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Forge fast expand vs terran

Forum Index > StarCraft 2 Strategy
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Hilo
Profile Joined December 2010
Estonia114 Posts
Last Edited: 2012-04-16 04:40:40
April 15 2012 20:45 GMT
#1
So I read about Oz doing forge FE vs terran , so I missed it and I would like to see buildorder (haven't found it anywhere)
Oz also debuted a build that was entirely new to the GSL, an unintuitive but effective forge fast expansion into three bases with fast upgrades.
So if anyone could post build order I would be thankful.


-Hilo

EDIT : It was Oz not PartinG
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
April 15 2012 20:50 GMT
#2
I've never heard of a FFE against Terran! I wonder how Parting pulled that off...I'm curious to see the replay now too lol
Coaching www.allin-academy.com | Team www.All-Inspiration.com
NoMicroWin
Profile Blog Joined August 2010
United States688 Posts
April 15 2012 20:52 GMT
#3
I saw HuK do it in NASL (the build itself looked pretty odd, as it was 16 nex -> gate -> forge _> double gas into zealot sentry with cannon support and fast +1 attack ( at about 5 minutes)
If she pulls out her stalkers, you pull out your mauraders and concussive all over her tits
Banchan
Profile Joined May 2011
United States179 Posts
Last Edited: 2012-04-15 20:52:57
April 15 2012 20:52 GMT
#4
It looks like it was Oz that did the FFE vs terran, not Parting

or maybe I'm just missing something here?
Oz also debuted a build that was entirely new to the GSL, an unintuitive but effective forge fast expansion into three bases with fast upgrades.
Dubsy
Profile Joined July 2011
Canada186 Posts
April 15 2012 21:00 GMT
#5
Hero uses this against ryung in An NASL game.

You have to be VERY sure what you're up against. It's good against gasless expands and really puts you in great shape against 4 rax marine follow ups. Good 2 rax and quick stim timings can just kill you, especially maps without 2 ff ramps at the nat.

0/2 or 1/2 chargelots with GS can be hilarious against 0/0 or 1/0 infantry.
With a right-left, right-left you're toothless, And then you say "Goddamn they ruthless!"
Squigly
Profile Joined February 2011
United Kingdom629 Posts
April 15 2012 21:00 GMT
#6
Ive had P 15 nexus into forge into gate + cannon + cannon. Ive tried simply 3 raxing and busting it down, and that dies miserably. Im pretty sure the response is simply 1 rax FE into 3rd CC.

Just like if you see a 15 nexus you can throw down a 3rd CC, as FFE is simply a safer 15 nexus.
Andreas
Profile Blog Joined January 2011
Norway214 Posts
April 15 2012 21:03 GMT
#7
If you 2rax at 12 and 14 supply you can get to the cannon with 3 marines if you scout it in time, but otherwise I think the only way you can "counter" this is by some kind of early tank push or a drop play to avoid the cannons altogether.
lifeangelus
Profile Joined September 2010
51 Posts
April 15 2012 22:37 GMT
#8
I have seen it pop up at tip top level play here and there over the last month. The most common build order seen and Ive been using it to on certain maps. Terrain is very important for the build. It goes

2 chrono on probes.
16 nexus
17 forge
18 pylon
18 gateway
19 cannon
20 double gas

I also chain sentrys out of the first gate once I can. Helps with silly 2/3/4 rax stuff and chruses any early aggression after a terran expand.

From here it varies on what you scout. If you scout 2 rax you chrono the wg and drop 2-3 extra gateways at 32-33 supply. If its gasless expand chrono the hell out of your probes. It puts you in a great economic position its crazy.

Get +1 armor and weapons whenever you feel comfortable. If have been getting it almost as soon as I get 100 gas and i have yet to see someone who can punish me. You can have your upgrade done in time for 1/1/1 variations and it helps so much.

Always scout the map for an early third from terran because you will need to take one. Sorry the build is not super detailed but its very scout dependant. I have yet to lose using this build at a masters level. So close to GM
lifeangelus
Profile Joined September 2010
51 Posts
Last Edited: 2012-04-15 22:41:40
April 15 2012 22:39 GMT
#9
Also to those saying drops and tanks will crush this. It will not. I have had gm friend terrans do all soughts of 1/1/1 variationns and barracks play knowning I am forge expanding and they cant punish it. The economy of this build allows you to support 5 gateways and a robo so early in the game. Much earlier then most builds.

edit: just read the post about 12/14 rax. No you can get 1 marine there in time everything else is way to late. the cannon actually finishes before the scouting scv gets to the base alot of the time and the have to play in the dark
phiinix
Profile Blog Joined February 2011
United States1169 Posts
April 15 2012 22:42 GMT
#10
Yea I think you have to metagame a little bit. I wouldn't be surprised at all if a forge build auto loses or puts protoss at a significant disadvantage in a lot of other situations. I always open gas, and protoss can be in a sticky situation a lot of times if say, a bunker with a reaper gets into your natural. Also, if protoss commits to too many cannons, it makes early drop play really hard to deal with. However if you know, or are willing to bet that terran will open gasless, I think it's a pretty good way to go.


Of course, there may be a way to outright punish it, but it's pretty new so we just don't know yet.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2012-04-15 22:44:09
April 15 2012 22:43 GMT
#11
What if the T just gets a reaper?

And wouldn't it be much harder to deal with the 9-10 minute attack with 2 medivacs since your gateways are delayed?
lifeangelus
Profile Joined September 2010
51 Posts
April 15 2012 22:46 GMT
#12
If they open gas just got zealot stalker then sentry out of your first gateway. Your all theory crafting. Until you see the economy through correct decision making you cant judge on if certain pushes will work. If your on 1 base and have not kill the forge FE withing 7minutes your gonna lose. a protoss will be maxed saturation on both bases so so early.
EienShinwa
Profile Joined May 2010
United States655 Posts
April 15 2012 22:49 GMT
#13
Why FFE when you can just nexus first.....?
I have a simple philosophy: Fill what's empty. Empty what's full. Scratch where it itches. Alice Roosevelt Longworth
lifeangelus
Profile Joined September 2010
51 Posts
April 15 2012 22:50 GMT
#14
It is nexus first eienshinwa? It is done for the early upgrades. having 1-1 at the 8minute mark in the game is so helpful.
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
April 15 2012 22:56 GMT
#15
I can't see this working as a regular tactic, any sort of early elevator play is going to do serious damage.
lifeangelus
Profile Joined September 2010
51 Posts
April 15 2012 23:03 GMT
#16
Thankfully elevator play comes to late so its a non issue
EienShinwa
Profile Joined May 2010
United States655 Posts
April 15 2012 23:18 GMT
#17
On April 16 2012 07:50 lifeangelus wrote:
It is nexus first eienshinwa? It is done for the early upgrades. having 1-1 at the 8minute mark in the game is so helpful.


Oh, so nexus first into forges + cannons? Why not just nexus first into gateway then cyber and add more gates?
I have a simple philosophy: Fill what's empty. Empty what's full. Scratch where it itches. Alice Roosevelt Longworth
Jazzman88
Profile Joined January 2012
Canada2228 Posts
April 15 2012 23:31 GMT
#18
It just messes up the timings that most Protoss are used to with 1-gate FEs. You can support the 5 gates plus the robo or upgrades a bit earlier, but you DO sacrifice some defense early. Good sentry control is paramount. If you can use your sentry count with enough meat shield zealots to neutralize the stim timings that Terran feed on Protoss with, then you can be in good shape. One thing to be careful of is that FFE is more defensive that early gateway expands, because the gateways/warp gate is delayed. It's possible for the Terran to spot your FFE, decide he's not going to pressure it, and just immediately take a quick third and be up even further. He'll then tech straight to ghosts and double ups, and be ready to combat whatever tech path you choose unless you spot HIS quick third and match it with your own. He'll have a narrow window to take his third and get enough Barracks up to deflect any delayed pressure you put on, so keep scouting aggressively.
lifeangelus
Profile Joined September 2010
51 Posts
April 16 2012 00:08 GMT
#19
I posted the build order before and it shows nexus first. Also people who think WG is HEAPS delayed you can have it warpgate done sub 6:30mins depending on chrono. You have a 2nd nexus building chrono energy which helps heaps.
AC3
Profile Joined April 2006
Canada337 Posts
April 16 2012 00:11 GMT
#20
On April 16 2012 07:50 lifeangelus wrote:
It is nexus first eienshinwa? It is done for the early upgrades. having 1-1 at the 8minute mark in the game is so helpful.


I don't believe its for early 1-1 upgrades, that may just be a side benefit of the build. The build is used by Oz on multiple occasions to take a very fast 3rd (before 7 minutes) against the Terran.

http://www.gomtv.net/2012gsls2/vod/67119/?set=4&lang= Is the first time Oz does this in his GSL group against oGsFin. You can see how tight the build is when wasting even a few force fields in the middle of the map ends means he can't hold off Fin's aggression.

http://www.gomtv.net/2012gsls2/vod/67119/?set=11&lang= In this game vs TSLPolt he executes the build to get an insane economy off of 3 bases very quickly. It also shows a great Terran response to this build, where he matches Oz's economic greed by taking an even faster 3rd of his own, and the game progresses into a macro war.
"The idea is to try to give all of the information to help others to judge the value of your contribution; not just the information that leads to judgment in one particular direction or another" -- Richard Feynman
lifeangelus
Profile Joined September 2010
51 Posts
April 16 2012 00:17 GMT
#21
I didnt mean the forge FE was just for upgrades I just meant there very helpful. I see the quick third in most game is only taken if the terran does. The whole build relys on good scouting just like most good builds do.
pavement ist rad
Profile Joined January 2007
United States226 Posts
April 16 2012 00:25 GMT
#22
I don't understand why you need the forge. If Terran expands, then Protoss FE is super safe and canons would be a waste of money.
Micket
Profile Joined April 2011
United Kingdom2163 Posts
April 16 2012 00:55 GMT
#23
I'm still pretty sure a 1 base hellion marine elevator play will 100% win vs this. Or even marauder hellion. Its only good vs gasless i think.
Inquisitor1323
Profile Joined March 2012
370 Posts
April 16 2012 01:11 GMT
#24
If terran scouts it in time before he commits to gasless FE you are screwed. The only way ive seen it pulled off is when you build like 5 cannons to hold off MM agression and then the T can just get a fast third. Against gasless 1rax FE would be somewhat good though
Inquisitor1323
Profile Joined March 2012
370 Posts
April 16 2012 01:12 GMT
#25
Oh wait I forgot just GET A REAPER HAHAHAHAHAHAHAHAHA!!
Carbonthief
Profile Joined October 2010
United States289 Posts
April 16 2012 01:14 GMT
#26
On April 16 2012 07:43 Genome852 wrote:
What if the T just gets a reaper?

And wouldn't it be much harder to deal with the 9-10 minute attack with 2 medivacs since your gateways are delayed?


Reaper rushes probably would be a pain to deal with since your cyber is delayed, but probably not autolose with good probe micro. 9-10 minute timing attacks however shouldn't be a problem. In general you want to finish your 2 base economy, and then start your 2 base production. FFE doesn't slow down 2 base production, only 1 base production. You get your gateway production started faster, actually, if you're allowed to play greedier earlier on. So the window for punishing this would have to be earlier than that.
Carbonthief
Profile Joined October 2010
United States289 Posts
April 16 2012 01:17 GMT
#27
On April 16 2012 09:25 pavement ist rad wrote:
I don't understand why you need the forge. If Terran expands, then Protoss FE is super safe and canons would be a waste of money.


Well I would assume the cannon is just to deny scouting, not to be safe. The fast forge also allows you to start upgrades right away, which could lead to a faster +2 timing attack, or a faster +1 pressure.
Swift118
Profile Joined January 2012
United Kingdom335 Posts
Last Edited: 2012-04-16 01:33:18
April 16 2012 01:22 GMT
#28
I should imagine 2 rax reaper would completely destroy or do good damage, at worst force the toss to make cannons all over the shop. If the Terran open gasless I suppose this build will work pretty fine, then again is it worth the risk? On 2 player maps at least you could scout in time and adjust accordingly.
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
April 16 2012 01:54 GMT
#29
4 rax scv allin that is the reason that is the CASE :D No rly this is only thing i can think off. Quick upgrades are also nice and that quick third is reasonable if you scout terran responding by quick third. I mean you can say you could defend that with quick double gates and what not but it is still the risk to take. Forge just makes sure the risks are lower than with gateway after nexus and makes up for itself nicely with those quicker upgrades and stronger 2 base econ later on
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
digmouse
Profile Blog Joined November 2010
China6329 Posts
April 16 2012 02:33 GMT
#30
Does the position of Forge/Gate matter?
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Whitewing
Profile Joined October 2010
United States7483 Posts
April 16 2012 02:34 GMT
#31
On April 16 2012 07:43 Genome852 wrote:
What if the T just gets a reaper?

And wouldn't it be much harder to deal with the 9-10 minute attack with 2 medivacs since your gateways are delayed?


If terran is opening reaper already then that kind of kills this pretty hard. If Terran decides to go reaper after scouting you, you can probably get a stalker out to deal with it without taking too much damage, maybe a probe loss or two.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
GuoJing
Profile Joined July 2011
France30 Posts
Last Edited: 2012-04-17 12:49:04
April 17 2012 12:48 GMT
#32
i saw the games where oz did this build but i don't remember when he scouted, if he did. a 12 or 15 (depending on maps) scout will probably not kill the BO Here is the core BO i saw :
9 pylon
3 CB
17 nexus
17 forge (oz hides this forge with the first pylon being on a corner of his base)
18 pylon at natural ( so that you can build a canon at top of the ramp)
18 gate
19 canon (except if you scouted cc first maybe ?)
20 double gas
24 core
25 zealot

adjust your CB depending on what you scouted or if you want to be greedy or not.

main things in order (in case you scout there will be no aggression i guess) :
+1 armor
WG
stalker, sentry
+ 2 gates
nexus @ third base
Robo
+1 attack (@60% +1 : twilight council)
more gates etc. choose your tech path etc.

vBr
Profile Joined July 2011
Sweden193 Posts
April 17 2012 13:54 GMT
#33
It is a cool build, but loses to reaper which is standard enough. also it was autoloss to 1/1/1 for me which was a big letdown.. its a build I might pull out in a tourney but doubt I'll ever use it ladder
Nihonjin
Profile Joined October 2011
66 Posts
April 17 2012 14:24 GMT
#34
Hero did this against alive yesterday. I think he went nexus-gate-forge. With one cannon and got zealots out. Holded off proxy 2 rax which was not scouted but hero had a hint it was. He git 2nd cannon after the bunker rush It was amazing seeing how close of a game it was. Alive trying to all in over and over and kept failing.
RandomAccount#216215
Profile Joined September 2011
76 Posts
April 17 2012 17:39 GMT
#35
--- Nuked ---
tar
Profile Joined October 2010
Germany991 Posts
Last Edited: 2012-04-17 19:46:39
April 17 2012 19:44 GMT
#36
On April 18 2012 02:39 isrtor2 wrote:
FFE against terran...im tired of bad discussions. The reason is that a reaper will reach your base before you can have a stalker out and deny mining or kill probes for long enough to make the FE not worth / will outright lose you the game. The fact that you might(if your opponent doesnt multitask well) trap the reaper with probes is true but quite bad to say the least. How will you deal with fast banshee? helion drop? and more... the fact that the cannons delay your gateways and other core infrastructure means that holding anything but a frontal(on the ramp) mm attack into your cannon will be even more difficult.

Sure this build could work against some builds, the terran may scout late / prehaps will be going for some FE build that will not allow him to get reapers/banshees/drops/tanks fast enough but as MC likes to say: " this is not a poker game", we need builds that can deal with most builds that could come out of our opponet.




You might consider stop infusing a valid discussion with bad arguments then

Fast banshee is not gonna kill you since u can either add cannons to ur mineral line or get a fast robo when u scout a terran not expanding gasless. Just saw a game today (code A i think, gotta check the vods once I am back home) where exactly that scenario happened and detection was out in time (even though the toss screwed up - his army being out of position).
As to the other points u come up with: the boost in economey u get by expanding that early will give the possibility to hold any push that tries to circumvent ur cannons, since those attacks come late enough to let ur FE pay off ( they gotta wait for medivac/banshee-tech finishing).
With regard to the reaper expand: There are always build orders that put u behind against certain builds, this one however seems to be a relatively save way to open nexus first (Hero defended a 2 rax from alive with this opener at MCSL). And u can minimize the damage from reapers with good micro and might end up even with the later expanding Terran.

There are different builds, this is a very save macro opener for certain maps, no need for u to talk down on the whole discussion just because you have concerns...
whoever I pick for my anti team turns gosu
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2012-04-17 19:52:44
April 17 2012 19:51 GMT
#37
I think the Korean metagame involves a lot of mindgame regarding gasless openings from Terran (expand? or multirax play?). I just saw Hero use the Nexus first into gate + forge against aLive, and aLive had gone gasless but coincidentally enough for a second rax proxied in the middle of Metropolis. He pulled SCVs with his marine attack, but HerO defended with 1 cannon, 1 zealot and 6-7 Probes without losing a single unit and with aLive losing 5 SCVs.

The build looks fairly economical while granting some extra safety against "tricky gasless multirax" play. If you play on ladder and you don't encounter much of that, I suggest you just don't do this build at all and go for usual nexus into double gates or even 1 gate FE.

Edit: The game was Hero vs aLive, TL vs fnatic, MCSL (currently broadcasting)
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
April 17 2012 19:53 GMT
#38
Zealots have 1 base armor, +2 armor ugprade under guardian shield and marines do 1 damage instead of 6, marauders (already bad against zeals) do 5 damage instead of 10. Free win if you can get any decent engage with 2 armor before he gets attack upgrades.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Aerohank
Profile Joined April 2012
12 Posts
April 17 2012 20:15 GMT
#39
I have faced a protoss doing a FFE only once in all my games. He died because of 1 reaper.
Hiea
Profile Joined March 2012
Denmark1538 Posts
April 17 2012 20:29 GMT
#40
This build is basicly a safe nexus first vs 2rax + scv pull, which if you don't have the cannon, you lose your Nexus, get worlds behind and die, or, the terran bunkers your main, kills your pylons powering gateways, and kill you right then and there.

With the cannon your much safer vs 2rax than a standard nexus first.

A reaper will do damage yes, but if you get such an early reaper, the chances are your expansion is delayed aswell, so its probably gonna end up about even or abit in his favor unless he messes up his control.
alyselol
Profile Joined December 2010
100 Posts
Last Edited: 2012-04-17 20:31:00
April 17 2012 20:30 GMT
#41
misread, delete pls
Swift118
Profile Joined January 2012
United Kingdom335 Posts
Last Edited: 2012-04-17 21:34:59
April 17 2012 21:29 GMT
#42
On April 18 2012 04:51 ZenithM wrote:
I think the Korean metagame involves a lot of mindgame regarding gasless openings from Terran (expand? or multirax play?). I just saw Hero use the Nexus first into gate + forge against aLive, and aLive had gone gasless but coincidentally enough for a second rax proxied in the middle of Metropolis. He pulled SCVs with his marine attack, but HerO defended with 1 cannon, 1 zealot and 6-7 Probes without losing a single unit and with aLive losing 5 SCVs.

The build looks fairly economical while granting some extra safety against "tricky gasless multirax" play. If you play on ladder and you don't encounter much of that, I suggest you just don't do this build at all and go for usual nexus into double gates or even 1 gate FE.

Edit: The game was Hero vs aLive, TL vs fnatic, MCSL (currently broadcasting)


Of course. People really should not get too excited about a build that one pro uses in a tourny. A lot of mind games going on between 2 pros who probably know each others game pretty damn well. As for a couple of people who called it a "safe opener" well I not sure anyone could say that. If the Terran scouts, spots a ffe and they have opened gas they can instantly put tech lab on rax, drop another rax and commit to 2 rax reaper and still get their expo up in reasonble time while doing horrible damage to the Protoss player, even if your plan is to wait for a Stalker to help defend, the time you have a Stalker in an opener like ffe the Terran could have enough reapers to deal with it anyways.
BoondockVeritas
Profile Joined August 2010
United States191 Posts
April 18 2012 01:32 GMT
#43
On April 16 2012 08:18 EienShinwa wrote:
Show nested quote +
On April 16 2012 07:50 lifeangelus wrote:
It is nexus first eienshinwa? It is done for the early upgrades. having 1-1 at the 8minute mark in the game is so helpful.


Oh, so nexus first into forges + cannons? Why not just nexus first into gateway then cyber and add more gates?


You can go nexus into more gates, but I think you use the forge because just gateway units get destroyed too quickly by barracks units so you're stuck on two bases longer. If you have the cannon at the top of the ramp and some ff control with a couple zealots, you can take the faster third base.

I saw sage do it on his stream last night and idk what triggered it and why he only did it once when he won so convincingly with it. It looks and sounds like it's really tight opening and has variation depending on your opponent.
NA server Veritas.414, KR server Bullet.382. 지지요!
BoondockVeritas
Profile Joined August 2010
United States191 Posts
April 18 2012 01:37 GMT
#44
On April 18 2012 06:29 Swift118 wrote:
Show nested quote +
On April 18 2012 04:51 ZenithM wrote:
I think the Korean metagame involves a lot of mindgame regarding gasless openings from Terran (expand? or multirax play?). I just saw Hero use the Nexus first into gate + forge against aLive, and aLive had gone gasless but coincidentally enough for a second rax proxied in the middle of Metropolis. He pulled SCVs with his marine attack, but HerO defended with 1 cannon, 1 zealot and 6-7 Probes without losing a single unit and with aLive losing 5 SCVs.

The build looks fairly economical while granting some extra safety against "tricky gasless multirax" play. If you play on ladder and you don't encounter much of that, I suggest you just don't do this build at all and go for usual nexus into double gates or even 1 gate FE.

Edit: The game was Hero vs aLive, TL vs fnatic, MCSL (currently broadcasting)


Of course. People really should not get too excited about a build that one pro uses in a tourny. A lot of mind games going on between 2 pros who probably know each others game pretty damn well. As for a couple of people who called it a "safe opener" well I not sure anyone could say that. If the Terran scouts, spots a ffe and they have opened gas they can instantly put tech lab on rax, drop another rax and commit to 2 rax reaper and still get their expo up in reasonble time while doing horrible damage to the Protoss player, even if your plan is to wait for a Stalker to help defend, the time you have a Stalker in an opener like ffe the Terran could have enough reapers to deal with it anyways.


I know what you're saying about hype between pros in one game, but it's now been a few different pros doing it. It's also looking like more of a nexus first into standard play with just a forge thrown in for some defense and added bonus of upgrades quicker.
NA server Veritas.414, KR server Bullet.382. 지지요!
boxman22
Profile Blog Joined October 2011
Canada430 Posts
April 18 2012 03:32 GMT
#45
Why do people keep saying it's hard countered by reapers? Let's say worst case scenario = terran wanted to 2rax you (the only common opener where there is the early opportunity for a rax with a tech lab on it). You switch to building reapers around 24 supply. By the time the reaper reaches the toss's base there's 1 zealot with a stalker on the way. OMG GG IMMEDIATELY
boxman22
Profile Blog Joined October 2011
Canada430 Posts
Last Edited: 2012-04-18 04:28:27
April 18 2012 03:51 GMT
#46
I just tested this theory. I assume that people will not respond to nexus first with reaper (since against normal nexus first you will get crushed). This means I make 2 marines before getting the tech lab on the barracks. I also try to make the worst case scenario so I use oz's forge first rather than hero's gate first. I used cloud kingdom le and got a reaper in the base at 5:47 vs getting a stalker at 6:12. So in the WORST POSSIBLE scenario you have 1 reaper for 25 seconds.

As a test I also went with some guy's response of throw down another rax with a tech lab when you see it, however that actually hit after the reaper popping out. So that would mean another 45 seconds before another reaper and then another 25 seconds till another after that...

Edit: Since my plat mechanics aren't the greatest I used sc2planner:
http://sc2planner.com/#TaaaaoEaaoFdaoDaacoCjoEjafaoPalaoAa reaper in terran base by 4:44
http://sc2planner.com/#PaaaoCafaafaaafaaoAoEoCoDaoGfaaoBoBafaoFccaaaaafaafj stalker pops by 5:32. So you have less than 1 minute to make it across the map and deal damage.

I built a reaper on ohana and ran it ramp to ramp. Took 42 seconds. So given 2 perfect builds you'd have a reaper out for 6 seconds before a stalker on ohana...

Also keep in mind this is against nexus first. So you have to deal MASSIVE damage to keep up given delaying the CC. sc2planner shows 22 scvs vs 32 probes at 5:32, still with expo CC unfinished. Making only scvs and probes until that CC finishes and becomes an orbital shows, 38 probes to 25 scvs... Probably need at least 5 probe kills with that reaper to make it worth it.
rauk
Profile Blog Joined February 2009
United States2228 Posts
April 18 2012 03:59 GMT
#47
it seems pretty simple to go 1rax CC CC when you scout the forge, you know that toss just spent 300 minerals or more on a forge and cannon. i feel like terran is a little more flexible off that since you can take a quick double gas right after your third CC and rush cloak, forcing more cannons from toss and getting some scouting done whereas toss can't scout you until his robo tech is done, which also restricts his early tech options.
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
April 18 2012 06:59 GMT
#48
This build is seriously amazing and awesome. I've only done it in a few ladders and I need to grind it out with a practice partner trying to poke holes in it still. It seems like you're only a little bit behind vs a fast 3rd cc from terran and can conceivably go for an early 6-7 gate allin if he goes that route. I'm really curious as to how this plays against the marauder hellion strategies that defeat normal nexus first pvt builds. Its so easy to tech to colossi and get double upgrades running really quickly with this build. Assuming he plays a relatively standard gasless expand with a 3rd around 9-10 minutes, you can easily have 3/3 done by the 15-16 minute mark and have dropped a 3rd nexus by 11 minutes AND have colossi tech to defend it. Great fun!


Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
April 18 2012 07:52 GMT
#49
this only works vs no-gas.. right? and if so, i'm not even sure it's "the best" vs no gas builds compared to something like 3rd base off of 1 gate etc.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2012-04-18 08:11:40
April 18 2012 08:05 GMT
#50
On April 18 2012 15:59 Drowsy wrote:
This build is seriously amazing and awesome. I've only done it in a few ladders and I need to grind it out with a practice partner trying to poke holes in it still. It seems like you're only a little bit behind vs a fast 3rd cc from terran and can conceivably go for an early 6-7 gate allin if he goes that route. I'm really curious as to how this plays against the marauder hellion strategies that defeat normal nexus first pvt builds. Its so easy to tech to colossi and get double upgrades running really quickly with this build. Assuming he plays a relatively standard gasless expand with a 3rd around 9-10 minutes, you can easily have 3/3 done by the 15-16 minute mark and have dropped a 3rd nexus by 11 minutes AND have colossi tech to defend it. Great fun!



Well a 9 minute 3rd is really late(or did you mean to go to the 3rd and saturate it?).

I really don't understand this build. Looking at how Thorzain vs Alicia in NASL, this is exactly how I'd play it out, even if I had gas, I'd just pull my scvs out of there and get a 3rd CC. Heck you could even delay the bunker at the front. Then at 9-10 minutes you come knocking with 2-4 medivacs and can start dropping. I just don't understand how this build *can* work, since a terran can just attack you at your weakest point and ignore any cannon you've made. Furtheremore if the toss takes the 3rd, he's really only spreading himself out thinner and it will force more cannons and make drop harrass easier.

I just don't understand how it can work, seeing as a nexus first/FE in PvT(as an example of why its solid and hard to punish for terran even though toss has less army value) really only works due to ffs and the lack of medivacs, which at the 3rd nexus timing, ffs will be a bit obsolete(well there won't be as good ramp to ff) and medivacs will be out.

Edit: So I mean for a 2 base allin with +2 armor or something, maybe it's worth it, but for macro games in the least, I just feel the terran can just see your cards and trump you via a better econ build.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
April 18 2012 08:22 GMT
#51
If you scout a gas I recommend trying to simcity in case of hellions, or you're bound to lose all of your probes.
Creator of sc2unmasked.com
IDEnergy
Profile Joined February 2011
Korea (South)74 Posts
April 18 2012 08:24 GMT
#52
Upper post will tell you when OZ pulled of FFE vs T.
Most recent I remeber was against ForGG in Code S round 32.
Build timings... uh i don't remember to specific timings but one thing i remeber for sure was he went for fast 1-1 upgrades.
사랑에 빠져버린 나는 러브홀릭♥
EG.Thorzain
Profile Joined May 2010
Sweden164 Posts
April 18 2012 08:48 GMT
#53
RoX.KiS.Pomi, the russian protoss, has been doing this build for a couple of months already.

I don't like it very much tho. If the terran is gasless, triple OC builds will be good against it. If the terran goes gas, an early elevator will come 1 minute before warpgates are even done, and it will be very hard for the protoss to stop it. It's very hard for the protoss to know what's coming when going up against a gas build going FFE. They have to build more cannons in anticipation of pushes at the front, so they will be even weaker against elevators in the main.
Thanks to Roberi for taking care of my TL fanclub! Also a thanks to all my fans in and outside my TL fanclub :). Fighting~~!
RandomAccount#216215
Profile Joined September 2011
76 Posts
April 18 2012 14:32 GMT
#54
--- Nuked ---
Oatsboats
Profile Joined July 2011
United States20 Posts
April 18 2012 15:31 GMT
#55
Couldn't you just do some sort of unorthodox 2 rax double tech lab get stim first, pump marauders and just push when stim finishes with like 6-8 marauders and ruin toss... Not too sure on how many rauders you would in fact have but 3 cannons might kill 1 or 2 if you take on 1 at a time. I could be way off someone correct me if I am plz.
I eat bullets
Hilo
Profile Joined December 2010
Estonia114 Posts
April 18 2012 18:42 GMT
#56
On April 18 2012 17:48 Thorzain wrote:
RoX.KiS.Pomi, the russian protoss, has been doing this build for a couple of months already.

I don't like it very much tho. If the terran is gasless, triple OC builds will be good against it. If the terran goes gas, an early elevator will come 1 minute before warpgates are even done, and it will be very hard for the protoss to stop it. It's very hard for the protoss to know what's coming when going up against a gas build going FFE. They have to build more cannons in anticipation of pushes at the front, so they will be even weaker against elevators in the main.


Yea but if you see terran being passive , can't you take fast 3rd... + you have fast upgrades done... and it worked in Code S... but I think we just have to see the future of it.. maybe if you don't see gasless FE then you can put cannon in main? ( Most likely to attacked by reaper there ) .. I am masters but I haven't tried this build but.. I think it has future
DoctorFunk
Profile Joined September 2011
160 Posts
April 18 2012 19:24 GMT
#57
I could foresee problems against a standard quick 8marine, 3-4 hellion elevator play. Also, the harassment from reaper openings could negate your Econ lead.
tar
Profile Joined October 2010
Germany991 Posts
Last Edited: 2012-04-19 12:04:51
April 19 2012 08:01 GMT
#58
On April 18 2012 23:32 isrtor2 wrote:
Show nested quote +
On April 18 2012 04:44 tar wrote:

You might consider stop infusing a valid discussion with bad arguments then

Fast banshee is not gonna kill you since u can either add cannons to ur mineral line or get a fast robo when u scout a terran not expanding gasless. Just saw a game today (code A i think, gotta check the vods once I am back home) where exactly that scenario happened and detection was out in time (even though the toss screwed up - his army being out of position).
As to the other points u come up with: the boost in economey u get by expanding that early will give the possibility to hold any push that tries to circumvent ur cannons, since those attacks come late enough to let ur FE pay off ( they gotta wait for medivac/banshee-tech finishing).
With regard to the reaper expand: There are always build orders that put u behind against certain builds, this one however seems to be a relatively save way to open nexus first (Hero defended a 2 rax from alive with this opener at MCSL). And u can minimize the damage from reapers with good micro and might end up even with the later expanding Terran.

There are different builds, this is a very save macro opener for certain maps, no need for u to talk down on the whole discussion just because you have concerns...



As i noted, if you get cannon at your front and cannon at each mineral line just to defend all the possible things, the terran might as well get a fast third upon reaching your base and scouting this. You do not want to get cannons- if terran goes fast banshee and you made 2 cannons , then that banshee has allready payed for itself. The terran player can cancel any more banshees and put down a fast third cc... do some tech lab switching and continue his regular MMM after banshee build. If terran goes for a fast helion drop you will have a very hard time defending, since you have at most 3-4 stalkers(check timing if you want) and they need to be very well positioned or else you will lose a lot of probes. Hell.. most of the time you will probably just have 2 stalkers and the rest is zealot sentire you outright lose at least half ur workers unless terran controlls the drop very poorly.

I checked the timing for first stalker in respect to reaper first when going FFE and i just want to say : LOL, good luck with probe micro.. and better gg and not try to catch up(the timing various but the reaper should have a 20-40seconds! yeah thats actually 40 seconds! timing window to snipe probes)



so what, i still don't see a reason for u to talk down on the discussion. It seems to be a valid build for certain maps and it has its advantages and disadvantages and it shouldn't die to most standard pressure into eco openers from T.
Also, so far I have only seen that build being used on 4 player maps with and without scouts from toss.
Without a first position scout by the Terran,he won't be able to punish u with a perfect timing if he didn't intend to use exactly that build either way. In addition, the nowadys all so popular depot-rax-depot wall in (which prevents ur probe from getting into his base), leads T to scout even later.

And now to the (or rather your) banshee argument: if it's one base Banshee into expand, a banshee forcing 2 cannons (which remain as drop defenses) do not negate the investment for going banshees off 1 base against a nex first and also do not allow T to take a fast 3rd. IF it's FE into Banshee with cloak (rare enough) there won't be a need for detection until much later which should be enough time for P to react accordingly (yet FE into banshee with cloak is so uncommon that most Tosses die to it anyways)

With regard to the fast 3rd response after a FE from T: That might be the major weakness of this build. Thorzain stated as much and I think he knows what he is talking about Yet, we might see pro-tosses refine this build further to hit certain timings that then punish the fast 3rd.

I am not defending this build as being the holy grail of PvT but I can't stand ppl telling everyone that they have no clue and should shut up because 'insert random unsupported argument here'.


edit: HerO just opened nex first/forge in his game against Mvp - him in response taking a fast hidden 3rd. HerO going for robo for obs and twilight tech as well as fast +2 armor to transition into chargelot archon wit a 12ish 3rd base
+ Show Spoiler +
edit 2: HerO, never scouting Mvp's hidden 3rd, getting out macro'd thinking he is on even bases, yet holding his ground for an incredible long time (fanboy talking )
whoever I pick for my anti team turns gosu
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