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SC2 with zdrAg : Protoss 4-Gate
Posted by SilencE under StarCraft II on 17 Aug 2010
SC2 with zdrAg : Protoss 4-Gate

Hey guys! Today we're going to open up Starcraft II and take a look at one of my favourite strategies as a Protoss. I will continue this guide on a weekly basis and cover all races and all aspects of the game.

We're going to look at the 4-Gate push and how to utilize it properly. Those who watched the latest replays of local tournaments will find that this strategy is often used by bvd`Shase, since it is very strong if executed immaculately.

Quote:

“The 4gate is simply a powerful early push, if you think you can gain access into a base it is always going to be hard to stop”

- Travis "Shase" Weedon

User submitted image

Firstly, lets look at the build :

9 Pylon
12 Gateway
14/15 Assimilator
16 Pylon
18 Cybernetics Core
19 Stalker
20 Gateway
21 Sentry/Stalker/Zealot
22 Gateway
23 Gateway
24 Assimilator / Pylon



The build variates from person to person, or depending on the situation but if you keep this build and practice it, you will soon see your own modifications to it to suit your style or the current situation in your match.

One thing to always remember is using your chronoboost effeciently. Start using it after your first pylon is done, and keep using it on your probes until you start research on warpgates at your cybernetics core. You want to chronoboost that upgrade as much as possible until its done. From there on you can decide if you want to chronoboost one or more of your warpgates, use it on probes or just to save it for 4 simultaneous boosts. Make a mental note not to forget these boosts, they make a big difference.

When you finished your build and you push out to an enemy base, it is almost compulsory that you bring along a probe and build a proxy pylon near the base you're about to attack. You don't want to have to go back all the way to warp in units and have them run that far. You want quick spawns close to you, so that your army is always fresh with new units while in battle.

The most important aspect of this strategy is timing, which means you are going to have to scout properly at all times, be it with a probe or a stalker, you need to know what your enemy is doing and when he's doing it. Seeing as attacking at your opponents weakest possible moment gives you the biggest chance to win! I've estimated that an expanding zerg is usually weakest between 40 and 50 on my food count, or even to 55 in some slow cases.

On the terran front, there are just too many variations, but pushing him with 6/7 units before all his raxes are up and producing is always good, you have your proxy pylon and you're working your way through his depot's or add-ons to break his choke. Once you're in his base and you have your fresh supply, its up to you to make the right decisions and keep his production down.

This is just one of many strategies but it's very effective and as I said, if you execute it perfectly, there's little even a experienced player can do!

Here's Husky's guide to the trusty 4-Gate :



So go out and practice your 4Gate pushes and perfect it until next week, when I will give you my next guide on fun with robotics!

If you like korean style play, here is their whole take on the concept!

This is all from me for this week, see you next time!

Alwyn “zdrAg” Kotze

In-game ID : Edward.303

COMMENTS
Cent on 17th August 2010 - 3:44 pm

Awesome. Shot!

RaxXx on 17th August 2010 - 7:32 pm

would this still work against a early zergling rush? I have tried it a few times and it works the best for terran in my opion but against zerg the early rush just dominates.

skillbill on 17th August 2010 - 8:47 pm

It depends at what time the zerg player does a zergling rush Raxxx, which will also most certainly depend on when he throws down his pool. You would be best off scouting against a zerg player after you drop your pylon on 9. If you see a spawning pool up by the time you reach his base, look how far it is from completion. The earlier the pool, the more likely he will be to push against you with zerglings.

You would also be better off blocking your choke with your first pylon and gateway against zerg players, and to build a zealot as soon as you can afford to, so that he cant get through the gap. Obviously this will delay your initial push, but I would recommend you do it regardless. Its very hard to stop a ling rush with a 4gate if you don't block off your choke and don't get that early zot out, unless you build your pylon and gateways in such a way that the lings cant easily get to your mineral line - which takes a lot of experience and time to learn.

TLDR: Block your choke with a pylon, gateway, and zealot as early as possible, then resume the normal 4gate build.

RaxXx on 18th August 2010 - 2:12 pm

thanks skill :)

RandomHero on 19th August 2010 - 3:02 pm

!@#!@#4GATE !@#!@#!@

as zerg that is really the only problem I ever have vs protos, a 4gate timed attack.

RandomHero on 19th August 2010 - 3:03 pm

and if you see the ling player has an early pool up, modify your 4gate to start with a quick 2gate. Thats what they do against me and its >>>

zdrAg on 20th August 2010 - 5:38 am

Absolutely, but RH, I will post a counter for this from the zerg side next week :)

Snowfish on 23rd August 2010 - 4:43 pm

i still thnk the early pylon/photon rush is a good rush(at there base entries)..to stall early base expansions when 2v2..as for your 1v1 4gate guide shall give it a try...when i get out of bronze leageu(internet cuts :()!!!

zdrAg on 24th August 2010 - 5:10 pm

Lol snowfish, you do realise that when he scouts your block, he will see it and he will go either air or just use dropships to attack or expand. As for one versus ones, good players dont rely on cheesing to win.

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