Hello everyone! I'm Snapshot, an avid theorycrafter and explorer. I really love coming up with new ways to play games, and I really believe I have stumbled upon (through many many many hours of extensive testing, and order building) a very effective HT-into robo build. I have created a video explaining everything found below, as well as examples of how this build works, and when you need to change things. This is a very fluid build and really allows for a lot of decision making based on what the opposing T is doing, before they even get there (or to your base!) I wasn't sure whether or not to put the [G] tag in the title however before any mods get angry please note I have put an extreme amount of playtesting into this build and truly believe it to be solid. However I am only silver so my opponents are generally rough around the edges. This is why I am posting this build, I'd love for some very high level players to test it out and see how they like it!
The Video Version
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This is the post, only in a convenient video format. Just about 10 minutes long. I highly suggest watching this, as I think I speak better than I write!
The What
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What is this build? This is a build focused on advancing tech and defending early pressure. Then later, it is a harass and anti-harass build that is fluid because of many warpgates and limited reliability (in the early stages) on the robo. Early game this means lots of sentries and zealots; few if any stalkers. By the 10 minute mark however there will be more high templar then you know what to do with.
Also this is made specifically to hard counter the 3rax push, as well as almost any bio play.
The Reason
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-Terran 3 rax timing push means no tech, so if you can hold it off you are at an advantage.
Any bio play will be significantly weaker against this build.
-This build allows an often hard to reach tech to a great unit (the high templar), made from the humble gateway allowing for warp-ins.
Free the robo for immortals rather than faster colossus, with no air targetable unit-no need to worry about air.
-Actively deny and deflect drops, while successfully pulling off your own. (Read-before Terran gets Anti-Air, thus making it tougher for them to get it, and delaying the AA or at the least forcing turrets)
Very early HT drops (come on, you know you want to!)
-8:00min-ish expand that is protected by your tech heavier army.
Every unit counts, as time goes on the investment into leg speed pays for itself more and more. Early investment means maximum benefit. Same for templar archives, and storm. Exploiting this benefit to your advantage is a must.
The Build Order
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This is not a rush build, to a degree, as at any moment you can safely switch out if they come to attack.
9 pylon (scout)
(chrono on nex)
12 Gateway
13 Gas
16 Cyber Core
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16 Gas
19 Twilight Council
19 Warp gate
Leg Spead
Sentry
2 more gates
Archives and storm ASAP
******At this point you can opt to switch out of the build, if you think they are rushing to banshees drop a robo and 2 gates.
If needed after the core pops you can chrono out a stalker for defense, however the chrono will be much better spent on probe production. Also a stalker will delay legs from 6:48 to about 7:10 as you will not have gas for the legs (200/200)
The Timings
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Leg speed pops-6:48
WG-pops 5:58
Templar Archives-8:25
Storm-10:02 (can be earlier with chronos)
The "What needs to be seen"
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If you believe the opponent is going a bio heavy comp- or -fast expanding this is a great time. However, any kind of 2rax rush will be difficult to fend off, and if one is scouted your best bet is to dropp 2 gates and start making stalkers / sentries.
Best thing to see is one or no gas, and no hint towards 2 rax early aggression. Also heavy tech (like banshees) means limited defense and a weak early stage opponent (if you play this build well there is no reason to get banshee rushed as long as you scout a hint of it.)
The "When its a bad idea"
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This build is a bad idea against an opposing Terran rush build, as you will not have very much in the beginning. You can switch out of this, however you will be slightly delayed so scouting his push is an absolute must. On average about 20 seconds of forewarning is the best, however more likely 10 should be enough to start getting precautions in action. (Read-mass sentries to block ramp)
The Strategy
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You've spotted the Terran going for bio-play, good! If tanks are mixed in, opt for a couple of stalkers and make sure you have at least 2-3 sentries. As you won't have HTs for a while you must ensure your comp is good compared to theirs.
Remember you are playing slightly greedy teching leg speed for zealots, then going for templar archives. Going straight for archives is practically suicide. Alternatively you can go for blink play which may be more fluid moving, however stalkers walk much faster than HTs, so the army splits very very fast. Also, the zealots are really there to block the Terran from moving freely with his units as a zealot with leg surround is hard to move out of-followed by a suicide storm will ensure max DPS against Terran units (this will damage your zealots, but because this build is so lean you will have no problem doing so). Initially combine your HTs into archons as you pop storm (lacking that initial 25 energy it is very unlikely they will get more than one storm off).
Scout. Scout. Scout. Then scout some more. You should keep a probe outside of their base just running up the ramp to see what they have. You also want one there to see when and if they move out, whether they expo, and when they are at your front step.
If you are getting a bad feeling, cannot break their ramp, and think they may be going tech to cloak, a robo is not only a good idea but can also be supported with 3 gates churning out sentries and occasional HTs. This will allow your HTs to have enough energy later for 1 storm and 1 feedback which is extremely crucial for drop denial.
If they are going a tech heavy route then your best bet is to start moving out about 15 seconds before leg speed is done. This will allow you to be at their base, fighting the smallest amount of marines possible. If they are bunkered this will be just as easy, make sure to use GS. Remember you must punish them now and try to delay any tech by forcing more marines or marauders.
Your storm tech will be finishing around the 10:00 minute mark, with an expansion at around the 7:00-8:00 minute mark. This means your HTs will be kicking into full attack, while being able to immediately tech to colossus. This makes for a devastating ground army against a bio Terran, or even mixed unit comp Terran (feedback is amazing against many units).
This becomes more difficult against ghost play, however that is why immortals and colossus supplements are needed. as the HTs are mostly for drops and denying drops.
After researching storm, your robo should start pumping out 3-4 observers, then start on immortals as this is most likely the time you will be able to do so.
Denying Drops and the HT mobility theory
As mobility is an essential part of this build you must be constantly dropping, and denying drops. 1 stalker and 1 ht can outright kill a spotted medivac. Since you got your HTs very early you can feedback, then snipe the medivac with your stalker. You will probably not outright kill the medivac with the feedback however it will most likely be very low. If not your HT should have enough for storm right after anyway.
Your army is extremely mobile, so much so that a warp prism will allow insane amounts of harass. If you expanded to 6 warpgates and 1 robo-colossus you can place 4 HT in the prism, and warp in 6 additional units to really get insane amounts of damage done. Warping in 6 sentries will allow you to completely forcefield the mineral line and drop storms. The sentries will be a huge loss however recovering that many scvs will be extremely difficult. It is the highest priority to keep your HTs alive, each one can eventually recover their energy or be morphed into archons. This is a tricky or, archons for a larger mech play (absorbs damage great, while storm does less) ; keep the HTs for a heavier bio play.
Mid-Late Game Tactics
After pushing out and securing your natural, you should be teching towards colossus immediately. This will ensure your tech advantage assuming your opponent stays bio. A heavier mech play means forgo the colossus for more immortals and delaying that tech until you can successfully stave off their aggression. Remember, they must have gone MMM in the beginning for you to be choosing this build, so that means any significant tech change (adding more factories) will be delaying them allowing you to take another base.
Always deny their expos, often a hidden expo will be risked as anything else will be easy for you to completely shut down (outside of their natural) keeping them on 2 base is the point of this build, and punishing them every time they expand, or tech.
Constant harass is a must, warp prisms 2 at a time, even random tech to DTs so that you can snipe units here and there as well as force turrets so they do not have to waste so many scans.
The Replay Gallery
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http://www.sc2replayed.com/replays/140794-1v1-terran-protoss-lost-temple
Replay 1: I really have no clue what this player was doing, I think he thought I was going to DT rush him and freaked out. One benefit about the build I guess. I'm not sure exactly what happens, but I think it shows nicely that some zealots with leg speed are quite good at rushing in.
http://www.sc2replayed.com/replays/140799-1v1-terran-protoss-metalopolis
Replay 2: More on the execution and denial of a (very hard ai) mech focused army. The siege tank is in decent positioning, and a second one comes quickly. I really believe this scenario works in my favor because I have more time to warp in units and the splash is dealt almost instantly to the Terran's units as much as my own. I believe I lose this one, however I was only practicing the build in this, not planning on continuing after their first push.
http://www.sc2replayed.com/replays/140795-1v1-terran-protoss-shakuras-plateau
Replay 3: This is a great example as to a marauder 2 rax push. After he fails to kill me off because of my early scouting it, I am able to drop 2 gateways and have warp gate finish just in time to stop any further aggression of his. I end up winning because of my significant lead of harvesters.
http://www.sc2replayed.com/replays/140787-1v1-terran-protoss-steppes-of-war
Replay 4: This is actually the best match I've had with this build. Normally things will happen where I either switch out of the build (they are going too heavy mech) or I am just not being matched with even opponents. This Terran fast expands off of 1 rax into a 2 rax build. I really think there wasn't much they could have done to better their chances of holding longer.
I would love to see what higher level players say about this, I am sure that as you move up this becomes less and less viable; however I must say at my level I really don't see many weak spots when you have scouted correctly. Any fast build counters this so just blindly playing this build will get you many losses. So far, the worst case scenario I have seen is that I have no choice but to allow the scout to see me drop the council. This could be prevented with a zealot chrono-ed out and a partial wall off however. Once again, if you scout well this build is outstanding.
When not scouted, this build really seems to shine since it can be turned from a tech oriented build to an attack oriented build. Skip the fast archive for another gate / earlier robo and you can really put serious pressure on the opponent with prisms and leg speed zealots.
And the final kicker of all of this? If it is scouted, it really looks a lot like a DT rush. I've seen a couple of opponents opt for fast turrets, delaying them significantly. 2 turrets alone can offset marine production enough to take the game with the first push (more so from a tech oriented Terran)
One last major note- please realize that zealots with leg speed are a lot like zerglings, they need a full surround to be put to best use. Engaging on your ramp is stupid, allow the Terran to come up all the way (you need to keep all buildings away from your ramp) this way you have the ability to still cut off their troops with a FF, but now you can get a surround.
Silver League Player - Snapshot