• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:34
CET 01:34
KST 09:34
  • 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 Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets0$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)15Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1823
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list? Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $25,000 Streamerzone StarCraft Pro Series announced WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
[ASL21] Potential Map Candidates Potential ASL qualifier breakthroughs? A cwal.gg Extension - Easily keep track of anyone BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Beyond All Reason Nintendo Switch Thread Awesome Games Done Quick 2026! Mechabellum Stormgate/Frost Giant Megathread
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2061 users

[D] PvT - weaknesses and strengths of double forge

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 Next All
GhostFall
Profile Blog Joined March 2010
United States830 Posts
Last Edited: 2010-12-10 18:47:25
December 10 2010 18:46 GMT
#1
Hey guys. If anyone watched the hongun vs tslrain series, aside from hongun playing badly, you will remember honguns double forge build for g1.
http://www.gomtv.net/2010gslopens3/vod/1455

Watching this build against rain, it seems incredibly solid. There was never a moment where hongun looked like he was in any danger. He put double forge after his 1gate FE and made lots of stalkers and zealots.

What do you guys think are the significant downsides of going double forge? After hongun held off the first attack, his gateway army could equalize the infantry army of the terran, something that is usually the reverse.
It seems this strategy destroys MMM, but is so much safer because you don't have to use collosi.
k43r
Profile Joined September 2010
Poland112 Posts
December 10 2010 19:13 GMT
#2
Ow c'mon this isn't that big topic to talk about this.
Cons are easy - you are behind by 300 minerals (2 forges), 100 minerals 100 gas (melee), x minerals x gas (armor). And you will be behind until the upgrade finish, and in fight you regain these ~500/200. It's around 4 stalkers, or 2 sentries and 3 zealots.

Havne't seen the game but terran should have attacked after upgrades started - just when toss was these 4 stalkers behind.

I am usually making +1/+1 slings\blings with as few roaches as possible at beggining and i find them supper effective vs anything.
Lubisz to,suko!
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 10 2010 22:14 GMT
#3
I don't really like the idea. Gateway units are strong in early game against bio, but become very weak as the army sizes scale. P has enough resources to defend while teching or to defend while upgrading. +1/+1 zealot stalker is crap against mid-game MMM, but +0/+0 zealot stalker collosus is good against mid-game MMM. IMO, T mid-game MMM is too strong to get greedy w/ upgrades before getting AoE damage.
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2010-12-10 22:51:55
December 10 2010 22:50 GMT
#4
If you let the bio ball grow enough in size and you don't incorporate colossus or storm it doesn't matter if you are 2/2 and he's 1/1 Zealots melt and then you are left with a bunch of stalkers that explode at the sight of a marauder and a bunch of sentries doing 7-8 dps @ 100 gas each.

The worst thing terran can do if he sees you doing this is attack before reaching critical mass or incorporating 2 ghosts. Which rain did on that game.

Also... until terran sees a robotics bay. He doesn't have to spend enormous amounts of gas on vikings that can go to ghosts to counter the imminent templars that you would be a fool not to get considering you have a high gateway count, a twilight council and 1 robotics facility at most.
brainpower
Profile Joined September 2010
United States233 Posts
December 10 2010 22:54 GMT
#5
Maybe it would be decent if you went for double ups after you got to templar, but early game it isn't worth it at all.
NoxYCakes13
Profile Joined April 2010
Canada46 Posts
December 10 2010 23:11 GMT
#6
On December 11 2010 07:54 brainpower wrote:
Maybe it would be decent if you went for double ups after you got to templar, but early game it isn't worth it at all.


The whole point of the build is so that you can live long enough to get high templars without using Colossi. If HongUn's units weren't 1/1, and then again 2/2 when Rain did his timing pushes he would have lost 100% The upgrades replace the colossi, in making the gateway units strong enough to stand up to a bio ball. Also if you noticed, HongUn made sure that every couple of minutes he was engaged in a fight with Rain, just so that his bioball doesn't reach a critical mass which can walk over his upgrades.
Mess with the best, die like the rest.
TrickyGilligan
Profile Joined September 2010
United States641 Posts
December 10 2010 23:13 GMT
#7
I feel one forge is plenty, since armor seems so much better than attack vs T. I`ve had battles where my Templar all get EMPed before a single storm, but thanks to my large number of 0/3 chargelots I`ve won easily anyways, despite being about 10 food behind in army size. Zealots with +armor and guarian shield are insane, they`re basically immune to EMP (the Zealots, not the Sentries) and take almost no damage.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 11 2010 23:06 GMT
#8
I get 2 forges (sometimes 3, rofl) very frequently in all matchups, but really only when I feel safe. IMO 1 is usually enough and you can get 3/3 by late game if you use your chronoboost well.

It also feels very manly and pro to chrono 3 forges at once, don't forget that.
Kiarip
Profile Joined August 2008
United States1835 Posts
December 11 2010 23:13 GMT
#9
I like this idea. I'm not sure how exactly it should be implemented though, because the problem with colossus builds is that there are build specifically designed to beat them. But if you go templar you really need your zealots to not instantly evaporate when they charge in.
Parra
Profile Joined September 2010
United States152 Posts
December 11 2010 23:15 GMT
#10
On December 12 2010 08:06 Geovu wrote:
I get 2 forges (sometimes 3, rofl) very frequently in all matchups, but really only when I feel safe. IMO 1 is usually enough and you can get 3/3 by late game if you use your chronoboost well.

It also feels very manly and pro to chrono 3 forges at once, don't forget that.



I wish i was placed against people that do this so i can get free wins
branflakes14
Profile Joined July 2010
2082 Posts
December 11 2010 23:33 GMT
#11
Assuming a pure Zealot/Sentry army and that you're using Guardian Shield, +1 armour would reduce Marine damage by 1/3 and Marauder damage by 1/7 (at least on the Zealots). If 1/3 of the resources he's spent on Marines combined with 1/7 of the resources he's spent on Marauders comes to more than you've spent on getting the armour upgrade, I'd consider it a fantastic choice every time (not to mention it gives the added bonus of being prepared for Banshees by default). I'm not so sure about how to justify +1 damage to myself, since it doesn't change how many Zealot swings it takes to kill a Marine (probably takes 1 less swing for a Marauder, can't be bothered verifying), and you're spending an entire 150 more minerals on getting that 2nd Forge. I also like to think that this would lead nicely into Zealot/Templar play in the mid game as opposed to the usual Robo play, since a fast Twilight Council would allow you to get +2 armour, cutting that Marine damage down to the minimum of 1 per shot on a Zealot, and letting you get the Charge upgrade.

Or something. Yeah.
Proto_Protoss
Profile Joined September 2010
United States495 Posts
December 11 2010 23:34 GMT
#12
2 forges IMO is a waste of resources. In PvT Protoss NEEDS to get to Tier 3 units getting a double forge severely delays your ability to tech up quickly. One forge getting +1 armor and then +1 attack should take a long enough time where you can tech to Collosus or HT by then, getting a double forge wouldn't be so bad when your on 2-3 bases .
"Our greatest glory is not in never falling, but in getting up everytime we do." - Confucius
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
December 11 2010 23:34 GMT
#13
On December 11 2010 04:13 k43r wrote:
Ow c'mon this isn't that big topic to talk about this.
Cons are easy - you are behind by 300 minerals (2 forges), 100 minerals 100 gas (melee), x minerals x gas (armor). And you will be behind until the upgrade finish, and in fight you regain these ~500/200. It's around 4 stalkers, or 2 sentries and 3 zealots.

Havne't seen the game but terran should have attacked after upgrades started - just when toss was these 4 stalkers behind.

I am usually making +1/+1 slings\blings with as few roaches as possible at beggining and i find them supper effective vs anything.


ur talking bad man, how will u be behind making upgrades? as i know Robo+robotic+collosus+rage
cost way more than +1/+1 and ur early game mid game late game will be strong enough
im trying to do this in PvT like in SC1, if u add Guardian Shield to your 1+/+1 army that really good
if play random i can't call any race imba?
Panzamelano
Profile Joined September 2010
Colombia248 Posts
December 12 2010 00:06 GMT
#14
i think people should watch the game first cause most of the responses here just make no sense if you actually saw the game.

no in topic... well i tried it a couple times (im not a great player in any way or form) and its really good BUT only if you are far from your enemy because if not most of the timing pushes will be at your door when you are just 1/1 and either kill you or cripple you right there.
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
December 12 2010 01:47 GMT
#15
Um, while I don't necessarily endorse double forging, after a week break due to finals I came back to play a pvt today to try it out. ANd while the game is obviously awful, considering the army battles, I feel the double forge upgrades definitely made all the difference.

http://www.sc2replayed.com/replays/115073-1v1-protoss-scrap-station
I am that I am
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
Last Edited: 2011-01-30 06:53:22
January 30 2011 06:43 GMT
#16
I hate to turbo-bump this, but I only just now discovered this build about a week ago. This build seems incredibly flexible and really forces the match into the late game. Colossi and storm are both just such huge investments that take a while to show returns. Just massing the shit out of gateway units, getting charge quickly, and chronoing upgrades seems to shut down a lot of early-mid game terran aggression.

Think about this: When do tosses lose most pvts? Either in the early game to 1 base plays or in the early-mid game when storm/colossus tech hasn't been fully realized; maybe you just have 1-2 colossi without range or a few templars with storm but no amulet. To compound this, if terran scouts properly they can hard-counter your tech pretty fiercely. If you went storm, this forces you into a very defensive position because it's going to be very hard to attack while keeping your templars safe from emp. If you went colossi, you "have" to get a bunch of stalkers, which are super weak against marauders or tanks. You also give the terran a big timing window to attack you while you have few gateway units and are en-route to colossi or storm. This is a full on reversal from the normal games, you're very strong when terran is normally doing their timing attack which would be arriving when your tech is still weak. Remember, the original kcd fast expansion build that came out in august first used a fast double forge, citadel, 6-8 gates, and forewent a robotics completely.


With the double forge gateway units+immortal build, you're going to be able to go toe to toe with MMM and don't have any particular timing vulnerabilities and can even get aggressive if terran overextends himself! Zealots with armor, guardian shield, and charge are very tough for terrans to take down. AOE damage from storm or colossi only becomes totally necessary when terran has a shit ton of medivacs with a lot of energy. You can relatively reliably secure a third with upgraded gateway units and immortals, then worry about tech. With 3 gas it's much easier to mix or switch techs so that a handful of ghosts or vikings can't completely ruin your day. You can of course get colossus or storm off of just 2 bases after using this opening, and both become much more effective when you already have 2/2 upgrades. With this build, you already have both a robo and a citadel. With an observer you can spot his production structures and react with either storm or colossus. It sucks when you blindly build a robo bay and it just so happens he has two starports with reactors or when you build a templar archives and his ghost academy is already up. It's that much easier to aim storms and feedbacks when your zealots and gateway units can tank for a few more seconds, and colossi get a huge benefit from attack upgrades.


Finally, it's a little easier to micro. It's probably a little more sensitive to forcefield/guardianshield micro, but not having to aim storms and manage colossi makes it so that you don't have those critical mistakes to make and lose you the game.

Here's an illustration: http://sc2rep.net/replays/starcraft-2-replay-p-liquidtyler-vs-t-rootdrewbie-xelnaga-caverns-01-28-2011

Nony forgoes immortals for some reason, possibly because drewbie went relatively light on immortals and had a lot of marines.


Thoughts?
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.
Zidane
Profile Blog Joined July 2008
United States1689 Posts
January 30 2011 07:08 GMT
#17
Stim micro owns any armor or attack upgrade you could get as protoss.
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2011-01-30 08:44:02
January 30 2011 08:03 GMT
#18
On December 11 2010 08:11 Zephyr.Sky wrote:
Show nested quote +
On December 11 2010 07:54 brainpower wrote:
Maybe it would be decent if you went for double ups after you got to templar, but early game it isn't worth it at all.


The whole point of the build is so that you can live long enough to get high templars without using Colossi. If HongUn's units weren't 1/1, and then again 2/2 when Rain did his timing pushes he would have lost 100% The upgrades replace the colossi, in making the gateway units strong enough to stand up to a bio ball. Also if you noticed, HongUn made sure that every couple of minutes he was engaged in a fight with Rain, just so that his bioball doesn't reach a critical mass which can walk over his upgrades.


But end game you want both HT and colossi anyway. If you just use HT you run the risk of a clutch emp owning your whole army. If I were to hazard a guess it probably has more to do with a macro-based style, where the larger T1 army consistently throughout the game and lack of weak points of time due to teching allows to expand faster and more times.

edit: Ok just saw the game. Yeah pretty interesting. You still seem to have a "weak" point around when you are tossing down both forges and getting your first set of upgrades. I think he should've took his 3rd earlier however and leverage his army size.
MiKTeX
Profile Blog Joined October 2010
United States234 Posts
January 30 2011 08:31 GMT
#19
On December 11 2010 07:14 kcdc wrote:
I don't really like the idea. Gateway units are strong in early game against bio, but become very weak as the army sizes scale. P has enough resources to defend while teching or to defend while upgrading. +1/+1 zealot stalker is crap against mid-game MMM, but +0/+0 zealot stalker collosus is good against mid-game MMM. IMO, T mid-game MMM is too strong to get greedy w/ upgrades before getting AoE damage.

i agree with this

later on in the game when i get +1 armor and almost have +1 weapons i usually throw down a twilight and another forge, but i think putting them down earlier on is a stupid idea
tarath
Profile Joined April 2009
United States377 Posts
Last Edited: 2011-01-30 08:42:22
January 30 2011 08:41 GMT
#20
I do this build a lot and I find it is a great way to safely tech to templar.


Not sure why all these people who didn't even watch the gsl game, not to mention try the build, are theory crafting responses...

Obviously trading armies frequently so the bio ball never hits critical mass is key.
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
BSL: GosuLeague
21:00
QUARTER FINALS
ZZZero.O101
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft504
Nathanias 131
CosmosSc2 58
StarCraft: Brood War
Artosis 560
Shuttle 175
ZZZero.O 101
Sexy 15
Dota 2
syndereN546
capcasts72
Counter-Strike
summit1g6042
Foxcn116
minikerr34
Super Smash Bros
hungrybox921
Mew2King81
PPMD47
Other Games
Liquid`RaSZi1865
Gorgc1837
FrodaN1016
shahzam683
XaKoH 190
C9.Mang0181
ToD162
taco 115
ViBE112
Maynarde105
Organizations
Other Games
gamesdonequick3438
BasetradeTV23
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 74
• musti20045 40
• davetesta25
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 32
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21925
League of Legends
• Doublelift5352
Other Games
• imaqtpie1790
Upcoming Events
PiGosaur Cup
26m
WardiTV Invitational
11h 26m
The PondCast
1d 9h
OSC
1d 11h
OSC
2 days
All Star Teams
3 days
INnoVation vs soO
sOs vs Scarlett
uThermal 2v2 Circuit
3 days
All Star Teams
4 days
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
4 days
OSC
4 days
[ Show More ]
Replay Cast
5 days
Wardi Open
5 days
Liquipedia Results

Completed

Proleague 2026-01-12
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
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 © 2026 TLnet. All Rights Reserved.