• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:27
CET 22:27
KST 06:27
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
BGE Stara Zagora 2026 announced6[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2
StarCraft 2
General
BGE Stara Zagora 2026 announced SC: Evo Complete - Ranked Ladder OPEN ALPHA When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle [Alpha Pro Series] Nice vs Cure RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
Which season is the best in ASL? A cwal.gg Extension - Easily keep track of anyone BW General Discussion soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Nintendo Switch Thread The Perfect Game Stormgate/Frost Giant Megathread Beyond All Reason Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Esports Earnings: Bigger Pri…
TrAiDoS
Thanks for the RSL
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2886 users

[G] kcdc's PvT FE - Page 6

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 4 5 6 7 8 71 Next
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
August 13 2010 19:51 GMT
#101
and that concussion upgraded marauders melt all gateway units

Marauder only is actually pretty easy to hold off with pure gateway. Stalker+ zealot beat them pretty bad costwise. Terran should only make a couple of marauders to slow the units and make marines for the rest. Marine dps is insane.
Retgery
Profile Joined August 2010
Canada1229 Posts
August 14 2010 00:23 GMT
#102
meh, might as well try it, whats there to lose?
Fall down 7 times, stand up 8.
sAfuRos
Profile Joined March 2009
United States743 Posts
Last Edited: 2010-08-14 01:03:16
August 14 2010 01:01 GMT
#103
On August 14 2010 09:23 Retgery wrote:
meh, might as well try it, whats there to lose?


Points

Marauder only is actually pretty easy to hold off with pure gateway. Stalker+ zealot beat them pretty bad costwise. Terran should only make a couple of marauders to slow the units and make marines for the rest. Marine dps is insane.


Wait what? Gateway units easily beat mass marauder? Lolwut?
sAfuRos // twitch.tv/sAfuRos // contact for coaching
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
August 14 2010 02:14 GMT
#104
this build order is great, has helped my pvt a ton thanks.
for some reason even the top diamond terran players don't seem to change their build much even if they see the lack of second gas (my guess is they expect cheese most of the time) so you rarely see 3/4 rax marauder all-ins.
you definitely want to build 4-5 rax right after nexus is up and robo asap if you suspect banshees. also keep a probe outside their base and begin cutting probes as soon as you think they are moving out.
i suspect this build will lose effectiveness once terrans learn how to counter it, but for now its hella strong.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
August 14 2010 04:06 GMT
#105
oh nice I use this build as well if Terran doesn't go marauder first.
altairian
Profile Joined May 2010
United States105 Posts
August 14 2010 04:11 GMT
#106
On August 14 2010 10:01 sAfuRos wrote:
Wait what? Gateway units easily beat mass marauder? Lolwut?


Naked marauders are just as much of a joke as naked stalkers. But please, continue thinking that mass marauder beats protoss, I'd really love to play you ;D
junemermaid
Profile Joined September 2006
United States981 Posts
Last Edited: 2010-08-14 15:56:21
August 14 2010 08:18 GMT
#107
Hmmm... after watching the posted replays I must say that this build is pretty strong. Saving chronos for zealots & stalkers pretty much stops marauder aggression until the warp gates are up. The problem I see with this build is not during the FE set up. The warp gates come in just at the right time to hold off timing pushes (replays show it working on Steppes!). What I do see as a potential problem is what to transition into afterwards. Because of the low gas by foregoing the 2nd extractor and stalker production, you can only reasonably choose one tech path, either twilight or robotics. Because you really don't have much scouting information on the Terran player, it's a 50/50 gamble. If you go robotics, this will lead to a delayed charge which can cause problems against hellion / marauder play. If you instead choose a twilight council to upgrade zealot legs, this leaves you wide open to banshee / ghosts. Have you encountered any Terrans that were harassing with hellions (either drops or proxy factory?).

Potential solutions: toss up your 2nd assimilator earlier, but don't start mining from it until you have established yourself. That, or grab a 3rd assimilator rather quickly so that you can get an observer out and charge.

Also, you really don't need to transfer your probes unless you're saturated or near saturation at your main. You're really losing more mining time than is gained. Plus, if you have to pull back a little up your ramp, you lose even more mining time as you have to save the probes at the expansion. When you have about 24-ish probes, then its probably time to transfer, or better yet, just rally both nexuses down to your expansion.

EDIT: I really want to add this to my openings for Protoss. Usually what I do is a fast blink w/ obs strat that puts some early aggression on Terran and then expand around the 35-40 supply range. If played properly, the Terran really doesn't have an answer to the stalkers without turrets, sensor towers, medivacs, or a few tanks. While the stalkers won't end the game, they'll pretty much shut down a Terran that is preparing for an early timing attack (around the 7-8 minute mark).

I like this FE play because it is a very different play style where you coax the Terran into trying to bust your fort. However, I think Terran players are going to wise up a bit and just FE themselves as soon as they see your nexus. The build is pretty easy to spot, as well. Late gateway, chronoing in a bunch of units, no 2nd gate or gas, so they can safely put up an expansion at about the same time as yours. From there its a macro game that can evolve many ways.
the UMP says YER OUT
JiSu
Profile Joined August 2010
Korea (South)140 Posts
August 14 2010 14:33 GMT
#108
It seems like you can stop Terran marauders but will it hold against early reaper rush?

Most Terrans don't seem to do it nowadays but I feel like if they scout your late gateway then they might go for early reaper
altairian
Profile Joined May 2010
United States105 Posts
August 14 2010 16:04 GMT
#109
He has a replay against an early reaper. Your stalker comes out a bit late but if you micro your probes well for a few seconds it won't do much damage.
naventus
Profile Blog Joined February 2004
United States1337 Posts
August 14 2010 16:28 GMT
#110
On August 14 2010 11:14 DevAzTaYtA wrote:
this build order is great, has helped my pvt a ton thanks.
for some reason even the top diamond terran players don't seem to change their build much even if they see the lack of second gas (my guess is they expect cheese most of the time) so you rarely see 3/4 rax marauder all-ins.


lack of second gas can mean a lot of things. P can always take it after your SCV is gone around 20.
hmm.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 15 2010 00:06 GMT
#111
On August 14 2010 17:18 junemermaid wrote:
Because of the low gas by foregoing the 2nd extractor and stalker production, you can only reasonably choose one tech path, either twilight or robotics.

.....

Also, you really don't need to transfer your probes unless you're saturated or near saturation at your main. You're really losing more mining time than is gained.


I always get robo up before twilight. While I love charge, I find that I can survive mid-gate timing pushes without it by just having a lot of units. The only thing that's really tough to defend without charge is well controlled MMM because the medivacs let them endlessly stim and whittle away your army. Without charge, you basically have to get good forcefields off in order to not die, and that can sometimes be difficult.

As for probe transfer, I think it's important to transfer early because I like to have plenty of probes to pull from the nat if they're needed.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 15 2010 00:30 GMT
#112
I've been trying this build out and I've been impressed with the results. I haven't played nearly enough games against good opponents to have a solid judgement, but one thing I can say is that you are definitely secure enough to pull it off against anything but all in attacks, which you should be able to scout. As the OP says, Steppes is great with the second hill to defend on, and LT has been laughably good too... stalkers on your ramp overlook really dissuades aggression. I've had some games where a push broke in and killed my guys with a handful of men left for him, and the next warp cycle with probes cleans it up without any real damage. Don't underestimate the strength of probes encircling marauders, who only 4 shot them. In fact, I am starting to think it's best to shoot down the marines with your stalkers and then bring in probes to trap.

In situations where they also FE, this makes it a lot easier to stay one base ahead since your nexus finishes before their cc, and the chrono'd gateway provides enough guys to make you seem pretty scary. If you're able to do some convincing aggression at the beginning before you get fully up and running, one of the nice things is that you can double tech off of two base, and do a 2 void ray harass while getting robo or whatnot. I strongly recommend moderately aggressive play once your 3 warpgates are up. This way you keep tabs on their army and keep them on the back foot, easing you into your third. Also, in my opinion, you might as well trade off gateway units for equal values of infantry as long as you can, since a bio ball gets worse to fight as it grows, and that puts a sort of economic pressure on them.

Last things I'll note: the 14 gate just seems really strong in general. It transitions nicely into fast tech with more gates if you see some kind of big attack being prepared, or cannons + upgrades. The 9 scout is stellar on small 2 player maps like Steppes as well. Probe harass is super fun and generally gets a 5-10 delay on their barracks and/or an scv kill, and warns you of reapers on 4 player maps.

I am thinking double FE will be common enough in PvT.
Comprehensive strategic intention: DNE
junemermaid
Profile Joined September 2006
United States981 Posts
August 15 2010 04:02 GMT
#113
On August 15 2010 09:06 kcdc wrote:
Show nested quote +
On August 14 2010 17:18 junemermaid wrote:
Because of the low gas by foregoing the 2nd extractor and stalker production, you can only reasonably choose one tech path, either twilight or robotics.

.....

Also, you really don't need to transfer your probes unless you're saturated or near saturation at your main. You're really losing more mining time than is gained.


I always get robo up before twilight. While I love charge, I find that I can survive mid-gate timing pushes without it by just having a lot of units. The only thing that's really tough to defend without charge is well controlled MMM because the medivacs let them endlessly stim and whittle away your army. Without charge, you basically have to get good forcefields off in order to not die, and that can sometimes be difficult.

As for probe transfer, I think it's important to transfer early because I like to have plenty of probes to pull from the nat if they're needed.


Have you played against a marauder hellion push (with the blue sparks)? Without charge it might be really really hard to stop, if not impossible.
the UMP says YER OUT
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 15 2010 12:53 GMT
#114
On August 15 2010 13:02 junemermaid wrote:
Show nested quote +
On August 15 2010 09:06 kcdc wrote:
On August 14 2010 17:18 junemermaid wrote:
Because of the low gas by foregoing the 2nd extractor and stalker production, you can only reasonably choose one tech path, either twilight or robotics.

.....

Also, you really don't need to transfer your probes unless you're saturated or near saturation at your main. You're really losing more mining time than is gained.


I always get robo up before twilight. While I love charge, I find that I can survive mid-gate timing pushes without it by just having a lot of units. The only thing that's really tough to defend without charge is well controlled MMM because the medivacs let them endlessly stim and whittle away your army. Without charge, you basically have to get good forcefields off in order to not die, and that can sometimes be difficult.

As for probe transfer, I think it's important to transfer early because I like to have plenty of probes to pull from the nat if they're needed.


Have you played against a marauder hellion push (with the blue sparks)? Without charge it might be really really hard to stop, if not impossible.


I have played against marauder hellion pushes, but I don't think they've had the blue flame upgrade. That's something to try, but with the gas required for marauders, a factory, conc shell, stim, and infernal pre-ignitor, it sounds like it would hit late enough that I'd be able to defend by just having a lot of stalkers. You can barely get stim in time to hit before my FE starts kicking in income.
naventus
Profile Blog Joined February 2004
United States1337 Posts
August 15 2010 13:03 GMT
#115
+ a late stargate after your 3 gates would not be bad, if the T expanded as well.

I think stargate is more aggressive like the old robotics. both void ray and phoenix can help stall and break pushes.

I'm not really sure what role, if any the immortal plays. colossus is also probably overshadowed by templar vs T.
hmm.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 15 2010 13:07 GMT
#116
On August 15 2010 22:03 naventus wrote:
+ a late stargate after your 3 gates would not be bad, if the T expanded as well.

I think stargate is more aggressive like the old robotics. both void ray and phoenix can help stall and break pushes.

I'm not really sure what role, if any the immortal plays. colossus is also probably overshadowed by templar vs T.


Observers, man. Observers.
wxwx
Profile Joined May 2010
527 Posts
August 15 2010 15:40 GMT
#117
I've seen fast expo before in pro level replays, in maps such as scrap station, or cross position in 4 player maps.

No need to single gas, no need to chronoboost gateway. You don't necessarily need a special build order for fast expo. Just do standard, and throw down a nexus if you are lucky to scout a fast factory from the terran.



Nah
Profile Joined February 2010
Poland50 Posts
August 15 2010 18:49 GMT
#118
On August 16 2010 00:40 wxwx wrote:
No need to single gas, no need to chronoboost gateway. You don't necessarily need a special build order for fast expo. Just do standard, and throw down a nexus if you are lucky to scout a fast factory from the terran.


Yes but this build grants survival low tier pushes as well. Every build/strat lessens the luck factor.

The only downside I see with this build is that after initial push Protoss is forced to make few rounds of low tier units, because of possible re-push. Intense teching might cost the game.
Protoss wins it all
blabber
Profile Blog Joined June 2007
United States4448 Posts
August 15 2010 20:31 GMT
#119
this does not work vs all-in scv/4rax marine rush
http://starcraft2reps.com/index.php?a=details&id=1229
blabberrrrr
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 15 2010 21:57 GMT
#120
On August 16 2010 05:31 blabber wrote:
this does not work vs all-in scv/4rax marine rush
http://starcraft2reps.com/index.php?a=details&id=1229


Hah, yeah, if you play like that, you'll lose to a lot of crap attacks. You did something funky with a canceled assimilator, you didn't build a zealot before stalker, you didn't chronoboost your gateway, and you didn't even come close to constant unit production w/o chronoboost on your gateway. Unsurprisingly, you had almost nothing when he set out. Even with those huge mistakes, you still could have won had you had a probe on the watch tower to see his scv attack coming. You should have simply pulled back into your main, sacked your expo and forcefielded the ramp. He would have lost far more than 400 minerals in lost mining by pulling all of his scvs, so you'd be way ahead even with the lost nexus. You probably could have still saved the game had you ran into your main instead of away from your ramp when he showed up. If you'd just run the right way, you could have done the same forcefielding tactic, although you would have lost your probes as well as your nexus, so it would have been about even afterwards.
Prev 1 4 5 6 7 8 71 Next
Please log in or register to reply.
Live Events Refresh
The PiG Daily
20:15
Best Games of SC
Clem vs Solar
Solar vs herO
herO vs ByuN
Reynor vs Nicoract
Clem vs herO
Solar vs MaxPax
PiGStarcraft341
LiquipediaDiscussion
LAN Event
18:00
LANified! 37: Groundswell
Discussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 519
PiGStarcraft341
White-Ra 246
IndyStarCraft 119
JuggernautJason77
Vindicta 22
StarCraft: Brood War
Calm 3499
Rain 1948
Hyun 164
Bonyth 106
NaDa 11
IntoTheRainbow 9
Dota 2
syndereN169
League of Legends
rGuardiaN67
Counter-Strike
byalli6126
Super Smash Bros
C9.Mang0177
Heroes of the Storm
Liquid`Hasu421
Other Games
Grubby5793
FrodaN3132
fl0m681
Beastyqt655
XaKoH 577
Lowko257
RotterdaM241
taco 210
Sick185
ArmadaUGS116
Mew2King62
Trikslyr44
nookyyy 38
ZombieGrub26
Organizations
Dota 2
PGL Dota 2 - Main Stream152
Other Games
BasetradeTV102
StarCraft 2
angryscii 17
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 32
• HeavenSC 23
• davetesta18
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• blackmanpl 42
• FirePhoenix26
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2934
• Ler99
League of Legends
• HappyZerGling116
Other Games
• imaqtpie1456
• Shiphtur357
Upcoming Events
Replay Cast
1h 33m
Replay Cast
11h 33m
WardiTV Korean Royale
14h 33m
OSC
19h 33m
Sparkling Tuna Cup
1d 12h
WardiTV Korean Royale
1d 14h
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
StarCraft2.fi
2 days
[ Show More ]
Replay Cast
3 days
Wardi Open
3 days
StarCraft2.fi
3 days
PiGosaur Monday
4 days
Wardi Open
4 days
StarCraft2.fi
4 days
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.