What are the most common Protoss Fast Expand builds and what are the advantages and disadvantages of each?
Starcraft 2: Protoss FE Build Orders
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I'm not sure if you mean openings or builds, but I'll give you both.
For openings, most Protoss start 13 Gate (9 probes, a pylon, 4 more probes, then a gateway). From here they will usually either build another Gateway or a Cybernetics core. You can go 10 Gate into a 2 Gate rush, but its less common.
There are a number of builds which go down these two routes:
- 1 Gate Expand
- 3 Gate Pressure into Expand
- 2 Gate Rush
- 4 Gate
- 3 Gate into Robo
- Tech into Starport
Since Protoss revolve around gateway units, its common to refer to Protoss strategies by the number of Gateways you build. Its worth noting, that with the exception of 2 gate, all Gateway based builds involve turning your Gateways into Warpgates (Learned at the Cybernetics Facility).
1 Gate Expand is a newer build that has caught on recently (1.1-1.2) with the advent of slower Terran Harassment (specifically Reapers) and more Macro oriented Zerg players. By scouting early and possibly delaying the first Gateway (to 14-ish) the Protoss player can create a much better economy and move to an early expansion. This early expansion allows for much faster gas production and a quicker move to powerful units like Colossus and Void Ray. Though there is an inherent risk in this sort of strategy a very early scout (eg. 8-10) can help make the decision whether to expand after 1 Gate or move to a more solid 3 Gate Pressure build. Liquid`Huk and TSL_GuineaPig are good people to watch for this build.
2 Gate Rush usually involves walling off your Main or your Natural with your first two Gateways and building 5-7 Zealots to rush with. This helps as a defense against any counter rush. This early rush style will later rely on using Warpgate technology to warp in units past that wall. This early rush banks heavily on Zealot's superiority to small numbers of other tier 1 units. This is most effective vs Fast Expand strategies. It also allows for an earlier expansion if you block off your natural.
3 Gate Pressure can involve either an early Cybernetics Core (preferred) or out of a 2 Gate style build. Given the high build speed based around Chronoboost and Warpgates, this build relies on building a very nice tier 1.5 army composed of Zealots, Stalkers and Sentries. This is a very standard opening for most Protoss players as it builds a very powerful army right at the start of the midgame. Try to remember to build Sentries as they are key to this build and Chronoboost your Warpgate technology. The strange part about this build is that it's place in the meta game has shifted drastically. While originally a very aggressive build it has changed to a more macro oriented build allowing the Protoss to use pressure to gain room to expand. Instead of use 3 Gate as a stepping stone to 3 Gate Robo or 4 Gate, a 3 Gate Expand leads to a much stronger 5 Gate + Robo allowing for good mid-game timing attacks.
4 Gate is the natural extension of 3 Gate allowing for a more powerful mid game push (possibly as a follow up to an earlier 3 Gate that was sucessful). This is the logical alternative to 3 Gate into Robo as a Protoss base can support 4 Gateways of continuous production or 3 Gateways and a Robotics Facility. 4 Gate can then move to Robo with the extension of an expansion or move to Templar tech. Templar tech is useful for Terran Bio assisted by Ghosts as the Templar can "snipe" the Ghosts, where as Robo is more effective against Terran Bio or Zerg Hydra/Roach
3 Gate into Robo rose up as a response to early Roach pushes at the beginning of Beta. This usually involved building the first gateway and then immediately teching to Robo before adding on additional Gateways. This provided for the Immortal timing push, which was a strong force backed up by an Immortal. Since the Roach nerfs, and other changes, its more common to build the Gateways first and add on the Robo later as a tech to Colossus. The Colossus gives this strategy an advantage vs Terran Bio or Roach/Hydra Zerg builds. Its also worth noting that 3 Gate Robo gives you an very early Observer which is immensely beneficial.
Tech to Starport builds grew out of early Void Ray rushes. Since those strategies cannot be maintained, a more common move is to instead build Phoenix out of the Starport and use graviton beam to destroy high priced units. These builds usually involve getting a number of Phoenix early and then bringing them along for a 3 Gate timing push. The delayed push is bolstered by being able to remove enemy units from the board. This is especially effective vs Terran Mech. Recently Early Starport has come back into favor with GSL 3. A number of players have been going for early double Starport (especially in PvZ). In addition to the early Phoenix for harass, they've also been adding in Void Rays. Void Rays were traditionally only a strong unit once charged, however, in patch 1.1.2 the uncharged damage was buffed. As a result Void Rays became much stronger both early in engagements and once they had reached large numbers. This combined with many Zergs relying heavily on Roaches after their range buff (also 1.1.2) lead to many more Starport centric builds.
Finally, it is worth noting there are a number of cheese builds. These revolve around hiding a Dark Templar shrine or Starport for Void Ray. While they are not sustainable builds, they are worth mentioning.
Note I use the terms:
Tier 1 to indicate: Zerglings, Zealots, and Marines.
Tier 1.5 to indicate: Stalkers, Sentries, Roaches, Banelings, Marauders, and Reapers.
Yeah, the best way to scout is to try to keep your initial probe alive for as long as possible. Unfortunately right after your probe dies and your observer gets to your opponent's base there is a crucial time where you don't know what your opponent is doing above their ramp. It's unlikely that your proxy assimilator will be in a good position to see your opponent's tech.
I feel like this is a huge flaw to the game as protoss just have to play blindly. However it's not much better for zerg, they can only suicide an overlord in this early in the game. The overlord dies relatively quickly to marines too so it can be easy to hide one's tech such as in this game between Idra and Silver:
Terrans have the option of using reapers to jump through cliffs, using floating buildings which are either immune to the other races basic unit or have enough life to fly through them, or using a scan, which although it isn't a surefire way of seeing your opponent's tech, it does have a large radius and therefore likely can spot it.
Sucks not knowing whether your opponent is teching or has a mass marine ball :/
One thing protoss can do to even things out though, is to build a pylon in a hidden location far away from both players bases and to hide their tech there.
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Best Answer
I could have sworn I answer this question once before... so let's focus just on the Pros and Cons part.
There are two major FE builds seen in top level play:
There are a couple of players who will favor a 2 Gate Expand, but for the purposes of illustrating the Pros and Cons I'm going to ignore that for the second. Suffice to say it gains some measure of the Pros and some measure of the Cons.
1 Gate vs 3 Gate
It is important, when discussing the number of Gateways to build, to establish that we are not talking just about building this many Gateways, but also keeping up production out of them. Thus a 3 Gate build is not just an extra 300 minerals over a 1 Gate, but also the cost of building units out of those 2 extra Gateways. If you are going to build extra Gateways and then not use them, then they aren't serving a real purpose are wasted money. Like wise a building an early Nexus and then not building workers for it is just as big of a waste, thus a 1 Gate isn't just 400 minerals behind a 3 Gate in Gateways.
The trade off in a 3 Gate vs a 1 Gate is a later expansion for stronger early pressure. By choosing to go 1 Gate a player has few defenses against an aggressive opponent. Even a Macro Zerg might do an early Roach push if he senses a weak 1 Gate opening. By comparison a 3 Gate is a much stronger force with which you can pressure your opponent. Again, if we consider the Macro Zerg or 3 Rax Terran, opting for a 3 Gate allows you to pressure your opponents expansion or successfully defend against early pushes. This is a much "safer" build, but you pay for it in the long run.
The reason a 3 Gate is so very safe is that it is hard to tell the difference between a 3 Gate and a 4 Gate or 3 Gate Robo. As a result the 3 Gating Protoss has the advantage of looking like they're going to make an early push. This will force many opponents to over produce units at the expanse of Tech (Terran) or Workers (Zerg). It can even be used to break a 1 Gate Protoss.
By comparison the 1 Gate Protoss relies on dying early scouts and getting up an early forge to supplement his defenses. While a Photon Cannons aren't held in high regard by many players this reduces the dependence on gas and allows for heavier mineral saturation that serves double purpose in getting the Expansion up and running.
As I mentioned before a 2 Gate is somewhere in between, however, it does not have the benefit of being mistaken for a 4 Gate or the lower dependence on Gas. Some people still believe it provides enough of an early defense to deal with early Harassment (think Hellion/Reaper/Speedling) without delaying the early expansion unnecessarily. This decision is one that comes with practice.
But Which One?
Usually the decision between a 1 Gate and a 3 Gate is a sign of your comfort level in dealing with early pressure. If you feel very capable in disaster management, have good micro, and are against a more passive opponent, then 1 Gate is definitely the better decision. However, if you want a safer build with the option to switch to a one base all-in, a 3 Gate is a very powerful choice.
Ultimately, the decision is one of comfort and practice.