I'll explain the logic of the build and how it plays out, but first I'll explain a bit about the build.
- 2 gate opening (safe: stops almost any kind of rush and allows you to put early pressure on Terran)
- double expand (take your nat and the bridge expand)
- robo + obs + 3/4th gate + citadel, mass (an ob should go to their facs to see what's coming, one outside their base, and another with your troops. massing off 4 gates for awhile to prepare for the inevitable push)
**at this point most Terrans are pushing out to take their bridge expand
- take the other side expansion + the mineral only (since Terran is taking a quick 3rd, they won't be playing aggressively, so double expanding again is viable)
- add up to 8-9 gates and arbiter tech
**so here's the logic part...
At this point, Terran has pushed to their bridge base, and you're taking your side base as a 4th. It's a vertical push for Terran to get to that base, and there's a good positioning for it... so the Terran thinks that they need to kill that 4th because if they don't they will get way far behind (since that 4th allows you to easily take a 5th... and 5 vs 3 bases is always bad for Terran. So Terran has a compelling interest to kill that base.
Terran needs to commit to that push because if they don't use enough troops, Protoss has enough army to easily stop it without too many losses. Therefore, Terran commits most of his army to the push (because he's also able to cover his 3rd due to the vertical push). This leaves a gaping weakness in their defense. The natural expansion is wide open.
So while Terran pushes my 4th, I counter and kill their natural. Why is this a good idea? I'm sacrificing my 4th base, but I'm killing their nat. Most Terrans at this point leave after killing my 4th to defend their base (for obvious reasons). As this happens I take the middle expansion, and can soon re-take the 4th. By the end of the attack I've lost my army, but I've killed a large chunk of Terran's army and their natural expansion.
So let's look at the scenarios:
Protoss loss: army + 4th base
Terran loss: army (less army loss than P) + natural expransion
Protoss remains: semi-rebuilt army + arbiter + 5 bases (main + nat + bridge + min only + side exp)
Terran remains: army + 2.5 base (main + bridge + rebuilding nat)
This pretty much gives me an insane advantage. I've basically given up an inch to gain a mile. From this point on, the game is yours to win. I can keep throwing units, taking bases, etc. I can mass gate so I can keep rebuilding armies, I can switch to carrier tech, I can do whatever my heart desires, and Terran is forced to scramble and play catchup.
To illustrate, here are 4 reps in which I use the build (vs 4 different opponents) and the game pretty much plays out exactly the same way.
The game vs Sadist is really great (definitely the best one), and I was extra proud of that because Sadist is B+ and has disgustingly good macro... so I was really happy! Plus it was an entertaining game.
Anyways, enjoy the PvT insight! I really hope that at some point in the future I can understand the other matchups well enough to give the same kind of insight.
Rep 1: Xeris vs Anubis (my team-mate!)
Rep 2: Xeris vs Jaeyun (also my teamate!)
Rep 3: Xeris vs Sadist (also my teammate!)
... and finally, putting practice into action (CSL Match)
Rep 4: Xeris vs Novella (omg I had 200 apm this game!)