Protoss Fast Expand And Tech
This article pertains to Protoss Fast Expand Play from a Terran perspective. For Protoss info see Protoss vs. Terran Guide
Overview[edit]
Terran vs Protoss play is an easy match up to get the hang of but can be difficult to visualize; TvP game phases are not as clear cut as TvZ. The standard Protoss play can begin with Dragoon and Zealot play or skip straight to the Tier two tech support units, move then back to Dragoon play and then even end with these units or move to Carrier play. This article moves to end some of the ambiguity that comes with Protoss play.
The Early Game[edit]
In the early game Protoss' choices for openings are more numbered than Terran's. Protoss can choose to lead off the match up with early aggressive Zealot or Dragoon play. On the flip side Protoss can choose to instead tech straight to Tier Two Tech and use Reavers or Dark Templar to wreck havoc on an unprepared Terran. With proper scouting however Terran is able to predict which direction Protoss is attempting to move the game and adapt accordingly:
- Protoss opening with one Gateway and no upgrades running on the Cybernetics Core is characteristic of a Tech Build.
- Protoss opening with two Gateways or one Gateway and Dragoon range is characteristic of an early pressure build.
With these things in mind Terran is able to adapt his opening build to prevent either a containment or a harass and counter accordingly.
Mid Game[edit]
Initally in Mid game Protoss is unable to directly engage the Terran Push, and as such is unable to assert map control. Protoss typically needs a few things before they are able to counter Terran in mid game. The first is Observers, which allow Protoss to counter Terran mines, used to prevent Protoss from taking or defending any fast expansions. The second is Zealot leg speed. Without leg speed Protoss cannot effectivly clear mines and engage tanks when their Zealots and Dragoons face the Terran Push. Also, Protoss will often supplement their Mid game army with some of the different Tier Two Tech units:
- Shuttles for Zealot Bombing, dropping Zealots on Tanks to cause splash damage
- Reavers to engage groups of Vultures
- Dark Templar to slow down the Terran Push
Once Protoss is able to engage the Terran Push they generally move out to take their Third Gas Expansion, following the mentality that Protoss must stay one expansion ahead of Terran. Once they move to take the expansion they are briefly susceptible to a Timing Push. Once the third base is up and running Protoss can effectively transition to Tier Three Tech and late game play.
Late Game[edit]
Late game Protoss usually takes two forms. The first uses the Zealot and Dragoon play from mid game and supplements it with Arbiter tech. Protoss at this point is able to engage the upgraded Terran Push without needing to Zealot Bomb, cast Stasis on the Push to slow it even further and mass drop Terran expansions using the Arbiter's Recall spell. The Arbiter is particularly effective aginst a slow to adapt Terran as Mid game Terran does not have any units that can attack air and the Arbiter's large amount of health prevents it from being effectively countered by Terran's missile turrets that are used in the Push. The second option for Protoss late game is a retech to Carriers. While Protoss is susceptible to the push while reteching, Carriers are a complete counter to the Terran Push, requiring Terran to retech to Goliaths, which they normally cannot do in time. If Protoss is allowed to move unhindered to Carriers then Terran will surely be unable to take the game.