• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:47
CET 15:47
KST 23:47
  • 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
Team Liquid Map Contest #22 - Presented by Monster Energy4ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool17Weekly Cups (March 9-15): herO, Clem, ByuN win32026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 9-15): herO, Clem, ByuN win Team Liquid Map Contest #22 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw? Blizzard Classic Cup - Tastosis announced as captains
Tourneys
2026 KungFu Cup Announcement [GSL CK] #2: Team Classic vs. Team Solar [GSL CK] #1: Team Maru vs. Team herO RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea ASL21 General Discussion BSL Season 22 BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Dawn of War IV Path of Exile
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Mexico's Drug War Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations Cricket [SPORT]
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2030 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
OSC
13:00
King of the Hill #241
iHatsuTV 21
Liquipedia
WardiTV Team League
12:00
Group A
WardiTV669
IndyStarCraft 134
3DClanTV 39
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 134
ProTech128
Codebar 81
RushiSC 26
Creator 25
StarCraft: Brood War
Britney 45272
Calm 4758
EffOrt 1273
Horang2 1231
Jaedong 841
Rush 469
Snow 373
actioN 320
BeSt 312
ggaemo 200
[ Show more ]
Mini 182
hero 156
sorry 124
Sharp 102
Barracks 91
Pusan 85
Leta 84
Mind 72
Sea.KH 67
Killer 44
Backho 33
Hm[arnc] 26
ToSsGirL 25
zelot 21
Terrorterran 18
Rock 15
Shine 15
Movie 15
scan(afreeca) 11
NaDa 11
Bale 10
Noble 10
ajuk12(nOOB) 5
Dota 2
Gorgc3047
qojqva2562
420jenkins160
canceldota103
League of Legends
JimRising 311
Counter-Strike
Fnx 1845
pashabiceps1520
x6flipin322
edward146
fl0m141
oskar42
Other Games
singsing2207
B2W.Neo692
crisheroes291
Hui .197
Fuzer 166
XaKoH 103
DeMusliM58
KnowMe34
Trikslyr28
ArmadaUGS21
Organizations
Dota 2
PGL Dota 2 - Main Stream142
Other Games
BasetradeTV79
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 39
• poizon28 26
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 19
• HerbMon 17
• iopq 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV370
• lizZardDota281
League of Legends
• Jankos1495
• TFBlade526
Upcoming Events
Replay Cast
9h 13m
KCM Race Survival
19h 13m
WardiTV Team League
21h 13m
Korean StarCraft League
1d 12h
RSL Revival
1d 19h
Maru vs Zoun
Cure vs ByuN
uThermal 2v2 Circuit
2 days
BSL
2 days
RSL Revival
2 days
herO vs MaxPax
Rogue vs TriGGeR
BSL
3 days
Replay Cast
3 days
[ Show More ]
Replay Cast
3 days
Afreeca Starleague
3 days
Sharp vs Scan
Rain vs Mong
Wardi Open
3 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Soulkey vs Ample
JyJ vs sSak
Afreeca Starleague
5 days
hero vs YSC
Larva vs Shine
Replay Cast
6 days
The PondCast
6 days
WardiTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-03-18
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.