Starcraft 2 Strategy - Pvt 2 Gate Fast Expand

Starcraft 2 Strategy - Pvt 2 Gate Fast Expand

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Hey! HeroicCookie(Diamond league for those who really care) here. This guide will show you how to execute Naniwa's 2 gate FE, and refine it to your own style. Some of this is taken straight from amke55's guide on TeamLiquid, but this will also show how I play with my own personal style in PvT. With this build, you'll find that you can expand almost as fast as with a 1 gate FE, but also hit almost as hard as a 4 gate! You will end up hitting the Terran's base just a few seconds after a 4 gate, and only 1 less unit. This can be useful for punishing a fast expand or tech build, with and expansion of your own right behind your push.

Opening Build Order

- 9 Pylon
- 13 Gateway, scout with probe
- 14 Gas
- 16 Pylon(Stop chronoing probes after your 3rd chrono)
- 18 Cybernetics Core
- 19 Zealot
- 22 Gateway
- @100% Cyber, get Warpgate and chrono as much as possible
- @100 minerals, get a pylon, then a sentry as soon as you can
- @100 gas, 2 Stalkers
- 32 pylon, you want this to be a proxy
- @100% Stalkers, start your units towards the enemies base
- 34 Nexus, then convert Gateways to Warpgates
- Warp in 2 Stalkers at the proxy
- Attack and build your 2nd gas

Once You've Reached the Enemies Base

1 bunker by itself at the top of the ramp
Use Guardian Shield and kill it. If SCVs aren't already nearby for repair, you will be able to kill the bunker and all of the marines inside. If there are SCVs nearby, you can either focus them down and then run, or run past the bunker if there's nothing blocking your way. From here you can win the game outright or get some kind of a lead by killing workers, the 1st tank, the 1st banshee or raven, etc. Worst case scenario, you retreat with most of your units alive and you know whether he's going bio or tech.

2 bunkers at the top of the ramp
You can't take these head on so run past them and start causing mayhem in the Terran's base!

Bunker with supporting units
Use Guardian Shield and kill the supporting units, then either retreat or run past the bunker.

No bunker
Use Guardian Shield and kill all of his units! After that try to kill the SCVs that get pulled.

Incomplete Bunker(s) below ramp
You hit the jackpot! Kill the few marines/marauders nearby and the bunker as well, then try to run up the ramp and do as much damage as you can. If you can't kill him, you at least have a large unit advantage to delay the expansion. After this you will either win an easy macro game, or win a very easy macro game.

Complete bunker(s) and command center below ramp
This is a 1 rax expand with no gas, which you could've scouted earlier if you wanted to do a different build instead. Either run past into the main and do as much damage as you can, or go around the bunkers and kill SCVs/deny mining at the expansion. Or if you're not confident, you could always poke to force more bunkers and play a macro game since you have an expansion as well. But if you're not confident, then maybe you should've done a 1 gate expo instead when you scouted no gas...

Full wall-off at the top of the ramp
This is the worst situation because you've lost the option of running past the bunker, and I think if you saw this with your first scouting probe you could consider doing a different build. Preferably one involving a void ray. Nevertheless this isn't unwinnable, as you got your expansion first anyway. Use Guardian Shield and try to kill the bunker/units on top if you can.

The Mid Game

From here you can either get a robo really fast and play a standard game, or whatever style you prefer.

With my personal style, I'll get a few more gateways, and then a forge, and my 3rd and 4th gas. I'll leave my stalkers in my main while I mass up a zealot sentry army at my natural(make sure you own the Xel'naga towers so you know when you bring the stalkers back down when he attacks.)

I'll then begin getting armor upgrades at the forge(chrono these like crazy). When armor +1 is 75% done I'll get a twilight, and proceed to get +2 armor and charge. If I'm on a map where I need to take down rocks to my 3rd I'll go ahead and do that.

Once +2 armor is done, you push out, and try to punish the Terran's 3rd if he's taken one. Or just try to put on some pressure while you take your 3rd.

While your 3rd is going up you can go ahead and get a robo for observers, and after it's up and you have 5th and 6th gas, you can get a Templar archives. With this you can easily stop drops with feedback, storm any kinda of bio ball to death. Or if they went mech, you can feedback the thors, banshees, or ravens. The only thing you have to watch out for are ghosts, but with good spreads, and feedbacks. You can take those out rather easily.

The Late Game

If the game is still not over by now, and the Terran manages to get a 3rd or maybe even a 4th up. This is where your robo can really come in handy. Start making warp prisms, and load them up with HT's or zealots, and just start wrecking all of Terran's mineral lines. You can also get colossus tech, while you do this and start working for an end game death ball army of DOOM! >:D

source:

http://www.sc2cheatsheet.com/


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