Protoss Fast Expand Forge Walling

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[e][h]Forge Fast Expand Wall
Tight walls prevent run-bys.
Technique Information
Opening Technique
Popularized by:


The purpose of a correct FE Forge formation is to assist the Protoss player in safely fast expanding against Zerg.

Generally the goals of a good Forge wall-in are:

  • One Gateway and one Forge narrow the entrance.
  • There is exactly one spot Zerglings can pass through.
  • That spot is 1-matrix wide to allow passage of Dragoons (with practice, one can easily see what one matrix looks like).
  • Pylon placement leaves room for cannons so that both Forge and Gateway are in range.

Other guidelines to consider when walling off with a forge and gateway:

  • Try to place the cannons and the pylon behind the forge and gateway so that zerglings don't surround and/or pick them off.
  • Walling off closer to the main (see Medusa, 8 o'clock or 11 o'clock) is usually preferred because it forces the lings to run a longer distance, but the close-side wall-off is often not the best way to take due to the shape of the entrance.
  • Be sure not to block the 1-matrix entrance with a building, otherwise you'll be forced to destroy it at one point or another.
  • Some wall-offs leave part of the mineral lines in the natural exposed (see Destination, best example is Blue Storm). In this case, make sure there is at least one cannon to cover a minimum of half the minerals.
  • Try to create the wall such that the gap makes the path from your gateways to the map's center as short as possible to allow your units to reach your opponent quicker.


Things you need to consider when creating your Forge formation

  • Forge below gateway is impassable.
  • Usually gateway below obstacle is passable despite looking very tight
  • Forge below obstacles is usually impassable.
  • Gateway above obstacle is usually impassable.
  • Gateway to the left of an obstacle is often impassable.
  • Forge to the right of an obstacle is often impassable.
  • Forge is generally more likely to block than Gateway.
  • Pylons don't block anything except with minerals.
  • Minerals have 100% collision size (2 matrices), therefore, they block with nearly anything.
  • Gas geysers without an Assimilator have 100% collision size.

Popular Maps Examples[edit]


  • The units shown in the pictures are the minimum number required and at the correct positions to completely seal the wall in (when its possible). The players should decide on the actual number of units needed for each situation.
  • Some examples will show odd Photon Cannon placement, these will outline the furthest spot a Cannon can be placed within the power grid.
  • Cannons usually don't affect the tightness of a wall-in. The placement shown here is suggested but players should decide on the number of cannons needed and their placement depending on the situation.
  • Power grids will usually reach far enough to protect expansion mineral line.

Alternative 1.3[edit]

Arcadia 2[edit]

Aztec 2.1[edit]

Beltway 2.0[edit]


Bloody Ridge 2.1[edit]

Blue Storm 1.2[edit]

Byzantium 3.0[edit]


Central Districts 1.2[edit]

Chain Reaction[edit]

Circuit Breaker 1.0[edit]


Dante's Peak SE2.0[edit]


Neo Electric Circuit[edit]

Empire Of The Sun 2.0[edit]

Eye of the Storm[edit]

Fighting Spirit 1.3[edit]

Gladiator 1.1[edit]

Grand Line SE 2.2[edit]

Heartbreak Ridge[edit]


La Mancha 1.1[edit]



Match Point[edit]

Medusa 2.1[edit]

Mist 0.9[edit]

Monte Cristo[edit]

Nostalgia 1.3[edit]

Othello 1.1[edit]


Outsider SE[edit]

Python 1.3[edit]

Polaris Rhapsody 1.0[edit]

Sin Chupung-Reyong 2.1[edit]

Shin Peaks of Baekdu[edit]

Sniper Ridge[edit]

Tau Cross[edit]

The Fortress 2.0[edit]


External Links[edit]