Fast Expand (vs. Terran)

From Liquipedia StarCraft Brood War Wiki
[e][h]ProtossFast Expand
Strategy Information
Matchups:
PvT
Type:
Opening

Overview[edit]

For years now the meta game in competitive Stracraft keeps shifting towards more macro-oriented builds. This has led to today's trend where Fast expanding as Protoss versus Terran is considered to be the "standard play".

The build orders presented in this article range from "greedier" to safest and it's up to the player to judge - depending on the map, the opponent and his own style of play which path he chooses to take.

Generally, taking a fast natural expansion is completely safe against a Siege Expand opening and some Dragoon micro is needed against an FD. If the player suspects the opponent of going for a 2 Factory build, a safer opening should be considered.

Nexus First[edit]

Also known as 14, 13 or 12 Nexus, this build is considered in its own way "all-in" and is designed to put the Protoss player in a huge economic lead and most often on the defensive.
Because of the build's uniqueness it is discussed in it's own separate articles here: 14 Nexus (vs. Terran) and 12 Nexus

Nexus after 3 Dragoons[edit]

A very common and very macro-oriented build, Nexus after 3 Dragoons is the most fragile of the gate first fast expand builds Protoss have in their arsenal, but is very rewarding against a Terran who is not planning to push early or if his initial push is not effective.

Build order[edit]

"FE Vs. Terran"
  • 8 Pylon
  • 10 Gateway
  • 11 Assimilator
  • 13 Cybernetics Core
  • 15 Pylon
  • 17 Dragoon
  • 20 Range Upgrade
  • 22 Dragoon
  • 23 Pylon
  • 24 Dragoon
  • 28 Nexus

The followup may change depending on the player's game plan but the most standard is as follows:

  • 29 Robotics Facility
  • 30 Dragoon
  • 32 Pylon
  • 33 Gateway
  • 33 Gateway

Transition[edit]

Depending on the Terran's build order, a 3rd Nexus can be built as fast as the player sees fit or more gateways and/or tech can be added for a stronger army off two bases.

Recommended Maps[edit]

Generally, the easier it is to defend against an early Terran push the better.

Unsafe Maps[edit]

On maps where Terrans tend to be more aggressive or the rush distance is short, safer variations are preferred.

Notes[edit]

Denying scouting should be a priority for the Protoss in the early game as to not allow the Terran to feel safe and play greedily or push harder than he would if he feared a more agressive oppening by the Protoss. In case of an early game push like an FD, Dragoon micro is essential to hold it off. If the Terran manages to set up a contain, a fast shuttle should be made to Zealot-bomb Siege Tanks.

Nexus after Robo[edit]

This build is much safer than its Robo-less counterpart without delaying the expansion significantly. While the second Nexus is slower, a faster third can be taken if a defensive strategy is scouted on the Terran's part.

Build Order[edit]

  • 8 Pylon
  • 10 Gateway
  • 12 Assimilator
  • 14 Cybernetics Core
  • 15 Pylon
  • 17 Dragoon
  • 20 Range Upgrade
  • 22 Dragoon
  • 24 Pylon
  • 25 Robotics Facility
  • 26 Dragoon
  • 29 Pylon
  • 30 Dragoon
  • 33 Observatory
  • 34 Nexus

Notes[edit]

This is the most economy-oriented variant of the 1 Gate Range->Robo tech path. If the player feels he should play safer he can wait for the observer to come out before expanding while spending his extra resources on Gates or tech.

Nexus after 2 Gates[edit]

Fast Nexus is a common transition from 2 Gate pressure, aimed at an economic advantage in the case the Terran overreacts to the Protoss' aggressiveness. No specific build order is given since it depends entirely on the way the game plays out but generally the Protoss can skip a round of Dragoons at any point he feels he can "get away with it".

Notable Games[edit]

Replays[edit]

VODs[edit]