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Talk:4 Warpgate Rush

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Right now, the 4 warpgate rush is pretty similar for all three matchups so I've made a general page. When people start adding more matchup-specific content or the build starts becoming different for each matchup we should separate them again. --Stet tcl 12:54, 18 July 2010 (UTC)

Based on my playing/replay viewing experience, 4WG really isn't a great technique against Terran, because of the strength of Mech units like the Siege Tank. It'll work, but in general you want to move away from a Gateway-heavy army by the midgame, focusing instead on Robo Facility units. That's why I only made pages for PvZ and PvP 4WG Rush.--Bona Fide 14:49, 18 July 2010 (UTC)

This article needs some text on the counters - tanks or mass hydra come to mind. -- 21:50, 29 July 2010 (UTC)

In case nobody has noticed this... the first BO is wrong. 24 Stalker, 25 Warpgate research? Stalker takes 2 supply.

I'd really like to see some some weaknesses or counters meantioned.

Do the replays not work? Surely there must be more reps of this strategy.

It was easy to execute and is now impossible to do, so I doubt you'll find many replays of it. --tofucake, Senior Editor 21:57, 13 December 2010 (UTC)

This page is very old. The build order is unrefined to the point where it shouldn't ever work against a competent opponent. Modern 4 Warpgates are an extremely precise build order. All three additional gateways are built at the same time and probes are cut at a very specific time. During mid-beta through early-release, the 4 Warpgate was not so refined and so a lot of people thought it was a fairly versatile build that could transition into the later game even if it doesn't work. This is only because opponents did not understand the power of the 4 Warpgate so even a half-assed version could do significant damage. Nowadays, 4 Warpgates are all-in, period. If you try to do some sort of "half-way" move such as continuing probe production or not chronoboosting your warpgate tech, your 4 Warpgate is going to be crushed and you'll essentially lose outright. This is because opponents are far more adept at defending the precise 4 Warpgate than they used to be.--DeaTh-ShiNoBi 01:12, 31 January 2011 (UTC)

I also suggest making a separate 4 Warpgate pages for the different match-ups. It's rarely used against Terran because Terran can hold it somewhat easily, but there are several distinct variations that are viable against Zerg. Most notably, you can either use 1 gas or 2 gas. 5 Warpgates against Zerg is probably worth mentioning on the same page as 4 Warpgate against Zerg.--DeaTh-ShiNoBi 01:12, 31 January 2011 (UTC)

In PvP, there are only two versions of 4-Warpgate that you can do: 10 gate 4-Warpgate (this can be done as a regular 4-Warpgate for the purpose of being faster yet less powerful, I am not referring to the "Korean 4 Warpgate" cheese), or 12/13 4-warpgate. Both 4 Warpgates use one gas in PvP because sentries are generally not effective unless you're holding off an opposing 4 Warpgate on a ramp. Both common versions of a 4 Warpgate use zealots and stalkers only, with an emphasis on stalkers. The PvP page should ESPECIALLY cover battle tactics for a 4 Warpgate because 4 Warpgate versus 4 Warpgate is very common in PvP. Things that should be mentioned: Target firing with stalkers is extremely important at all times. Zealots and stalkers should be kept on different hotkeys so stalkers can effectively target fire. It's most important to keep a higher number of stalkers than your opponent so that you can target fire his stalkers and out-micro his zealots. Using a higher number of zealots than your opponent is very important when trying to break through a ramp that your opponent is holding because you can force their stalkers to retreat from the ramp if your zealot numbers are high. At any rate, there are other things to mention, but that should be a good start.--DeaTh-ShiNoBi 01:12, 31 January 2011 (UTC)

Feel free to update the article. --tofucake, Senior Editor 14:37, 3 February 2011 (UTC)

I've added a lot of new information to this page. The build is much more modern and effective now, and I've added some stuff that was missing before in the execution bit. I've deleted several sections as they were redundant and useless. I did not, however, add any new replays or VODs. The existing ones are extremely out-dated, so hopefully someone can add some new ones. Something that comes to mind is the Up and Down match between SanZenith and LegalMind. I might add that later, and perhaps some more games, if I feel like it.--DeaTh-ShiNoBi 01:49, 1 March 2011 (UTC)

Surely this BO needs to be changed to deal with the latest patch? --Customer 03:07, 31 May 2011 (KST)

Why is this build listed as cheese? It is a legitimate opening in PvP, and it can be a good choice against T and Z opponents who are too greedy. I suggest that the build should be moved to the general openings section.

I'm confused by one sentense in the Adaptation section: "Instead of expanding or canceling the expansion before attacking, make two additional Gateways." And there is conflictive information on how many Chronoboost to use on Warpgate Tech. Footnote 2 says "Use 5 Chrono Boosts" and in the Notes section it says "This should be 4 Chrono Boosts in total." --TaLuS 15:25, 16 March 2012

+1 PvP 4gate should be seperate from PvZ and PvT. I disagree with saying that its execution is the same. It's obviously similar but execution is quite different. Merging is possible but it'd have to have an extensive "adaptations" page and what not --Isolation 14:41, 9 May 2012 (KST)