Mista's 2 Base Colossus All-In (vs. Zerg)
From Liquipedia Starcraft 2 Wiki
|This strategy has been validated to work for patch 1.5.3.|
This opening is specifically designed to counter Stephano's popular mass-Roach style that is commonly utilised against Protoss players who open with a Forge Fast Expansion. The build focuses around a 165-170 supply attack with a heavily upgraded, Colossus-based army. However, the build also applies pressure earlier in the game in order to obtain scouting information and to try and force the Zerg player to build units instead of Drones.
The build can be categorised as an all-in as you will have no intention of taking a third base.
 Basic Build Order
Note: It is possible to use any FFE opening and to then transition into this style of play.
- After getting to the point where you have the +2 Attack and +1 Defence Upgrade researching, add a Robotics Bay so that you can start getting out Colossi and Extended Thermal Lances. Then add additional Gateways up to a total of 8. You're going to be using mainly Gateway reinforcements during your attack.
- Push at ~14.30 with 3-2 upgrades and ~165-170 supply.
- Make 2 early Sentries and keep them until the push so that they can have 4 Forcefields each.
- Use the Warp-Prism to harass and scout the opponent. Warp-in mostly Zealots for harassment, but do not take too many risks as you do not want to lose too many units attempting to harass your opponent.
- Do not make more than 56 Probes.
- Patrol Stalkers around the edge of your base to prevent the Zerg player scouting what you are doing.
- Engage only in choke points and other favourable positions; do not move your army through wide, open spaces.
- Both the Warp-Prism and the Observer should be used to scout the opponent.
- If they do not go for a fast-third base then be weary of two-base Lair builds; this is as Mutalisks make it hard for your all-in to succeed since you'll be at a disadvantage in the resulting base-trade scenario.
 Pro features
- Narrow Choke Points: Maps with lots of narrow choke points make it harder for the Zerg player to surround your army with Zerglings and Roaches and also make it easier for you to use Forcefields to cut the opponent's army in half (e.g. Cloud Kingdom)
- Ramp At Natural Expansion: Make the FFE safer (e.g. Shakuras Plateau)
 Con features
- Wide-Open Spaces: Makes it easier for the Zerg player to surround your army, causing you to use more Forcefields than you should need to (e.g. Tal'Darim Altar).
- No Ramp At Natural Expansion: Make The FFE less safe (e.g. Metalopolis).