StarCraft 2 - [P] 4 Warpgate Sentry Heavy - Strategy

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Force StarCraft 2 Strategy presents: Protoss 4 Warpgate Sentry Heavy

Learn Step-by-Step how to execute this strategy!

(9) Pylon
(12) Gateway
(14) Assimilator
(18) Cybernetics Core
(20) Assimilator
(24) WarpGate Research
(26) Gateway
(30) Gateway
(33) Gateway

- Start by building Sentries so that you can store up their energy for your push

- Be sure to hit once you have a nice mass of units, but don't wait too long and allow the Terrans MMM ball to mass up

- Build proxy pylons en route to your attack

NOTE: Build orders should never stay static and are subject to change based on what your opponent is doing Remember this is an RTS: use your brain, be adaptable, profit.

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@112Nelo

Guten Tag!

If your Terran opponent chooses to wall in on a map with one small choke, this actually works to your advantage ( if no siege tanks, like in this replay ). You can use an observer to get vision of the high ground and pick off the buildings with your stalkers.

And again so long as there are no tanks he won't be able to do anything about it.

Hope that helps!

Tschüs =)

ForceGamingYT
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omg thank you, i never ever thought about putting proxy pylons on the way to my attack. ^_^

GreenishColorish
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As a terran, I can say this is a very good strat against us. Heavy sentry is brutal. If you manage to get a group of sentries in front of the terran ramp (if there's only one choke at the main) and the terran is still in their base, you can constantly throw down force fields and trap us to one base untill we get some air/medivac or tank, but by then we're screwed economically because hopefuly for you you've expanded.

TheyForcedMyHandLE
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Need to work on my talking before I move onto more complex things like counting.

I said thanks three consecutive times at 6:40

I mean....seriously...

haha.

Cheers!

ForceGamingYT
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@crazypsycho69 ghost is not the only option. With stim and proper micro u can make those forcefield become useless
soon as u sight them u can stim and run close to them and start owning. Cuz with that, u need more than several force field to put ur unit out of attacking range. And if they do have enough energy for that, its pretty much seperating them from attacking as well.
on the other hand, sentry is gas intensive too. So if they can go sentry, u can get ghost and save energy. Same thing

alexxxp
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can u go through some scouting techniques or whatever. and what we should look for for each race etc. thx and love the vids

Darkkor
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Hey man I love the strategy, it actually has helped win multiple games recently but heres my question. If we sent out our scout find we actually were under pressure what strategy would we use then?

liljahesh
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Hey,
Can you please tell me what program u are using to record this video ?:) I know it may be very easy but I am bad with computers.
Love your videos!

dare
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I'm no pro SC2 player, I'm mid-ranked in the gold league. I find myself now thinking too much about countering and complicated gameplay after watching these videos. The standard opener strategies help a lot; but now I feel like I'm trying to counter everything and I think I'm getting worse lol. I need to practice the micro stuff.

PosiJoel
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@TheShadowEdge
no, the spell casting is smarter in sc2. If you have multiple sentries selected, only one of them will place a force field each time.

micaarzur
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So as a Terran facing this 4 gate push... what is the proper response for this? I've faced similar situations where in early game, 4 gate push simply overwhelmed my terran bio ball. As you mentioned, Terran Bio Ball is quite weak until it reached "critical mass" but as you video showed, 4 warp gates can pump out more units before the "critical mass" is achieved....

faux
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I'm a p player myself in platinum. Buidling sentry's i think is a must in mid-late game especially vs P or T. Most P players these days dont build sentrys. I dont build sentry's this early though this is an interesting build and good point how you say the energy builds up by the time you attack. Maybe i'll try this. When i play most Plat players with T they try do a marine/marauder push at about the time you attacked before they get medivacs don't know if sentry's + lots is a good idea?

Gforcebond
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@ForceSC2strategy

You said you work at a bar or something in one of your later tutorials?(btw your awesome) Now i see why you always say cheerslolXDXD

kirbyboy
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forgot to mention the most important thing though, only really works on maps with an alternate entrance to their main base or a map with massive ramps etc

Godfather_Al
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@ForceSC2strategy @112Nelo in addition to this you can use sentries to push the marines away from the wall making it harder to defend it /repair it making use of ur distance and messing up his distance /height advantage


great replay force will incorporate this the


Xellece
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@clawlan 9 means that when you look in the top right, he has 9/10 units

SwolenPockets
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its called a force field, you select a sentry and press "F" and click the spot you want to play it. Or press G for gardian shields

philipxjm
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Total n00b here. What do the numbers mean such as (9) Pylon, (12) Gateway etc? I'm pretty sure it has to do with supply? But i don't know more than that...

clawlan
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Im trying to get good at protoss and im trying to use new strategies

Is it good to get a stargate and a observer in about early to middle game
and if the terran player has no detectors is it wise to go Dark templars?

BrianJamesPro
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This strategy may be good but in most maps there's just 1 very small choke. So what do you do if thers no 2nd entrance to the base and you opponent builds a standard deposit/barracks wallin?
Sorry for any grammar mistakes; I'm from Germany.

Nelo
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