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 nice 4notpost fag

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Zero254

Zero254


Posts : 250
Join date : 2011-08-11
Age : 35

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PostSubject: nice 4notpost fag   nice 4notpost fag EmptySun Sep 25, 2011 2:32 am

4gate
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Squire Grooktook

Squire Grooktook


Posts : 173
Join date : 2011-08-13

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PostSubject: Re: nice 4notpost fag   nice 4notpost fag EmptySun Sep 25, 2011 7:53 pm

{{Infobox_Strategy
|name=4 Warpgate Rush
|race=P
|image=
|caption=l
|matchups=PvP
}}
Read this article in [[4_Warpgate_Rush_(vs._Protoss)_PtBr|Brazilian Portuguese]]

==Overview==
The '''4 Warpgate Rush''' is a very common aggressive opening in PvP. The build relies on the use of a proxy [[Pylon]] to quickly and continually reinforce the initial push. It is based around cutting the production of probes to construct the 3 additional Gateways, while timing [[Chrono boost]] on [[Cybernetics Core#Other Upgrades|Warpgate Tech]] in order to rapidly warp in 4 more units from all the warpgates.

==Build Order==
{{Build|
*9 Pylon
*12 Gateway
*14 Assimilator
*16 Pylon
*17 Cybernetics Core
*18 Zealot
*22 Warp gate research, Stalker <ref>Stop making probes after you build the Stalker.</ref>
*24 Gateway x3, Stalker (optional) <ref>On long distance maps, this stalker won't make it to your army when your first wave is warped in.</ref>
*26 Proxy Pylons
|}}

==Notes==
*You must cut probe production around 20 probes (16 minerals, 3 gas, 1 scout/proxy)
*Don't build the 3rd pylon (26/26) until you have placed all 4 Gateways
*Only build Zealots and Stalkers unless you are defending a small ramp.
*Chrono Boost Nexus twice (at 10 supply and after you place the first Gateway), then save the rest for Warp Gate research.
*Warp Gate research should finish at 5:45 (can warp in units at 5:55). {{Citation needed}}
*When attacking the Defender may drop a [[Force Field]] to delay your attack. To counter this Place a pylon close to the ramp and attempt to warp in zealots above the Force Field to give your Stalkers vision on the Low Ground.

==Transition==
Usually the outcome of the game comes down to micro. If your opponent defends with 4 Warp Gates and has more units than you, you need to cut your losses and back off. A good transition would be to throw down a Robo and get Colossus. If your opponent defends with 3 gate Robo/Sentries you might want to transition to blink Stalkers instead because you will be behind in the colossus war. In general it's bad to expand after a defended 4 gate unless you were really far ahead (i.e. killed a lot of probes) or the rush distance is very far.
===Good Transitions===
*Colossus
*Blink Stalker

==Countered By==
===Hard Counters===
*Proxy Gate
===Soft Counters===
*[[2 Gate in base (vs. Protoss)]]
*Sentry builds

==Counter To==
===Hard Counters===
*Every Protoss build that tries to tech early on
*Fast expand
<!--
===Soft Counters===
-->
==Notable Maps==
This strategy favors maps with wide ramps that cannot be easily defended with force field. In most cases on such maps, the only way to defend 4 warp gate rush is with 4 warp gates.
===Strong===
*[[Scrap Station]]
*[[Tal'Darim Altar]]
<!--===Weak===-->
<!--
==Replays==
*[http://www.teamliquid.net/staff/Plexa/sc2_liquipedia/6_2_FaZiNaTe_mTwNightE.sc2replay | FaZinate vs mTwNightEnD] - not the build listed above, but demonstrates the Blistering Sands trick
*[http://www.teamliquid.net/staff/Plexa/sc2_liquipedia/2_ffswowsucks_LiquidNa.sc2replay | Liquid`Nazgul vs ffswowsucks] - Nazgul demonstrates how to use this build when your Probe can't get inside
-->

[[Category:Articles translated to other languages]]






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