I really like going mass blink stalkers into DTs/HTs so I found this opener intriguing:
http://sc2rep.net/sites/all/modules/pubdlcnt/pubdlcnt.php?file=http://sc2rep.net/files/replays/(P)oGssSKS_vs_(Z)PAGE_XC_2010-09-27_2047.sc2replay&nid=2047
Tester opens with a 3 gate goes for a little push around the 6:30 mark and expands as he wreaks havoc in the zerg's base. Yeah, that was probably a game ending push anyway but I really like his transition into stalkers.
But I really do like 2 gating... Tester's 12/15 gate. I pressure with my initial zealots, force him to make as many spines and lings as I can while getting a core, forge and expanding. Really, the goal at this time is just to force him to not make drones while you're chronoboosting probes and keeping your initial forces alive (While expanding). After this I usually just transition into standard collosus play.
I'm interested in how other people pressure zerg opponents and at what times.
ETA: Nice and detailed post:
+ Show Spoiler +
On October 05 2010 13:50 Magdain wrote:
A lot of people aren't looking at 2 gating from a proper perspective. Using a 2 gate opener against a zerg you don't have to kill units equal to your zealot cost to deal damage.
If you build 4 zealots and force your opponent to build 12 lings you're temporarily halting his drone production completely while you have constant probe production (potentially backed by chrono boost). If he goes roaches he's down 150 minerals on tech, possibly has to invest more in gas, and you're still temporarily halting drone production. If you kill a queen (even at the cost of zealots) you directly cost him 150 minerals and permanently delete up to 5 larvae (depending on how close to finished his current inject is).
It's less common but another poster also addressed spine crawlers shutting down 2 gate pressure.. And it usually will, but you need to keep things into perspective again. Every spinecrawler is 100 minerals and a drone deleted from the game. It's not as flashy as killing 3 drones, but it's just as effective.
Really the only way 2 gate can go wrong is if you lose all of your zealots and die to a counterattack. The solution to this is be a little more cautious with your zealots or to have a forge follow-up. On maps where you can do a tight wall, you can make a forge while moving out with your zealots. Completely wall off, and make cannons 1 square behind all of your buildings** if you're concerned about a counter.
** Cannons that are placed 1 square behind another building can attack roaches without being attacked themselves.
Note that I'm not able to watch the replays at this time to pick out any execution issues, but my advice in neat list form is:
1) Place all of your buildings on time. If you're making your first gate on 12 supply, then drop it immediately when you have 150 minerals and not any later. Getting a unit out 5 or 10 seconds late is a very long time, especially when it comes to early pressure. Those 5 seconds could be the difference between roaches being hatched and completely blocking your pressure, and you killing a queen.
2) Try to realistically quantify the damage you've dealt. If you don't kill a hatchery it doesn't mean your pressure failed. Poking and prodding just to pressure your opponent into overreacting is perfectly fine. It's sometimes acceptable to just leave if you know you can't get anything else done. You'll only learn make these judgements by playing a lot and reviewing your games.
3) If you're going to go for it, then just go for it. You mentioned in one game that you nearly killed a queen but backed off prematurely. This is going to sound obvious, but: a queen at 1 health injects just as well as a queen at full health, so you basically deleted time and gained nothing. In a situation like that it most likely would have been better to just risk the losses and kill the queen (again, without having seen the replay).
4) Always have a follow-up. When you're doing a 2 gate it forces your opponent to make an army, so you need to have a way to deal with it. Whether it's cannons and a wall or stalker and sentry support for the inevitable lings/roaches, you need to be preparing your follow-up while your attack is in progress.
A lot of people aren't looking at 2 gating from a proper perspective. Using a 2 gate opener against a zerg you don't have to kill units equal to your zealot cost to deal damage.
If you build 4 zealots and force your opponent to build 12 lings you're temporarily halting his drone production completely while you have constant probe production (potentially backed by chrono boost). If he goes roaches he's down 150 minerals on tech, possibly has to invest more in gas, and you're still temporarily halting drone production. If you kill a queen (even at the cost of zealots) you directly cost him 150 minerals and permanently delete up to 5 larvae (depending on how close to finished his current inject is).
It's less common but another poster also addressed spine crawlers shutting down 2 gate pressure.. And it usually will, but you need to keep things into perspective again. Every spinecrawler is 100 minerals and a drone deleted from the game. It's not as flashy as killing 3 drones, but it's just as effective.
Really the only way 2 gate can go wrong is if you lose all of your zealots and die to a counterattack. The solution to this is be a little more cautious with your zealots or to have a forge follow-up. On maps where you can do a tight wall, you can make a forge while moving out with your zealots. Completely wall off, and make cannons 1 square behind all of your buildings** if you're concerned about a counter.
** Cannons that are placed 1 square behind another building can attack roaches without being attacked themselves.
Note that I'm not able to watch the replays at this time to pick out any execution issues, but my advice in neat list form is:
1) Place all of your buildings on time. If you're making your first gate on 12 supply, then drop it immediately when you have 150 minerals and not any later. Getting a unit out 5 or 10 seconds late is a very long time, especially when it comes to early pressure. Those 5 seconds could be the difference between roaches being hatched and completely blocking your pressure, and you killing a queen.
2) Try to realistically quantify the damage you've dealt. If you don't kill a hatchery it doesn't mean your pressure failed. Poking and prodding just to pressure your opponent into overreacting is perfectly fine. It's sometimes acceptable to just leave if you know you can't get anything else done. You'll only learn make these judgements by playing a lot and reviewing your games.
3) If you're going to go for it, then just go for it. You mentioned in one game that you nearly killed a queen but backed off prematurely. This is going to sound obvious, but: a queen at 1 health injects just as well as a queen at full health, so you basically deleted time and gained nothing. In a situation like that it most likely would have been better to just risk the losses and kill the queen (again, without having seen the replay).
4) Always have a follow-up. When you're doing a 2 gate it forces your opponent to make an army, so you need to have a way to deal with it. Whether it's cannons and a wall or stalker and sentry support for the inevitable lings/roaches, you need to be preparing your follow-up while your attack is in progress.