Saturday, 23 of November of 2024

Category » Protoss Strategy and Tactics

HotS: Naniwa 1 Gate Mothership Core Fast Expand – Protoss vs Zerg Builds

In this guest article from SC2Cha0s we take a look at the PvZ matchup in HotS and learn how to expand like Naniwa!

Protoss vs Zerg, in my opinion, is one of the most exciting match-ups in the current meta game of Heart of the Swarm.  But for most people getting to the mid and late game can be very challenging. 

The standard forge fast expand build has been around for a little over 2 years and has given the Protoss player the opportunity to keep up with the economic race.  The only problem with this build is that it significantly delays the tech of the Protoss player.  Today we are going to be looking at a build that Naniwa introduced in the spring Dreamhack open tournament.

Here is an outline for the build order for the early game:

  •  9 Supply – Pylon
  • 13 Supply – Gateway
  • 14 Supply – Assimilator
  • 15 Supply – Pylon
  • 16 Supply – Cybernetics Core
  • 3:00 – Zealot
  • 3:50 – Mothership Core
  • ASAP – Warpgate
  • ASAP – Expand

Looking at this build you might be wondering, “How does this early game build deal with early rushes like 6 or 8 pools?”.  By getting the mothership core out extremely early (i.e. before warpgate research), the effectiveness of early ling pressure is greatly diminished since they cannot attack the MSC.  Check out this video to see what I mean. 

Once the nexus is down it is crucial to wall up your natural because if a later speed ling or baneling attack comes it will be very difficult to hold.

Once you feel like you are in a comfortable position, scouting becomes very critical.  It is imperative to determine if your opponent is taking a quick third base or sitting on two bases.  If your opponent stays on two bases, your opponent is going to be looking at hitting a lair timing, while if he is expanding to a third he is looking to take the economic advantage and move into the late game.  As a Protoss player, it is your job to set the pace for the game if your opponent is expanding.  This can be achieved by applying a quick 4 gate timing to deny the third and force the Zerg player to build units instead of drones.  If the third can be sniped you will be put into a very good position going into the mid-game and give you the opportunity to tech up and expand.

If your opponent chooses not to expand, you MUST determine the tech path he is going.  If you do not, you will be blind-sided when you tech up to colossus and find out that he has gone for Mutalisks (or something to that nature).  This is when observers and hallucinated phoenix come into play.  By using these scouting tools, you can get a good idea of the composition your opponent is going for and set up to counter it.

If you have any questions about this guide feel free to tweet me @SC2_Cha0s.  Also, if you are a Protoss player and want to check out my Bronze to Master League series feel free to subscribe to my YouTube Channel.

Andrew “Cha0s” Hitchcock


HotS: How to Counter Early Marine Aggression in PvT

In this video and article combined guide I explain how to deal with early Marine pressure from Terran in a PvT 1 Gate Expand.

The Protoss vs Terran early game is one of my favorite things in Starcraft 2 (Heart of the Swarm or Wings of Liberty). As Protoss your goal is to take a safe but fast expansion to be able to deal with anything Terran can throw at you. Scouting is crucial and micro can play an important role in defending early aggression or in dealing some damage yourself. In this guide I explain one early game situation that can arise in a PvT 1 Gate Fast Expand – early marine pressure.

Check out the video above for a full guide to micro and strategy for dealing with early Marine attacks in PvT. It also goes over how to follow up with your own counterattack and how to bust a bunker with gateway units. In this article I’ll go over some other important points to know about this sort of situation.

Scouting with your first Zealot and Stalker is crucial. If you see a few marines and no Barracks add-on then you can assume the Terran is either looking to expand with some light Marine pressure or is looking to tech up to Starport or Factory on 1 base. Have your Stalker(s) hang out near the Terran expansion to find out which. If by 6:30 there is no expansion it’s time to head home to prepare for any drops or air attacks. 

If your opponent pressures with Marines like in the video above then the best way to deal with it is to send Stalker out to meet him as close to his base as possible. Stalkers out range and outrun Marines so the more space you have the longer you can kite them. It’s possible to kill off a large group of Marines with only two Stalkers.

If you kill off a few of his Marines and scout his expansion then you can potentially follow up with a Gateway unit attack of your own. Simple take your expansion and make 4 Gateways total. A light 2-base 4 gate pressure can be enough to break the front of an under-defended Terran, especially if you can use a ForceField to prevent the repair on the bunker or wall.

Don’t over commit, if you sense you can’t break the front just pick off whatever you can and start teching to either double Forge + Twilight Council or Robotic + Colossus.

Helpful Resources:


Protoss vs Protoss Anti 4 Gate

In this article we look at the 4 Gate in PvP, how to identify it, how to defend it and how to gain an advantage and transition.

Being a Protoss who wants a long PvP is a hard life. The Warpgate mechanics that make Protoss so unique and fun to play also makes for a very powerful timing attack – the Four Gate. The Four Gate gives a large flood of units early in the game and allows for an aggressive early game that can damage an opponent greatly or kill them outright. It is relatively simple to execute (although difficult to perfect) making it very popular and very hard to deal with, especially for newer players.

In fact the Four Gate can become a nightmare for some players making them dread the PvP matchup which is a shame as there is a lot of fun to be had in the Protoss vs Protoss late game. In this article I will go through how to identify a Four Gate, how to stop it and how to transition after the attack has been defended.

 

Scouting the Four Gate

Scouting is the most important part of beating a Four Gating player. Effective scouting will allow you to identify that they are Four Gating, gauge the type of Four Gate they are doing and kill the proxy Pylon and Probe.

Signs of a typical Four Gate:

  • Nexus has high energy – After two Chrono Boosts are spent on Probes the Four Gating player will save up energy to Chrono Boost the Warpgate Research. This is true for all all Four Gates as the faster the research finishes the stronger the attack will be.
  • Missing Pylons – Count the number of Pylons in your base then count his. Is one of his missing? It is likely hidden somewhere near your base so that your opponent can Warp units in. Although this is a common sign of a Four Gate it could also be an indicator of a hidden tech build such as Stargate or DTs.
  • Stalker and Probe (and possibly a Zealot) moving out together – This is the best but latest indicator of an incoming Four Gate. The opponent will move towards your base with these units and then build a Pylon to reinforce his attack.

Signs of a ‘Korean Four Gate’ (Pure Zealot):

  • Your opponent has removed Probes from the Assimilator – He has mined enough gas for Warpgate Research and then has stopped in order to get as many minerals as possible. As soon as you see this indicator be on the lookout for the next one.
  • Pylons in your base – This one is kind of obvious but sometimes it can be mistaken for a Cannon Rush. The opponent will put 4-6 Pylons in your base in areas that are hard to deal with.

Indicators of the type of Four Gate:

  • Gateway is down much earlier than yours – Assuming you have built your Gateway on 12 or 13 supply this means that your opponent has likely put their Gateway down on 10 supply. This Four Gate Variant hits earlier but is much less economic to the point fo being almost ‘All-in’. 
  • Two Assimilators – This is uncommon in PvP, however, if you have scouted that it is definitely a Four Gate then this means that your opponent will be building a lot of Sentries or plans on transitioning into a tech build. In this case the Four Gate may be defensive and an attack will not come.

There are two sides to scouting in PvP. Firstly, identifying the Four Gate, and, secondly, map control to spot Probes and Pylons.

Initially you want to look for the above indicators by sending a Probe to your opponents base on 9 or 13 supply. Sending the Probe on 9 is safer but is less economic then sending it on 13. Poke around their base for as long as possible to get as much information as possible. Once they start building their first Stalker it’s a good idea to pull your Probe back.

Once you have identified that the Four Gate is incoming its important to begin having as much map vision and control as possible. Check around your natural expansion with your Zealot and send you Stalker to scout around the map and to check the opponents front. Try to hold the Xel Naga towers as much as possible as this will help you spot the Probe on its way to build a Pylon. If you can spot that and kill it you will gain a huge advantage. Hold map control and the Xel Nagas until the very moment your opponent moves out then give up map control and head back to your base to prepare.

 

Stopping the Four Gate 

The following is assuming you are defending with 3 Gateways or a defensive 4 Gate. The following will also work with an Immortal-based defence except you will be unlikely to have as much early map control. Other builds that are specifically designed to defeat a 4 Gate will have their own methods but more often than not they will revolve around the same principles.

Before 5:50

Being active with your initial units is crucial. Send your Zealot to check for proxy Pylons near your Natural and send your first Stalker to check the Xel Naga towers and try and intercept any Probes.

If you encounter any of his units converge all of yours and try to kill them, even doing a small amount of damage will help you a lot. Be cautious not to lose anything yourself, if he outnumbers you (particularly in Stalkers) give up map control and pull back to your ramp.

If you are planning on defending with Immortals you will likely have more Zealots than Stalkers and your map control will be limited at this point, keep your Zealots near your ramp.

After spotting the Probe follow it and deny the Pylon

Holding the Xel Naga will often help you spot the Probe heading to Proxy.

 

 

 

 

 

 

 

 

 

 

After 5:50

Once you have pulled back to your ramp arrange your units in an arc at the top. Make sure you position some Stalkers to prevent Pylons from being warped in. I find it extremely helpful to put all of my units on ‘Hold’ as this prevents them from being baited down the ramp and allows you to focus on macro and Force Fields. 

It is extremely important to always have a Force Field available to block your ramp. If your Sentry is low on energy always preference warping in another Sentry over a Stalker. Six Sentries are able to Force Field a ramp perpetually but it is unlikely that you will get to this point defending a 4 Gate.

If you can split his units as they try to move up the ramp and kill one or two Stalkers each time you will get ahead on Stalker count very quickly. This puts you in an excellent position if he pulls back. If he continues to try to win with the 4 Gate you can just keep Force Fielding and gaining small advantages.

Units on Hold at the top of the ramp.

Cutting a small amount of units with the FF maximizes your defenders advantage.

 

 

 

 

 

 

 

 

 

 

 

Transitioning with an Advantage

 After defending a 4 Gate you should have at least one of the following advantages:

  • Economy/Probe advantage,
  • Gas/Technology advantage,
  • Unit advantage.

Keep in mind whilst defending how you can work towards these advantages. For example, in a defensive 4 Gate situation you should be aiming for a slight Probe advantage by building a few as you defend. You should also be trying to get the Unit advantage by cutting his army on the ramp while not losing too many of your own units.

In a defensive 3 Gate situation you should be getting as much gas as possible and maximizing your Stalker count while remaining safe with as few Sentries as possible. The extra gas you have collected can then be used to transition to Blink Stalkers, a Robotics Bay or a Starport.

Other openings will have one of the above advantages as its main goal. It is important that you identify this and think about how you can work towards that goal. 

In the Protoss vs Protoss early game you will have to be comfortable gaining and keeping a very small advantage. Having a few extra Probes or a bit of extra Gas will secure you a long-term victory but it can be easy to lose that advantage if you try to move too quickly. Holding a small advantage is more important then gaining a large advantage or even getting a quick kill.

 

Things to Note

No matter which build you are using the smooth execution of your opening will play a big role in your success. Early supply blocks will result in a loss when facing a 4 Gate (or any rush for that matter). As such, it is important that you practice your opening against the AI or a friend until you can do it without any errors. Remember, it will be a lot harder to perform a flawless opening when you are being attacked.

If you Chronoboost your Gateways instead of Waprgate research you will have an easier time gaining early map control and denying Proxy Pylons. Unless you are defensive 4 Gating it is a good idea to do this.

Denying the first Pylon can set the opponent back by 10-20 seconds and one Zealots worth of Minerals. It may be worth sacrificing your initial Zealot to do this.

 

Additional Resources 

  • Replay – A replay of a ‘Textbook’ 4 Gate defence showcasing some of the ideas in this article.

  • Build – Safe PvP 3 Gate build.

  • Opening – Triple Stalker rush. This opening is built around the idea of gaining early map control to deny the 4 Gate.

 

Have you had a lot of trouble with the 4 Gate in PvP? If you have any tips or advice to add or if you found this article helpful please leave a comment!


Using Force Fields Effectively

In this article we look at possibly the most valuable tool in the Protoss' arsenal: the Force Field!

The Sentry’s Force Field ability is probably one of the most important tools Protoss has. It can be used to defend when an early attack could not otherwise be defended or to assault your opponent while forcing their army into a bad position.

Games can hinge on good Force Fields, it’s not uncommon that an incorrectly placed Force Field will cost a Protoss player the game. It is crucial for your progression as a Protoss player to at least have a decent grasp on Force Field use.

In preparation for this article I looked at a lot of games from three professional players well known for their near-perfect Force Field use: White-Ra, iNcontrol and oGsMC. I have also been doing a lot of work on my own Force Field use, with great results.

 

How To Cast Force Field

Assuming ‘F’ is the hotkey for Force Field (F is the Default) the to best ways to cast it are:

  • ‘F’ > Click each Force Field individually, or,
  • Hold ‘F’ down and click for each Force Field you want to cast.

This is purely personal preference, I use the first option because I feel it makes me place each Force Field a little better than if I use the second option. Try both and decide which is more comfortable for you. Do not ‘Shift+F’ Force Fields as it causes the Sentries to cast after they kill the current unit that they are attacking.

 

How Many Sentries are Needed?

The following is based on my experience and my observations on professional Protoss players. I give a range of recommended Sentry counts so that you can adjust depending on how good your Force Field placement is. If you are not confident that you can be very efficient with your Force Fields use the higher Sentry count suggested.

  • When defending one base with a ramp 3-4 Sentries is enough to block the ramp for as long as you want.
  • When moving out to take an expansion a minimum of eight Sentries is recommended against Zerg. Eight will allow you to have enough Force Fields to easily defend any Zergling attacks and small Roach pushes for a good amount of time.
  • When moving out to attack or secure further expansions 8-10 Sentries is recommended to effectively apply the techniques discussed in this article. This is true in any matchup, especially when you are using Colossus in your army. Effective Force Fields will greatly amplify the effectiveness of Colossus.

 

Force Field Techniques

The Force Field ability is very versatile and its uses are only limited by your creativity. The following are common techniques that you can use to great effect.

 

Ramp Block

This is the most simple of the techniques and only requires a bit of timing to do well. Force Fields are used to block enemy forces from coming up (or going down) a ramp. You can place the Force Field to completely block enemy troops or you can attempt cut the army in half as it comes up the ramp netting you a few easy kills.

In this game WhiteRa used a Force Field to prevent enemy Zerglings from reinforcing an expansion.

In the same game WhiteRa uses a Force Field to trap a few Zerglings on a ramp. Easy kills.

 

Open Field Block

Used to prevent enemy forces from engaging with your army or to prevent flanks. This technique should be used when you want to completely avoid an engagement or if your troops outrange those of the enemies, a common thing for Protoss. You can improve the effectiveness of this technique by utilising chokes, walls or buildings to help block the enemy’s movement.

Zerglings can easily be blocked by using Force Fields in the choke created by the gateway

oGsMC blocks off the Roaches allowing his Stalkers and Colossus to attack freely.

 

Cut and Trap

Using Force Fields you can cut an enemy’s army in half and trap some of the units to be easily killed by your Zealots. Using this method you can safely chip away at the enemy’s forces whilst taking minimal damage yourself. You can also trap any units caught off guard by creating a concave of Force Fields behind the enemy’s units. I group these two techniques together because cutting an enemy’s army is the same as trapping a portion of it. Using these methods you will never have to engage the enemy at his full strength.

oGsMC uses Force Fields to trap a few roaches that are separated from the Zerg's main army.

In this game I manage to cut a few units off from my enemy's army giving me easy kills.

 

Bottleneck

A bottle neck is essentially a small choke, it restricts movement to your enemy’s army and causes them to bunch up into a gap. This technique works with splash damage from Colossus or Psi Storms and it also tempts all but the most experienced of players into engaging when they should be pulling back.

The bottleneck created here forces the Terran opponent to either pull back or fight a bad engagement.

Here multiple bottlenecks have disrupt the enemy's arc and maximise the effectiveness of the Colossus.

 

A Few Tips

Following this advice can help you use your Sentry’s energy more efficiently and help you to have better engagements.

  • Troop Movement is extremely important: engaging at chokes or near walls will make your Force Fields much more effective.
  • As the enemy approaches throw down one or two Force Fields pre-emptively, then if he continues past those complete the cut. This makes cutting his army easier as it makes a temporary choke-point.
  • Try to not overlap your Force Fields, doing so wastes valuable energy that could be used on more Force Fields or Guardian Shield.
  • If you have High Templar in a control group casting Force Field becomes difficult, set your Sentries to a different control group to make using Force Field quicker and easier.
  • Calm Force Fields are well placed ones. Easier said then done. Try breathing out before you spam them everywhere.

 

When Force Fields DONT Work (Or, How To Deny the Protoss Force Field Use)

In the following situations Force Fields will hinder you or flat-out not work, avoid over producing Sentries if you encounter one of these.

Against Massive Units

Colossus, Thors, Ultralisks and Archons (as of patch 1.3.3) are all ‘Massive’ class units and will break Force Fields upon contact with them. If your opponent is leading their attack with these units do not Force Field, instead use your energy on Guardian Shield and Hallucinations.

Against Siege Tanks

Siege Tanks are generally stationary and have a long range, using Force Fields when facing a large number of tanks will help your opponent more than you. However, if you can, use Force Fields to prevent Terran’s units from pulling back into range of their tanks using the Cut or Trap techniques.

Against Air

Yep. Doesn’t work against air units.

When Your Opponent is Highly Mobile

This one is a little different. If your enemy is playing a highly mobile game (using fast units and drops or other harrasment) Force Fields become limited in their usefulness overall. You can still use a few Sentries to prevent some attacks but most mobile players will simply attack elsewhere. In this situation limit your Sentry production and instead focus on your own mobile units to counter or build up for an attack.

 

Has Force Field use been something you have struggled with or are you the oGsMC of your division? I am still having trouble with making sure that I don’t overlap them too much. Let me know about your Force Field skills in the comments below!

A special thank you to Ramzdale for helping me get a few of these awesome pics!


Protoss Scouting and Detection

In this article I will look at the options that Protoss has for scouting and detection and the challenges and advantages those options present. I will talk about what I have found to be effective and how I am dealing with problems I have been having with detection.

Every race in Starcraft 2 has its own unique methods of scouting and detecting cloaked units. This presents a challenge for new players, as there are multiple options available to you and the best one to use is often not so clear. Protoss has a few obvious and a few not so obvious ways of scouting. Much of these are simply personal preference but some are more effective in certain match ups than others. Detection, however, is a bit more strict in its use, specifically Photon Cannon placement. Below is what I have learned to be the effective ways to scout as Protoss as well as the best ways to use your detection options.


Scouting With Your 9 Supply Probe

Use that scout and count those drones.

The ‘standard’ time for Protoss to scout with their probe is at 9/10 supply. Typically, this probe warps in your first Pylon and then heads off to the opponents base. For ease of scouting I set this probe to a control group right at the start of the game (control group ‘0’ is my scouting control group). What this Probe is looking for is the key. First off he wants to eliminate the possibility of your opponent doing a ‘cheesy’ or all-in build. Signs of these types of early builds include:

  • Vs. Zerg – Very few Drones and a Spawning pool indicates a ‘6 pool’ Zergling rush or similar.
  • Vs. Terran – 2 Barracks and no Refinery indicates a possible ‘2 Rax’ Marine rush.
  • Vs. Protoss – 2 Warpgates, no Cybernetics Core indicates a ‘2 Gate’ Zealot rush.
  • Vs. Protoss – Empty Protoss base, or only a Pylon and Forge indicates a Cannon rush or Proxy gateways. Go scout in and around your base!

The second objective of that Probe is to identify what your opponent might be planning. There are many small things that you might see that can indicate what your opponent’s plans might be and there is an excellent list of these things on the Team Liquid forums here. Please check them out. While this scouting is important do not let it maintain all of your focus. There is nothing worse than knowing exactly what your opponent is doing but not being able to do anything about it because you have been to busy scouting too build anything.


Protoss Scouting Options

Scouting options for Protoss begin limited, just Probes, Zealots and then Stalkers, but as your tech level increases those options increase exponentially. I will simply list the options that I have heard of/discovered, if you know of any more please let everyone know in the comments section!

Hallucination

Hallucinate is available from the Cybernetics Core and you can begin research on it as soon as your Warpgate Tech is finished. Hallucinate allows you to use a Sentry to create a hallucinated unit of your choice. And your choice will almost certainly be to hallucinate a Phoenix to scout your opponents base. There are two nice things about this tech: firstly, if you are not planning on getting air units a few hallucinated air units can force your opponent to build unnecessary air defences. Secondly, you can use this to scout throughout the game without any further financial cost. Note: Do not attack with the Hallucinated units, they don’t do any damage and your opponent will know that it’s a fake!

Observers

Observers are almost a necessity later in the game, and can be a very effective way to scout before then. Often Protoss will settle for just getting one Observer to scout the opponents base/keep an eye out for cloaked units. Observers are cheap, quick to produce and are cloaked. So get lots of them, you can have one at your opponents front, one at each edge of their bases to watch for drops/air unit harass and one checking for your opponents expansions. With the vision provided by your observers and by having units on Xel Naga watchtowers you will be able to instantly shut down any harass or drops before they do any damage.

Phoenix

Dark Templar can do more than just kill workers.

Phoenix are quick to produce, are one of the fastest moving units in the game, have good harassment capabilities (especially against Zerg) and can provide excellent air superiority. With a few Phoenix it is possible to scout and harass your opponent at the same time. A drawback of using Phoenix for scouting is that their costs will weaken your ground army production by a decent amount. By using them to harass your opponent you can negate this somewhat.

Dark Templar

In a similar fashion to Phoenix, Dark Templar (DT) can harass and scout at the same time. Since they are cloaked, your DTs can just wander into an opponents base and scout before popping over to their mineral line for harassment. DTs usefulness for scouting your opponents base is limited if your opponent is prepared with detection. They can still be extremely useful for watching your opponents front and delaying enemy troop movements (as your opponent cannot move out without first getting mobile detection).


My Scouting Experiences

I have had personal success with using lots of observers, particularly against Terran. I find that I am able to shut down drops much better and can keep Terran contained much more effectively with the mobile vision provided by the Observer. Keeping Terran contained provides me with the extra confidence I need to dominate this matchup. PvT is currently my best matchup as Protoss, and I believe it is due to having excellent vision at all times. When I lose that vision is usually when I lose.

Against Protoss opponents I often use Dark Templar to scout, contain and harass and I have had decent success with this approach. I have found that it is necessary to also get Observers in PvP due to the increasing amount of players that seem to be using Warp Prism harass. I feel that PvP is currently my worst matchup and I need to work on maintaining good vision to overcome this hurdle. I may experiment with using Hallucination in this matchup.

I typically use DTs and Observers against Zerg, but I have had success with the Phoenix approach in the past. Zerg can, however, react very quickly to DTs if they are at Lair tech (if not DTs will be the end of them). As such I think I may lean more towards Phoenix in the PvZ matchup in the future.


Photon Cannons

Tucking a Cannon into the minerals like this will help those probes feel safe.

Its good practice to put at least 1 Photon Cannon in each of your mineral patches. This is mainly for the detection they provide but they also act as a deterrent for any light harassment. For as long as your army is fairly close to your bases this will be pretty much all you need. Once you expand more or start to move your army out it is always a good idea to put up extra cannon in the back of each base. This will effectively defend you from any harassment or counter attacks that may come.

I have had many, many games in the past where I have ended up trading bases with my opponent due to a counter attack drop in the back of my main base. I have also lost a lot of games due to cloaked Banshee harass. After I started putting up one Cannon in each of my mineral lines cloaked Banshees have not been a problem. However, I am still having trouble remembering to throw up those extra Cannon later in the game, and it has ended up costing me a few wins.


Do you have any other tips or strategies that you use to scout/detect with Protoss? If so, share them with me below!