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[G] Only Losing to What You Know is Coming (PvT)

Forum Index > StarCraft 2 Strategy
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-VoidRay-
Profile Joined December 2011
57 Posts
Last Edited: 2012-02-07 17:52:55
January 04 2012 19:40 GMT
#1
Only Losing To What You Know Is Coming (A PvT Guide to Scouting)
Written By Voidray

[image loading]

I did a 30 minute stream analysis of PvT Scouting to supplement this thread: http://www.twitch.tv/tangsc/b/303973266. I will upload a few more relevant videos as time becomes available!

Introduction:

+ Show Spoiler +
Hello Team Liquid and thank you all for checking out my first strategy guide on PvT. My name is Charlie, aka Voidray, and I'm a mid/high master protoss player in Clan RH. I think PvT is a matchup that a lot of players struggle in a lot, especially newer players. I've seen people complain so often that terran is OP against protoss. While it is true that “marauders turn Toss to gue” – HuskyStarcraft, I think the belief that the matchup is imbalanced stems more from lack of scouting than weaknesses in strategy or units. For protoss players that are low-diamond or below, think about how many times you have lost to cloaked banshees, 1/1/1, scv all ins, 3 rax, or just some sort of standard pressure because you didn't know it was coming? I personally believe that protoss players of all skill levels can compete with their terran counterparts and in this guide, we will analyze proper scouting techniques to uncover whether your opponent is planning a tricky or standard play as well as the proper reactions so that you will only lose to what you know is already coming. (And, hopefully, lose a lot less!)

I am now going to walk with you through how to scout both common and or uncommon Terran opening. (These are general tips and tricks, as for the sake of this guide I am going to exclude meta-gaming such as building a bunker on the low ground to signify a gasless expand but in fact, they just do some sort of all in without ever expanding.) In every Terran opening, the easiest way that I've found to determine what they are doing is not necessarily by scouting their buildings, but rather by scouting their units. With that being said, I am going to now introduce the “Primary scout, Secondary scout, and the Tertiary scout.”


Primary Scout:

+ Show Spoiler +
[image loading]

Your primary scout is fairly simple and if done correctly, it's the most important scout of all - and that's your probe. Your probe is one of the best ways of scouting your opponent in the early game. For the most part, you need to be checking for two things once you enter a Terran’s base with your scouting probe. The first thing you need to scout is gas. Assuming you don’t get last scout on a 4player map (I will explain what to do if you do end up getting last scout later on) you will be able to get a probe in and out of their base without the marine killing you. In each circumstance whether a Terran has 0,1 or 2 gases the response is inherently different. The second thing your probe needs to do is poke back up the ramp. There are a few different times to do this that will be listed for certain BO’s later but the 2 times I suggest is either around 3:30 or 4:15 in game time, depending on the map. More will be explained later on about what you are looking for with the aid of pictures and explanation as well as what to do once you confirm a certain build.


Secondary Scout:

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[image loading]

Your secondary scout is almost always going to be the first stalker you make. In almost every build order you could possibly choose chronoing out your first stalker is essential! Whether you combine it with a zealot or really whatever unit, your first stalker needs to head over to your opponents base asap! Your stalker is in charge of either confirming your primary scout or figuring out new information. With that being said, it is very important that you keep that stalker alive as it will help you later on if a fast reaper scout comes into your base or just holding off some early pressure.


Tertiary Scout:

+ Show Spoiler +
[image loading]

Your tertiary scout is going to be primarily your observer. There are a few other cases (such as hallucinated phoenix) but for the coherence of this guide, we will make the observer the exclusive tertiary scout. The observers’ job is simple, double confirm your suspicion and reveal anything else that your primary and secondary scouts missed. Instead of just flying your observer into your opponents base and forgetting its very existence, it is very important to really look at what your opponent has. For example, it is easy just to fly in, see an expo and marines and marauders and say, “oh, they must being going MMM…DONE!” But that simply isn’t enough. If you fly over and see 5 barracks and no factory, you know that drops are a long time away but a large stim-push might be imminent. If you see 3 rax and a fast factory, you know your opponent is most likely going heavy drop play. See how actually scouting with your observer can help?

Now that we know how and when to scout, let's see what it all actually means. I will now show you a screenshot for just about every scenario you will see when using this 3 prong scouting technique, and I will also include a recommended reaction. Obviously there will be a difference of opinion as to which response is the “correct” response, but just make sure you have clear-cut responses to the variety of options your opponent might choose.


Scouting the 2 rax reactor tech lab opening (Super common now a days)

+ Show Spoiler +
[image loading]

I decided to start with this because it has become ever so popular because of players like Select! So, with your first probe, or your Primary Scout, you see that the Terran has one gas. This is probably going to be the most common thing to see with your primary scout as most builds (excluding marine gasless expands) require at least one gas. With that being said, the fate of your Terran foe is still to be determined. Because you were gosu and got your probe out after seeing that the Terran had one gas and every building was in check, you then snuck your probe up again at about 4:15 seconds to see the above picture. You see 1 rax with a reactor and another with a tech lab. Nice going probe! Now you know exactly what your opponent is doing, a 2 rax opener into some pressure followed by an expand. Now you’re thinking: “Awesome I know exactly what he is doing, but now what do I do?” Well, there are a few different options and here are two viable responses:

1) 3Gate Opening with 1 Gas: Get 3 gateways and make sure to pump out constant units and chronoing your warpgate tech frequently.
**Pro tip: if you scout a tech lab opening of any sort, chrono on warpgate tech is a must as without warpgates you will not be able to defend that kind of pressure as it is supposed to hit just before warpgate finishes.** This build will allow you to deny the pressure with decent micro and decent force fields and also expand right behind it or sometimes even during it. This build is also great as it allows you to apply some counter-pressure if you stomp the first terran attack.

2) Robo/2Gate with 2 Sentries: Essentially you get 2 gates (with 2 gas) and tack on a robo when you can. Your first 3 units should be 2 sentries and a stalker. This will allow you to force field your ramp as well as have an immortal out in time if needed. This build is great because instead of defending your expo, you are defending your ramp which no experienced terran is stupid enough to walk up with force fields in your back pocket.


Scouting a 1-Rax with tech lab pressure

+ Show Spoiler +
This build has become somewhat obsolete as the 2 rax build has become all the rage but never the less, here is how to deal with this.

[image loading]

When dealing with a 1 rax with fast tech lab you first must understand what the goal of this push is designed to do. The goal is to produce just a few marauders with concussive shell and a marine or two and push you as they expand. This push can be very strong if gone unscouted. In order to defend against this, your primary probe must either scout the tech lab or, at 4:15 when you go back up the ramp, find a marine and marauder ready to kill your probe. Obviously if they have a marauder they are planning to be aggressive some time, so preparing for aggression is the next step.

Preparation for this push is the same as the previous one with one exception: it’s much easier! Although the push comes earlier, if scouted right it easy to defend. Let’s say you read this guide and decided you wanted to do a 3 gate into expand after seeing the tech lab. This will allow you to not only defend, but be aggressive yourself! With your superior number of production facilities you should be able to put on some pressure. The goal of the pressure from you should be to deny the expo by either forcing a cancel or, the more effective way, warp in 3-4 sentries and constantly force field the bottom of his ramp allowing no units to get by. The longer you do this (assuming you have expanded behind your push) the farther you will be ahead. Note, it is important to get your units out of there and constantly hit your force fields or your entire army will die!


Scouting a marine gasless expand

+ Show Spoiler +
This build is still fairly common but you will mostly only see it on bigger maps. So let’s dig in!

[image loading]

Scouting the marine gasless expand is fairly simple as long as they don’t wall off. When using your primary scout (probe) you will walk right up in their base and the first thing you will realize is that they don’t have any gas. Don’t be fooled, this is no mistake! It is fairly easy to scout as it hits your probe right in the face as you see no gas. Now, how do you respond? Well, this is where you can get creative. There are essentially two schools of thought.

One is to be super aggressive and one is to out macro their already macro intensive play. As for the aggressive style (not my favorite) there are a few different options. One is a 4 gate. This would be the only time a 4 gate is viable but it is completely all in. If the 4 gate is scouted and/or fails, the game is as good as over. Secondly you can do a fast expo into a fast 6 gate all in. This is not AS all in as the 4 gate but if it fails to do damage, you are in a lot of trouble. You essentially cut probes around when your natural comes up and make 6 gates, a proxy pylon, as many sentries and zealots as you can with a few stalkers mixed in and hope your attack's execution is better than your opponent's defense. Lastly, I have experimented with a fast 4-6 gate warprism drop. It is the same methodology as the others accept that instead of hitting the heavily fortified bunkered up front, you drop in the main and hope to catch them off guard. Be careful though because this build usually hits right before stim finishes and if your initial warp in doesn’t do very much and stim finishes you, my friend, are screwed!

Now, for my preferred reaction, the macro style. If you see a gasless expand, why not just expand yourself right? Almost the second I see a gasless expand, I cut probes and don’t make any units and simply wait for 400 minerals to expand. What this does is nullify the economic advantage that the Terran is trying to get. The reason this is viable is because the only kind of pressure a Terran can do when gasless expanding is marine pressure. Early on in the game without stim, what unit is good against marines? Stalkers. And with proper micro, stalkers destroy marines in the early game. Not to mention, most Terrans who gasless expand expect the Protoss to pressure therefore an attack of their own requires them to scout very intensely that you are not attacking them! So essentially, this build beats them at their own game and is fairly safe against most aggression as it can only be marines anyway. **Pro tip: if you see a gasless expand, taking immediate map control is a great idea since they won't have marauders with concussive. Keeping a probe on the watch tower and a stalker right outside their base blinds them and allows them no scouting therefore if they decide to pressure, they have to be sure about unloading those bunkers as they are totally in the dark!**


Scouting the 1/1/1

+ Show Spoiler +
[image loading]

Oh the 1/1/1…how we all hate you so! We all hate the 1/1/1, but do we all know how to scout it? The main way to scout it is actually with your probe. Assuming your gosu probe went in, saw one gas and got his little probe butt back out of there, it is fairly easy to scout a 1/1/1. There are many tell tale signs to a 1/1/1. The big ones are a lot of marines and a bunker. In the above screenshot you can see my probe finds a few marines huddled around a building bunker. If you see this a red flag should immediately be present! Here is what you need to think to yourself when you see this. “He has gas, yet, all of his units (marines) require no gas…fishy. He is building a bunker which still requires no gas for his no gas units to go into….fishy. So where the hell is this gas going?”

That is what your process should be! The answer is obviously quite simple, into tech. The bunker is for defense against any pressure and also blocks any scout to get into the base. But little did that Terran know that we don’t need to be in his base to scout him. Now that we know what he's doing, we need to determine what we're going to do – and that's not an easy question! As this is not really a Build Order guide, I will only give you a partial answer to this question, but there are TL guides designed specifically to deal with this push. For 90% of the builds though, one thing is certain, you need to tack on your second gas if you haven’t already and you need to get a robo asap. From there, there are a lot of different options many including a fast expand others staying off one base.


Scouting the “Walled-Off Base”

+ Show Spoiler +
[image loading]

So you scout with your gosu probe and you either get denied entry or you get walled in. These two examples are actually extremely different but they do share one thing, they both suck. In the picture above it shows an example of me getting a probe in, scouting, but then getting walled in and I end up losing my probe. I will first go over how to scout from here. (Remember, I scouted 1 gas, normal building timings and I don’t have my probe to prod back up) In this case, your first stalker is going to be ever so important. If this stalker sees a marine(s) and a marauder, it’s a safe bet to assume some sort of early pressure such as the 2 rax or 1 rax pressure with a tech lab.

Another example would be if your stalker popped up and saw a bunker and no marauders. Now remember, we saw at least 1 gas so it would be a good idea to prepare for a 1/1/1. Now for the harder of the two, you get to his base and he is already walled off and all you see is 2 supply depots and a barracks staring you in the face saying, “You shall not pass.” In this circumstance, again, your stalker is going to be super important but unlike seeing 1 gas, we have seen nothing. Because of that, things change! If your stalker sees a marine(s) and a marauder that is just about the only thing you can infer. If you see that, you can infer some sort of pressure just like if you saw 1 gas. Here is where it gets tricky! If you see a bunker on the top of the ramp, unfortunately you cannot just assume 1/1/1. Why? Well, because many times, a bunker goes down in a marine gasless expand to help early pressure as well. So in this case, things get tricky because you don’t know if it is a 1/1/1 or a marine gasless expand. How do we eventually find out? Well, there are a few different ways.

One way would to keep that stalker at the bottom of the ramp and every 30 seconds prod up, take some shield damage and look for a marauder. If you see a marauder, you know they are going bio. If you keep prodding and they haven’t come down to expand and you keep seeing more and more marines, then its most likely a 1/1/1.


Discussion Questions:

+ Show Spoiler +
1) How viable/useful are hallucinated phoenix in PvT?
2) With the reduced cost of protoss upgrades, is there any benefit to delaying your first forge to double or even triple upgrade down the road? What type of scouting information might lead you to going delayed, heavy upgrades?
3) What are some additional, helpful tricks to get crucial scouting information so we can "Only lose to what we know is coming?".


Conclusion:

+ Show Spoiler +
Scouting is an essential part of this game and without it, you simply cannot improve past a point. I hope this guide helped anyone from Bronze – Masters with scouting those pesky Terrans! As this is my first guide, I would really appreciate feedback (positive or negative) so that future guides can be even more concise and helpful. Thank you very much for reading and good luck in your games


- Voidray
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
shadow_orc
Profile Joined June 2011
Canada52 Posts
January 04 2012 20:07 GMT
#2
great guide! Really enjoyed the pics
There are only patterns, patterns on top of patterns, patterns that affect other patterns. Patterns hidden by patterns. Patterns within patterns. If you watch close, history does nothing but repeat itself. What we call chaos is just patterns we haven't re
Yoshi Kirishima
Profile Blog Joined July 2009
United States10348 Posts
January 04 2012 20:12 GMT
#3
Very nice first post. I like the idea of the videos :D Will check this out in depth sometime.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
K3Nyy
Profile Joined February 2010
United States1961 Posts
January 04 2012 20:13 GMT
#4
Hm.. I don't think you accounted for if he decides to hide his units and show you a few marines. It could be anything from a 3rax to a 1-1-1 or MM with Medivac/Scv allin. It is fairly simple to do all these things but he can throw you off with false reads.
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2012-01-04 20:18:30
January 04 2012 20:17 GMT
#5
I think one thing you missed out on that you should include is the timing of the 2nd supply depot (which most terrans use as part of their wall-in). A lot of terrans make a fast 2nd supply depot with a gasless expand to quickly wall-off to deny probe scouting, but the mere fact of scouting such an early supply depot can confirm a gasless opening (more or less, I suppose it is possible they could actually cut SCVs to get a really fast 2nd supply depot and metagame you a bit here), and a 2nd supply depot before a 2nd rax indicates there will be no 2-rax pressure coming. Or if you scout a supply drop then that would indicate some sort of proxy/hidden rax marine/SCV all-in.

edit: Oh also the timing of the first marine, which I believe is like 3:09 or so for standard timings. No 2nd supply depot + 1 gas by that time (e.g. the time your probe is chased out) means 2-rax pressure is highly likely.
-VoidRay-
Profile Joined December 2011
57 Posts
January 04 2012 20:20 GMT
#6
Hey K3Nyy,

I understand your point on false reads and although you are true for the coherency of the guide I decided to not include those. I realize that these kind of things can happen but most of the time what you scout is what you get until you get into the higher levels of play. On top of that, even if he does decide to hide his units, with these scouting methods you will eventually scout what he is actually doing.
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
MtlGuitarist97
Profile Blog Joined July 2011
United States1539 Posts
January 04 2012 20:21 GMT
#7
Nice first post VoidRay, keep up the good work for our clan
JarJarGinx
Profile Joined January 2012
United States2 Posts
January 04 2012 22:11 GMT
#8
Nice post: clear, thoughtful, broken up, and nice accompanying images. I give my thumbs up!
gabapenteado
Profile Joined August 2011
Brazil37 Posts
January 04 2012 22:54 GMT
#9
Nice guide!

I´ve been using a gas steal a lot when i see gas and only one rax(to delay 1-1-1), so i want to know, what´s your thoughts on gas stealing?
Venomsflame
Profile Joined February 2011
United States613 Posts
January 04 2012 23:03 GMT
#10
VoidRay = Tang?
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-01-04 23:10:09
January 04 2012 23:07 GMT
#11
On January 05 2012 08:03 Venomsflame wrote:
VoidRay = Tang?

No lol we plan on streaming lessons and tutorials together.
EDIT: I will take credit for the first image of this guide though ^_^
Coaching www.allin-academy.com | Team www.All-Inspiration.com
E.H Eager
Profile Joined August 2011
United States227 Posts
January 04 2012 23:37 GMT
#12
This is a really cool guide, very nice job.

Also hallucinated phoenix is a very nice thing to use in all matchups. You can get one out without having to get a robo (obviously), but they are also faster than observers and other than the initial 100/100 cost, they only cost energy.
Again, this was very helpful to look at, and would be useful for all levels of play.
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2012-01-05 00:19:55
January 04 2012 23:57 GMT
#13
In the fast techlab case, the Zealot/stalker poke can be very dangerous if terran is doing a reaper opening. Would be nice if your guide covered this.
I also disagree with recommending 3 gate or 2 gate robo against a 1 rax techlab FE.
What you refer to as 1-1-1 should be "any tech build"

Your answers to 1 rax gasless fe are also quite bad. This opening is pretty much designed to defend 4 gating, if you chose to all-in you'll have a much higher chance of victory with
-26 probe 2 gas 5 gate zealot/sentry all-in
-1 gate FE into 20 probe 4 gate.

I also beleive that 7 gating is much more standard all-in then 6 gating.
geiko.813 (EU)
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 05 2012 00:21 GMT
#14
On January 05 2012 08:57 Geiko wrote:
In the fast techlab case, the Zealot/stalker poke can be very dangerous if terran is doing a reaper opening. Would be nice if your guide covered this.
I also disagree with recommending 3 gate or 2 gate robo against a 1 rax techlab FE.
What you refer to as 1-1-1 should be "any tech build"

Your answers to 1 rax gasless fe are also quite bad. This opening is pretty much designed to defend 4 gating, you'll have a much higher chance of win with
-26 probe 2 gas 5 gate zealot/sentry all-in
-1 gate FE into 20 probe 4 gate.

I also beleive that 7 gating is much more standard all-in then 6 gating.

I think Geiko makes some good points, but if the terran player did a 1rax techlab into reaper, you could put on some pressure with 1zealot/stalker couldn't you? You'd at least know they're going reaper and be able to produce a second stalker or pull back your first one in time to defend.

4gating is just an example of a response against the very early expansion and it "can" work, but obviously it's pretty gimmicky. I like your suggestion about the 5gate zealot/sentry all-in, though: Kiwikaki owned me with that build haha. I like the 1gate FE into 20probe stalker 4gate in response to the gasless FE as well (Have seen Axslav and HuK do similar builds).

I'm not sure about the 7/6gate all-in, I've seen both be effective.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2012-01-05 00:33:38
January 05 2012 00:27 GMT
#15
On January 05 2012 09:21 TangSC wrote:
Show nested quote +
On January 05 2012 08:57 Geiko wrote:
In the fast techlab case, the Zealot/stalker poke can be very dangerous if terran is doing a reaper opening. Would be nice if your guide covered this.
I also disagree with recommending 3 gate or 2 gate robo against a 1 rax techlab FE.
What you refer to as 1-1-1 should be "any tech build"

Your answers to 1 rax gasless fe are also quite bad. This opening is pretty much designed to defend 4 gating, you'll have a much higher chance of win with
-26 probe 2 gas 5 gate zealot/sentry all-in
-1 gate FE into 20 probe 4 gate.

I also beleive that 7 gating is much more standard all-in then 6 gating.

I think Geiko makes some good points, but if the terran player did a 1rax techlab into reaper, you could put on some pressure with 1zealot/stalker couldn't you? You'd at least know they're going reaper and be able to produce a second stalker or pull back your first one in time to defend.

4gating is just an example of a response against the very early expansion and it "can" work, but obviously it's pretty gimmicky. I like your suggestion about the 5gate zealot/sentry all-in, though: Kiwikaki owned me with that build haha. I like the 1gate FE into 20probe stalker 4gate in response to the gasless FE as well (Have seen Axslav and HuK do similar builds).

I'm not sure about the 7/6gate all-in, I've seen both be effective.


Depends on the build, but most if the time, the reaper will reach your mineral line as your zealot/stalker poke arrives at his base. Sure you can do some damage with zealot/stalker in this case but the reaper almost always does more damage (not necessarely probe kills, but mining time loss).
Against techlab first builds you can skip the zealot poke in my opinion and go for a safe 1 gate FE.
If you're dealing with a concussive rush, you can also lose your initial two units if you are not careful which is another reason not to do the "secondary scout"

During the poke, If you're not sure what you are dealing with, it's best to hug the ramp from the side with your zealot and let his high ground unit shoot at you. If you see concussive grenade (with or without slow, not sure how they are called), you already have all the information you need and can go back home without going up the ramp and witout losing any units.
geiko.813 (EU)
K3Nyy
Profile Joined February 2010
United States1961 Posts
January 05 2012 00:29 GMT
#16
On January 05 2012 09:21 TangSC wrote:
Show nested quote +
On January 05 2012 08:57 Geiko wrote:
In the fast techlab case, the Zealot/stalker poke can be very dangerous if terran is doing a reaper opening. Would be nice if your guide covered this.
I also disagree with recommending 3 gate or 2 gate robo against a 1 rax techlab FE.
What you refer to as 1-1-1 should be "any tech build"

Your answers to 1 rax gasless fe are also quite bad. This opening is pretty much designed to defend 4 gating, you'll have a much higher chance of win with
-26 probe 2 gas 5 gate zealot/sentry all-in
-1 gate FE into 20 probe 4 gate.

I also beleive that 7 gating is much more standard all-in then 6 gating.

I think Geiko makes some good points, but if the terran player did a 1rax techlab into reaper, you could put on some pressure with 1zealot/stalker couldn't you? You'd at least know they're going reaper and be able to produce a second stalker or pull back your first one in time to defend.

4gating is just an example of a response against the very early expansion and it "can" work, but obviously it's pretty gimmicky. I like your suggestion about the 5gate zealot/sentry all-in, though: Kiwikaki owned me with that build haha. I like the 1gate FE into 20probe stalker 4gate in response to the gasless FE as well (Have seen Axslav and HuK do similar builds).

I'm not sure about the 7/6gate all-in, I've seen both be effective.


You can have a Marauder out by the time his poke comes and your reaper can be at his base killing probes.
SelK
Profile Joined May 2011
France81 Posts
January 05 2012 00:43 GMT
#17
About the reaper, if you chrono out the 2nd/3rd unit (sentry or stalker) and leave it in base (you won't need it if you just poke to scout) you should be able to defend any early reaper play, although it's a bit risky with a sentry I suppose.

Not sure about the timing if you don't use chrono on gate though.
Geiko
Profile Blog Joined June 2010
France1939 Posts
January 05 2012 00:50 GMT
#18
On January 05 2012 09:43 SelK wrote:
About the reaper, if you chrono out the 2nd/3rd unit (sentry or stalker) and leave it in base (you won't need it if you just poke to scout) you should be able to defend any early reaper play, although it's a bit risky with a sentry I suppose.

Not sure about the timing if you don't use chrono on gate though.


Chronoing out a sentry is the last thing you want to do as it will die to the reaper.

I've been opening 1 gate FE zealot stalker sentry sentry lately, if you do this, you can't afford to stalker poke against tech lab first.

geiko.813 (EU)
SelK
Profile Joined May 2011
France81 Posts
January 05 2012 01:16 GMT
#19
On January 05 2012 09:50 Geiko wrote:
Show nested quote +
On January 05 2012 09:43 SelK wrote:
About the reaper, if you chrono out the 2nd/3rd unit (sentry or stalker) and leave it in base (you won't need it if you just poke to scout) you should be able to defend any early reaper play, although it's a bit risky with a sentry I suppose.

Not sure about the timing if you don't use chrono on gate though.


Chronoing out a sentry is the last thing you want to do as it will die to the reaper.

I've been opening 1 gate FE zealot stalker sentry sentry lately, if you do this, you can't afford to stalker poke against tech lab first.


A zealot won't really help either, so I suppose you have to go zealot stalker stalker or give up on stalker poking if you suspect a tech lab and possibly reaper opening. :/
Albinos84
Profile Joined September 2011
Poland2 Posts
January 05 2012 01:31 GMT
#20
Very nice guide! That should really improve my PvT
just chill
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