you just have to expand to make things interesting.



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