Protoss Team Game Building Placement

On this article, I will be writing on building placements for the Starcraft 2 Protoss race in team games such as 2v2, 3v3 and 4v4. Building placements can often times win and lose you games. Failure to wall against early Zergling rushes from one or more Zergs can often times eliminate you from the team game it self. Thus, we should pay more attention to our building placements as a Protoss.

1. You do not have to wall if there is no Zerg
Basically, in your team games as a Protoss player, there is no need to wall the front of your base if there is no Zerg players on the opposite team. Generally, walling the front of Protoss base only comes in handy against Zergling/Speedling rushes.
2. You can always wall the front of your base to buy yourself time while waiting for your allies backup.
Lets take an example here, if you wall the front of your base in a 4v4 team game and you are the first player to get rushed by your opponent, you can always take advantage of your wall to buy yourself as much time as possible, 'Die Slowly' while waiting your reinforcements.
This is a typical choke this is often used by any Protoss players and the most common Protoss Wall on a small ramp.

On some Starcraft 2 maps, you can try to use the sample wall above on wide ramp maps. This is just an example. Basically you put your first Pylon on the side, followed by a Gateway and Cybernatics Core while creating only a space pixel for your Zealot to guard against Zerglings.


3. Always build Pylons around your base to gain vision and to warp in units outside your base.

4. Forward offensive Pylons.
When you and your team are on attacking mode, always build a forward pylon near the enemy bases for quick reinforcement. You do not want having your units walking half way across the map. As for the location of the Pylon, it is preferably just outside your opponent's bases at a hidden location. Try to abuse the Warpgate technology to the max.

5. You can always consider building Pylons at your allies base for quick reinforcement at his base.
This seems to be more essential in team games such as 2v2.

6. Try to hide your such as Dark Shrine in the corner of your base to prevent revealing your tech. Dark Templar works wonders and can often times take out one or more unprepared opponents.

3 comments :

  1. Thanks for posting this! I had been wondering what setup was efficient for the wider ramps. Where do you typically put your first cannons, and how many do you make? If I fear mutas, dt, drops, or banshees I put a couple at the mineral line.

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  2. What do you mean by the first cannon? I generally do not get cannons for no reason unless for the following.

    Against dt/banshee: 1 cannon is enough
    Mutas: You need Stalkers with Blink.
    Against drops: 1-2 cannons is good enough.

    Cannons are mostly to buy you time while warping in more units.

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  3. Just to add for the locations of your cannons. It all depends on the purpose and your building locations. For dts/banshees you can build 1-2 cannons in your mineral line. Against Zerglings/early pushes 1-2 cannons at your front wall. I do not recommend cannons for no reason. Your opponent can always attack another player if they see too many cannons.

    Zerg's Overseer is very good for detecting cloak units and the building time is very short. Try to ask for your Zerg allies help.

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