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2 Gate FE (vs. Terran)

From Liquipedia StarCraft 2 Wiki
This strategy is for a previous expansion of the game.
[e][h]2 Gate FE (vs. Terran)
Strategy Information
Creator(s):
Matchups:
PvT
Type:
Opening
Popularized by:
[[Honor, TAiLS, Oz]]
Converted Form:

Overview[edit]

By rushing out 2 Gateways and Warpgate Research whilst expanding, this opening is incredibly safe against a range of early Terran aggression such as 2 Rax Reactor/Tech-Lab builds. The possibility for an early Robotics Facility also ensures that it is incredibly safe against Cloaked Banshees and other 1/1/1 openings.

In comparison to other Protoss builds, this build sits somewhere between the standard 1 Gate FE and safer builds like 2 Gate Fast Obs (PvT) in terms of both economy and safety.

Opening[edit]

Double Assimilator[edit]

This opening gets two Assimilators before expanding, meaning that you'll be stockpiling a lot of gas by the time your expansion becomes operational. This will allow you to tech-up very quickly in the mid-game, but relies heavily on Force Field micro to deflect early aggression. This version of the build has been previously used by Oz to quickly tech-up to High Templar and Chargelots before taking a third base, but fast Colossi are another option available to you in the mid-game phase.

2 Gate FE (vs. Terran) - Two Assimilator Variation
  1. Chrono Boost Probes three times after this finishes.
  2. Only Chrono Boost once initially
  3. Chrono Boost both of these units, then dump Chrono Boost into Warpgate Research.
  4. It is possible to build 2 additional units from your Gateways before throwing down the Nexus. Only do this if you suspect early bio pressure; see the "Scouting" section for more information.
  5. Warp-in mostly Zealots after this point. You have more than enough Sentries for the rest of the game, so you can use the gas for tech and upgrades instead

Single Assimilator[edit]

This opening is safer against gas-openings from the Terran as you will have a stronger army out on the field if the Terran attempts Barracks-based aggression. However, opening this way will slow down your gas harvesting, which means that you will not be able to tech-up as quickly in the mid-game. For this reason, if you're confident in your Force Field micro then it is usually better to use the double-gas opening instead.

2 Gate FE (vs. Terran) - One Assimilator Variation
  1. Chrono Boost Probes three times after this finishes.
  2. Only Chrono Boost once initially
  3. Chrono Boost both of these units, then dump Chrono Boost into Warpgate Research.
  4. It is possible to build 2 additional units from your Gateways before throwing down the Nexus. Only do this if you suspect early bio pressure; see the "Scouting" section for more information.
  5. After this point, perform Zealot/Sentry warp-ins until you have 4 Sentries and then use all warp-ins for Zealot production.

Scouting[edit]

Whether or not you choose to Pylon scout is down to personal preference. However, you should note that knowing whether or not the Terran has a Refinery is the most important information you can obtain early in the game with this particular build, and that a Pylon scout is the best way to obtain that information.

The scouting poke before placing down your Nexus is really important because it comes at a time when the Terran should have either decided their tech-route or expanded. There are three main possbilities.

Scenario 1: The Opponent Expanded[edit]

If the opponent has expanded then you can do the same.

Because you will not need to worry about getting early detection, all tech paths are open to you.

Scenario 2: The Opponent Didn't Expand and There Is Evidence of Marauders[edit]

It is likely that the opponent is going for early bio pressure.

In this scenario, it is best to build two additional units between building your 2nd/3rd units and your Nexus. This will offer you additional safety against any aggressive style the Terran opponent can throw at you, and is especially effective against 2 Rax Reactor/Tech-Lab pressure. However, it will also slow your economy down by delaying your Nexus and prolonging the cut in Probe production, so this safety precautions shouldn't be used if the opponent isn't showing signs of performing an early attack.

If the opponent is going for early bio pressure then they'll be out on the map at around the time your Warpgates finish. Because you should be holding Xel'Naga Towers with your scouting Probe, you should see them coming across the map. As long as you know the push is coming and prepare/micro your units correctly, you'll be able to crush their push. Just make sure you pull Probes to defend if they pulled SCVs and make sure to use your Force Fields efficiently. There's no rush to counter-attack since crushing their push will leave you pretty far ahead.

Scenario 3: The Opponent Didn't Expand and There Isn't Evidence of Maraders[edit]

It is likely that the opponent is going for Cloaked Banshees.

Continue playing as if they fast expanded, but make sure you get ready for Cloaked Banshees by 7:30. This means that you have to go into Robotics Facility tech and Chrono Boost out two Observers; the first is a scouting Observer and the second Observer is for protecting your Probes.

Counters[edit]

Counter To[edit]

  • 2 Rax Bio Pressure (Hard Counter): The opponent will expand much later than you and should not be able to do any damage with their pressure as you have the same number of production facilities, assuming your micro is at least as good as your opponent's.
  • 3 Rax Stim All-In (Hard Counter): As above, your economy and unit production should be too strong for this push to succeed. As your opponent is all-in, you can pull all your Probes from your natural against this timing and still be ahead, but this might not be required with good micro.

Countered By[edit]

  • 1 Rax Gasless Expansion (Soft Counter): It is possible that the opponent will get ahead economically if you play this build. One option is to switch into another opening such as HuK's 1 Gate FE (vs. Terran) if you can scout them early enough; the other option is to tech-up more aggressively in the mid-game phase in order to gain a tech and army-advantage.

Further Strategies[edit]