Bloodcount
Starcraft II Moderator
- Reaction score
- 297
Build Type: Best Protoss macro opening
Skill level: Very Hard/Expert
Build Pro’s: If you survive until the 8 minute mark without loosing too much workers your opponent is very behind
Build countered by: Aggression and some all in styles
Most powerful in (league): Any
Match up: PvZ, PvT
Introduction
This is the best fast expand that Protoss players have. It is really bold and it has 2 variations (one vs Zerg and one vs Terran)
Let’s begin with the easier match up: versus Terran
Basic Build Order
• Place your pylon at 9 supply
• Chronoboost until 16 supply
• Send the probe to your natural at 15 supply, that way you should have ~380-400 minerals when it gets there
• Lay down your nexus at 16 supply
• Lay down your gas and gate at 16 supply
• Continue probe production. I recommend having 1-2 probes scouting around for bunker rushes and your scouting probe (you send the scout after the 9 supply pylon) should be in front of the Terran base
• This is pretty much the build, after the gate, get a cyber core
• All your chronoboosts go on probes if you see him fast expanding, else half go on units.
What you do from here on is your call
Tips:
•Like stated above, always scout around you for bunker rushes
• Expect reapers
• Consider stealing one of his geysers to prevent banshee
• You might get dropped so, have a mobile army, do not wall off
• If you loose probes, don’t worry- you have double chronoboost probe production. The problem comes when you die to the pressure or you loose too many probes while defending
16 nexus vs Zerg
Here things are serious.
Basic Building Placement:
• 9 supply pylon at natural, between where your second nexus should be and the ramp
• 16 supply nexus
• 16 supply forge
• 16 supply gate
• Get one cannon that MUST protect both your nexus and ramp. If It is not possible, get more cannons. This is very, VERY important to keep you alive from the 14 gas, 14 pool zerglings.
• You must make a wall off with the core and other gates. If you see low drone count for the Zerg player, make more cannons, lots of them, you must survive the all in coming. If you do, even if you lost probes, you are 100% ahead, and the game is probably yours
What you do from here on is your call
Tips:
Cannons are your friends, zealots aren’t.
• A lot of top players go double or triple stargate. This fends off all the roach-ling all ins and you get a comfortable timing window where you can punish the Zerg. Hard.
• Feel free to make the deathball build from this opening
• Don’t worry if he gets a quick third. This just means he will most likely die to a 2 base push once your economy kicks in
Example Follow ups:
• Death Ball
• Mass Gateway with robotic support
• MassBlink stalkers/chargelots
• 8/6 Gate
• Double Robo
• Mobile Deathball
Final word: That is pretty much most of the philosophy behind the “16 Nexus” It is risky, but the strongest Protoss macro opening.
If you have any questions feel free to ask.
What do you think about the overall lay-out ? I SUCK at formating anything.
Here are a few screenshots to help you with imaginig the picture:
The first 3 pictures show the building of an example wall. Notice, the cannon placement.
These pictures show the drastic difference in the harvester count. Please note that these screenshots were taken in the middle of a game. Both players were constantly loosing units and probes so stats will vary from game to game, but overall you get the picture.
Skill level: Very Hard/Expert
Build Pro’s: If you survive until the 8 minute mark without loosing too much workers your opponent is very behind
Build countered by: Aggression and some all in styles
Most powerful in (league): Any
Match up: PvZ, PvT
Introduction
This is the best fast expand that Protoss players have. It is really bold and it has 2 variations (one vs Zerg and one vs Terran)
Let’s begin with the easier match up: versus Terran
Basic Build Order
• Place your pylon at 9 supply
• Chronoboost until 16 supply
• Send the probe to your natural at 15 supply, that way you should have ~380-400 minerals when it gets there
• Lay down your nexus at 16 supply
• Lay down your gas and gate at 16 supply
• Continue probe production. I recommend having 1-2 probes scouting around for bunker rushes and your scouting probe (you send the scout after the 9 supply pylon) should be in front of the Terran base
• This is pretty much the build, after the gate, get a cyber core
• All your chronoboosts go on probes if you see him fast expanding, else half go on units.
What you do from here on is your call
Tips:
•Like stated above, always scout around you for bunker rushes
• Expect reapers
• Consider stealing one of his geysers to prevent banshee
• You might get dropped so, have a mobile army, do not wall off
• If you loose probes, don’t worry- you have double chronoboost probe production. The problem comes when you die to the pressure or you loose too many probes while defending
16 nexus vs Zerg
Here things are serious.
Basic Building Placement:
• 9 supply pylon at natural, between where your second nexus should be and the ramp
• 16 supply nexus
• 16 supply forge
• 16 supply gate
• Get one cannon that MUST protect both your nexus and ramp. If It is not possible, get more cannons. This is very, VERY important to keep you alive from the 14 gas, 14 pool zerglings.
• You must make a wall off with the core and other gates. If you see low drone count for the Zerg player, make more cannons, lots of them, you must survive the all in coming. If you do, even if you lost probes, you are 100% ahead, and the game is probably yours
What you do from here on is your call
Tips:
Cannons are your friends, zealots aren’t.
• A lot of top players go double or triple stargate. This fends off all the roach-ling all ins and you get a comfortable timing window where you can punish the Zerg. Hard.
• Feel free to make the deathball build from this opening
• Don’t worry if he gets a quick third. This just means he will most likely die to a 2 base push once your economy kicks in
Example Follow ups:
• Death Ball
• Mass Gateway with robotic support
• MassBlink stalkers/chargelots
• 8/6 Gate
• Double Robo
• Mobile Deathball
Final word: That is pretty much most of the philosophy behind the “16 Nexus” It is risky, but the strongest Protoss macro opening.
If you have any questions feel free to ask.
What do you think about the overall lay-out ? I SUCK at formating anything.
Here are a few screenshots to help you with imaginig the picture:
The first 3 pictures show the building of an example wall. Notice, the cannon placement.
These pictures show the drastic difference in the harvester count. Please note that these screenshots were taken in the middle of a game. Both players were constantly loosing units and probes so stats will vary from game to game, but overall you get the picture.