On July 14 2005 12:21 Teroru wrote:
Until you get to a relatively high level of play, 1 gate builds will not be viable against ur solid zerg opponent. However, the only way to get good with 1 gate builds is to practice them, so i hope that you can find your way.
Until you get to a relatively high level of play, 1 gate builds will not be viable against ur solid zerg opponent. However, the only way to get good with 1 gate builds is to practice them, so i hope that you can find your way.
i don't know how you define "relatively high level of play", i don't play 1v1 much, probably around c0 -b6 level @wgt if i was a bit more active, so i will try giving some advice anyway.
for some reason i personally have the most trouble playing 1 gate builds (except on nostalgia), so yeah it's pretty hard and needs a lot of practice
[...]draw backs include:
- much more expensive
- much slower build time
- much more expensive
- much slower build time
you forgot that scout without speed upgrade is pretty slow as well, which is one of my dislikes against scouts, i use a scout instead of a corsair sometimes nevertheless
When a player goes stargate tech, he should immidiately follow up with templar tech. Most zergs are aware that this is going to occur, and must wait for overlord speed to take out your expo. Whether you have 8 dt's, 2 dt's, or none, they still need overlord speed to detect them. In my experience, it's been very effective to expand as soon as possible after your initial harass with your air unit. You do not need Dark Templar for the dark templar tech to defend you. If they attack your expansion and you are unable to defend it, cancel it. No harm done. If you wait for your templar tech to finish, and then wait for 2 dt's to finish before even starting your expansion, you have missed out on alot of possible economy.
nice, i actually never thought of expanding before building the dt(s), i will try it out
100% agree with rise. Unless you are adept at PvZ (and therefore won't need this guide) it will be *very* dificult to pull off. However, the only way you get better at fast expansion strategies, is to practice, practice, practice. Just expect to lose alot of the time.
If you are going to fast expand, i would advise experimenting with forge-first builds. These builds are some of the hardest to pull off, but if you manage to get enough experience with them, they can be *very* lethal and almost always viable. If you are going to forge first, you should attempt to offensive cannon their fast expansion 90% of the time. To do this strategy there are some key points that will make this easier:
- Scout with 2 probes. Once you find their base with one, send the other probe to sit at their expansion.
- Build your needed offensive-pylon with your first probe, but go straight to their main and harass with it, so that they have no idea that you are also busy at their expansion with a probe they don't know about.
- Do not build more than 3 cannons, as once you succeed, you will *not rely on your cannon contain*
- A hatchery-in-the-making has a shorter sight range than that of ur pylon. You will be able to build cannons within firing distance, and he will not be able to see them.
- If you can manage it, and sometimes you can't, put the cannons between his ramp and his expansion. This will make your follow up *much* more simple
If your offensive cannons are going to fail (which should be clear before they finish building), cancel them and expand. This build is as safe as any expansion build. However, as mentioned earlier, expansion games are hard. There is too much information to write how to expand 'succesfully', so my suggestion is just to play with it, and to keep the methods mentioned in previous paragraphs in mind.
If you are going to fast expand, i would advise experimenting with forge-first builds. These builds are some of the hardest to pull off, but if you manage to get enough experience with them, they can be *very* lethal and almost always viable. If you are going to forge first, you should attempt to offensive cannon their fast expansion 90% of the time. To do this strategy there are some key points that will make this easier:
- Scout with 2 probes. Once you find their base with one, send the other probe to sit at their expansion.
- Build your needed offensive-pylon with your first probe, but go straight to their main and harass with it, so that they have no idea that you are also busy at their expansion with a probe they don't know about.
- Do not build more than 3 cannons, as once you succeed, you will *not rely on your cannon contain*
- A hatchery-in-the-making has a shorter sight range than that of ur pylon. You will be able to build cannons within firing distance, and he will not be able to see them.
- If you can manage it, and sometimes you can't, put the cannons between his ramp and his expansion. This will make your follow up *much* more simple
If your offensive cannons are going to fail (which should be clear before they finish building), cancel them and expand. This build is as safe as any expansion build. However, as mentioned earlier, expansion games are hard. There is too much information to write how to expand 'succesfully', so my suggestion is just to play with it, and to keep the methods mentioned in previous paragraphs in mind.
probably the paragraph i disagree the most with, especially the beginning. i don't think fast expansion is THAT hard, at least i find it easier than 1 gate tech. i feel much more comfortable fast expanding, i have more success with it and i have beaten players with it that i would almost definitely not be able to beat using 1 gate tech.
if you know your opponent a bit and know that he likes to 12 hatch/11 pool go nexus before forge, otherwise go forge first. if you decide to cannon him i don't think you should build more than 2 cannons (as opposed to mora's max of 3), unless you try this choke cannoning..., but it almost never works for me so i'm not advising it:>
first thing you need to know if he hatched or pooled first, if he pooled first don't try any cannon stuff at his base, build 2 cannons at your first pylon (PLACEMENT!) and add the nexus as soon as the money comes in.
there are two (two and a half actually) main follow ups to fast expanding:
- cors reaver, absolutely impossible on some maps, can be deadly on others if used well
- teching HARD HARD HARD to storm (while going +1 attack and robo soon as well)
- teching less hard to storm with constant zeal production out of 2 gates. this can work very well if zerg got too greedy when seeing your fast expansion attempt, he will often feel really pressured if you move out before speed with like 6-8 zeals (rallying gates)
rather build a gate more than a gate less, you have no idea how fast money comes in with a fast expansion