Ever since I got my ass kicked with an 8 gate, I thought I’d write about it here. It’s a protoss build, obviously. But I’ve found it can work in both PvT and PvZ matchups.
One of the best parts about the build is how flexible it is. Ideally, you’d like to throw down a nexus on 16. But you can just as well go Gateway nexus. Or even Gateway, Core, Nexus, depending on the map size and opponent’s aggression.
Even if you’re playing in the PvT matchup, you’re going to want an early forge. Sure, an early forge for a double nexus opening is standard in PvZ. But I find that even in PvT, I like to go ahead and throw up a cannon anyway. But you’re really getting the forge for the upgrades. I normally use two gasses off the main, but none off the expo. This should give you a surplus of gas. So once you get your WarpGate going, and your MSC, you want to also start on +1 weapons. When that finishes, go ahead and upgrade armor. Or shields. I’m not sure which is better, but with a little practice, your attack can hit with both upgrades.
You should be able to make probes until you’ve got 16 at each nexus. Plus the 6 on gas. That’s where you can cut drones and make a few supply pylons. I didn’t specifically say to make the gates, but you’ll want 8 of them. In case of early attacks, I like to make them two or three at a time. Scouting before all 8 gates are online is crucial, since this is your most vulnerable time.
Then, have a blast playing this ‘4 gate on steroids’. I always start with a round of sentries, so they can build energy. Then Stalkers. Then finish with zealots. It’s a very powerful build, with all the force fields you’ll need to block ramps and stop repairing SCVs. I don’t think I’ve lost a game yet, once the attack commences. The only real way to beat it, I’ve found, is to rush even earlier than it hits.
One of the best things about the 8 gate is that even if you get counter attacked, you have 8 gates. Meaning you can warp in units to defend at your base, and units to attack at your forward pylon.
One finishing touch that I must recommend. Keep a probe with your army. Setup forward pylons every time you advance your position. If you can get inside his base and have that probe make a pylon, your opponent will almost always gg. I’m not sure why, but something about seeing a pylon next to his production, or at the edge of his creep, always seems to convince people that they’ve lost.
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