Terran Counter to 14 Nexus
From Liquipedia StarCraft Brood War Wiki
This article talks about possible Terran counters to the Protoss 14 Nexus opening. For the article about performing a 14 Nexus against a Terran player see 14 Nexus
Overview
[edit]While an uncommon opening, 14 Nexus can prove to be a problem for some players because they simply allow the Nexus to go up uninhibited, defying the usual expectation that Terran will be pressured early by any and everyone. This guide provides some possible solutions to the 14 Nexus to punish the greedy Protoss build. 14 Nexus is spotted by:
- A Nexus spawning when you get to the Protoss natural
12 Nexus, on many maps, is actually an advantage for the Terran player assuming they can scout it in time. There are two efficient Terran counters as well as two other possible counters that depend more heavily on micro. The Terran can either choose to perform a fast timing attack or double expand while denying scouting.
There is also the option of a two factory build against the fast nexus as well. However, this is riskier especially if the Protoss is skilled at dragoon micro and knows how to stall with pylons. Thus most of the time the first two counters work best.
Timing Attack
[edit]Assuming the Terran does not scout the Protoss last on a 4 player map, they should see the fast nexus early enough to prepare a devastating timing attack. The timing attack involves several steps:
- Constant marine production rallied to the enemy natural.
- A fast factory that rallies vultures (no addon) to the enemy natural.
- Once 3 marines are made, the Terran should grab around 10-12 scvs and tell them to mine a Protoss main or natural mineral field. Thus it is crucial that the scouting scv stays alive and maintains vision of the Protoss main or natural mineral field to send out scvs efficiently.
- If the Protoss has scouted the timing attack already, the scv waiting at the natural should immediately set up a bunker. This will force the Protoss to pull probes prematurely, making them lose additional mining time.
- However, if the Protoss has not scouted the Terran yet, the bunker should be delayed until the scvs and marines come closer so the Protoss is caught unawares.
- The primary goal for the attack is to destroy the nexus. Failing this, the Terran can still come ahead if they kill a significant number of probes while not losing too many scvs. To accomplish either of these goals, constructing the bunker and getting at least one marine safely inside is key. Either way, a factory addon mines should be researched immediately to protect the newly made command center after the ush. Remember that a Protoss who does fast nexus is going to have very late observers and will have to be content with a contain.
- Should the Terran kill the nexus or kill a large quantity of probes without much scv loss, they should be wary of the Protoss trying to gamble with reavers, dts, carriers, or a hidden expansion to get back into the game. If none of these options are successful or are attempted, the Terran essentially has the game and should push out once they are able to produce continuously off of 5-6 facts assuming the Protoss does not expand or tech to carriers. If they do so, a proper timing attack should be done at that time.
- While the timing attack involves plenty of micro, it is a different kind of micro and many Protosses are not as skilled at microing probes and zealots versus marine/scv as they are dragoons against tanks, marines, or vultures.
- Note that this technique is very risky on maps with a highground expansion, such as Andromeda. If the Protoss 12 nexuses to the highground mineral only, it is advised to not do this timing attack and instead go for the 1 Factory Double Expand build.
The Economic approach: 1 Factory Double Expand
[edit]This is covered in the article 1 Factory Double Expand. Overall it is usable on maps with a defendable 3rd base and is an extremely potent counter to fast nexus.