Strategy is very important in StarCraft 2, without it you generally don't get anything specific done to properly beat your oponent.
4 Warpgate Rush
The 4 Warpgate Rush is a very common aggressive opening in PvP, and to a lesser extent, PvZ, or even PvT. 4 Warpgates can provide a constant stream of units that allows the player to put a lot of pressure on the opponent. It is semi all-in since even though the performing player can transition out of it, constant unit production out of 4 Warpgates allows little space for teching or expanding. Therefore, a substantial amount of damage has to be done when using this build; otherwise the opponent will likely have a large economic or technological advantage. The build also relies on the use of a proxy Pylon to quickly and continually reinforce the initial push.
Below is a standard one Gas variation of the build. Other slight variations are possible and sometimes better, depending on several variables such as matchup, the opponent's strategy etc. PvP will always use a one gas build.
* 9 Pylon
* 13 Gateway + Probe sent to scout
* 14 Assimilator
* 16 Pylon
* 17 Cybernetics Core
* 18 Zealot
* 22 Stalker
* 24 Warpgate research
* 24 Stalker
* 26 Gateway
* 26 Gateway
* 26 Gateway
* 26 Pylon
* 26 Proxy Pylon
- This Zealot cannot be skipped, especially in PvP. You need a Zealot and Stalker to protect your probe that proxies a pylon.
- Use 4 Chronoboosts.
- You will be at 26/26 supply when you make this pylon. This is intended. Probe production should be stopped at exactly 26 supply for a total of 22 probes. This pylon must be built after the 3 gateways, or the gateways will not finish in time.
- After Chrono Boosting the initial Probe production twice, one should be spent on a Stalker, and the rest should be spent on Warpgate research. This should be 4 Chronoboosts. The final Chronoboost will finish exactly as Warp Tech completes. Start all 3 additional Gateways at ~30% Warpgate research. If constantly Chronoboosted, the Gateways and Warpgate research should finish at the same time. If your opponent's scout is not taken care of by the time you should be starting the Gateways, start them anyway. They must be finished in time or your rush will fail to a competent opponent. To be honest, hiding a 4-warpgate is only a formality, as your Nexus' energy is a dead giveaway that you are doing a 4-warpgate.
- In PvP, you must attack immediately when your first units warp in. Your first set of units should be warped literally at your opponent's base. This is imperative if your opponent is planning on holding his ramp with sentries because you need to be there before he is ready. Place your pylon close enough to his base so that you can warp Zealots on the high ground. The warping in units should give you visibility to allow your Stalkers to attack, even if you cannot get above the force field. Do not place your pylon close enough so that it can be easily sniped by your opponent's Stalkers.
- The execution of this build greatly varies between the races. In PvP, where 4-warpgate is most common, you will be using only Zealots and Stalkers. Target firing with Stalkers is extremely important at all times. Zealots and Stalkers should be kept on different hotkeys, so stalkers can effectively target fire. It's most important to keep a higher number of Stalkers than your opponent so that you can target fire his Stalkers and out-micro his Zealots. Using a higher number of Zealots than your opponent is very important when trying to break through a ramp that your opponent is holding because you can force their Stalkers to retreat from the ramp if your Zealot numbers are high.
- If your opponent is planning on holding his ramp with Sentries, you must build your pylon close enough to his cliff (but not right next to his cliff), so that you can warp Zealots on the high ground. Don't build your pylon close enough to the cliff so that it can be easily sniped. In PvP, your Zealot and Stalker should protect your probe that builds the proxy pylon, which should be built right at the doorstep to his base. There are builds that are specifically aimed at stopping your proxy pylon from building, so be careful of those.
- 4-Warpgate against Zerg has several variations. You can choose to use one gas, or two. Two gases uses Sentries and Zealots primarily, with Stalkers to aid you against Roaches, while one gas uses only Stalkers and Zealots. The one gas variation is very simple. There is not much to know for execution other than balancing Zealots and Stalkers according to whether he's defending with Roaches or Zerglings. The two gas variation uses force fields to split/control Roaches, and to protect your Sentries from Zerglings. No matter which variation that you use, be careful of Zerglings gibbing your pylon.
- 5-Warpgate is a slightly different build, used only against Zerg, that grabs two gases and fakes a 3-gate expansion by making several Sentries. Instead of expanding, you make two additional Gateways. 5-Warpgate makes more probes than a 4-Warpgate, and is obviously quite slower, but has a bit more power to it. 5-Warpgate is very all-in, and most of its success will come from a Zerg feeling comfortable that you are 3-gate expanding.
This is a common opening strategy in Starcraft 2 Beta, there are variations of this build, but this is the most economical one. The goal is to have a very solid economy for roach production very quickly, yet be able to defend most 10pool and roach openings. It is best applied for ZvZ, but can also be used ZvT versus Marine/Reactor or Hellion/Factory openings as well as ZvP for 2 or more gateway zealot rush openings.
* 10 Overlord (extractor trick)
* 15 Pool
* 15 Extractor
* 100% extractor 3 drones on gas
* 17 Roach Warren
* 16 Queen
* 18 Overlord (extractor trick)
Depending on what the scout(s) see the build can vary. And this build should be avoided if scouting 6-10pool. If the opponent is doing the same or similar build, you may delay the timing of spawning pool or roach warren (based on walking distance).
Upon completion of the roach warren you will usually have 1 free larva, depending on the opponents action you may make a drone or roach here. Shortly after the Queen's Spawn Mutant Larva should finish on the hatchery, again depending on the opponent you may make drones or roaches.
It is common for this build to get lair tech in ZvZ very quickly after about 5~ roaches are created to defend the ramp/choke. 5 is a good number because 5 roaches will do 75 damage in a single volley(after armor reduction) to another roach, and a roach has 145 hit points (2 volleys will score a kill). Once at lair tech, you will need
It is arguable to get overlord speed upgrade next as well for 50/50.
- Roach Speed
- Morph an Overseer (for detector to keep with your roaches, to spawn changelings to scout, and to itself scout with the speed increase)
1 Rax FE
Focused on getting a very early expansion while there with minimal Marines numbers and Bunkers for defense. This defensive stance allows the Terran to take a relatively safe Early Expansion to their natural, and provides many transition opportunities against all races. By playing a highly defensive early game with a limited number of units, the player secures a very quick economic advantage that lends itself to a highly flexible midgame.
* 10 - Supply Depot (1)
* 12 - Barracks (1)
* 13 - Gas (1)
* 15 - Marine (1)
* 16 - Orbital Command Upgrade
* 16 - Supply Depot (1)
* 17 - Barracks builds Reactor
* 18 - Constantly produce Marines from this Barracks
* 20 - Command Center (2) in-base
Early harassment from the opponent is actually ideal. If countered properly the opponent has made a large investment in tech without much on useful army and economic infrastructure as you.
Quickly the early and mid-game will be in your favor as the opponent has nothing else they can do with the tech they have made (i.e. Dark Templar, Blue Flame Hellion/Cloak Banshee, Mutalisk). Being prepared and scouting is key, and will put you a head so long as you are prepared. Tech Lab Opening:
- 1 or more Reapers for harass/scouting. Will sometimes allow you to immediately place the Command Center in your natural. The Reaper(s) can serve as fantastic scouting and harassment units, helping to force enemy units to stay in their base and scouting any early aggression.
- Marauders with Concussive Shells for map control and defense against Stalker or Roach pushes, very effective for Protoss in the very early game.
- This can be particularly good against Zerg, as it allows for a very defensive position from behind a wall, and if Zergling Speed is not complete, early Marine pressure can be applied.
- Your high Marine count allows you to defend against many early pokes from all races, and provides the structure for a Marine/Tank composition in the midgame.
When scouting, your primary objective should be to see whether or not you need to put down additional defenses (usually in the form of bunkers) at your expansion, as well as to see any early tech choices your opponent is employing.
- Keeping your infantry in a good arc is instrumental in holding off early pushes. Bunker placement can also make a big difference - place them somewhere you can repair well but where few of your opponent's melee units can attack it at the same time.
- Don't place too many bunkers too close together as this can impede your troop movement as well as how effectively your SCVs can repair.
- Scouting is essential to glimpsing any early aggression or cheese plays you may encounter as well as being able to respond appropriately. Good Marine spread and control can be essential in some situations, such as early Hellion harassment, or Void Ray play.
There are far more strategy's out there, the more you know the better you can do.