2 Gate FE (vs. Terran)
|This strategy is not used in competetive play anymore.|
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.
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 Gas Variation|
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.
|1 Gas Variation|
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 gas is the most important information you can obtain early in the game with this particular build; a Pylon scout is the best way to obtain that information.
The scouting poke after placing down your Nexus is really important because it comes at a time when the Terran should have already decided their tech-route (or expanded in the case of a gasless expand). If they are still on one-base then the only thing you're looking for are signs that Marauders are being built; you need to rule out the possibility of Cloaked Banshees as quickly as possible because it lets you cut corners. Until you know for sure that they are not going for Cloaked Banshees, you have to make sure you get ready for them by 7:30. This means that you need to Chronoboost out two Observers; the first is a scouting Observer and the second Observer is for protecting your Probes.
If you suspect that the opponent is going for early bio pressure (they hadn't expanded when you poked with your Probe), it is possible to build two additional units between building your 2nd/3rd units and your Nexus. In the two gas style these units will be Sentries and in the single gas style these units will be Zealots. 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, but it will also slow your economy down by delaying your Nexus and prolonging the cut in Probe production.
If the opponent is going for 2 Rax Reactor/Tech-Lab pressure then they'll be out on the map at around the time your Warpgates finish. You should be holding Xel'Naga Towers with your scouting Probe, so 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 you use your Force Fields efficiently. There's no rush to counter-attack since crushing their push will leave you pretty far ahead.
- 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.
- 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.
2-Spawn Locations or Short Rush Distances: Both of these factors result in a higher chance of Barracks-based pressure, which this opening is very good against.
Replays & VODs
- Related thread on TeamLiquid.net by Sated TeamLiquid.net. February 27, 2012.