Protoss Forge Fast Expand Build Order

Starcraft 2 Protoss Build Orders --> Protoss Forge Fast Expand (you are here)

shokz-guide-click-hereGiven the right map, the Protoss build known as that Forge Fast Expand is easily the most effective opener to use in Zerg versus Protoss matches.

In this article, I will be revealing the best build order for the Protoss forge fast expand build and how you can use this build to trounce Zerg players in ladder games.

Recommended Build Order

9/10: Pylon
12/18: Forge

..then it depends! The only thing that is important is that you should place your Pylon in a position that allows you to wall-off your natural expansion with nothing but buildings. Your Forge then should be build directly against your Pylon to extend that wall.

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On most maps, this will be right up against your ramp in a position that no Zerglings can sneak through to get into your main. On Lost Temple, this will be out bit past your ramp at the narrowest portion of the choke point coming into your natural expansion.

The secret of this build is having a varying build order depending on what your opponent is doing. You can gain a huge advantage by changing your build order based on what your opponent is doing.

What you want to do is send a Probe to your opponent's base and see what build he is going for. There are two possible options: either he is getting his Spawning Pool before his second Hatchery or his second Hatchery before his Spawning Pool.

If you see the player getting a Hatchery first, your build order will look something like the build order below.

Zerg Player Goes For a Hatchery Prior to Expanding

9/10: Pylon
12/18: Forge
..pump Probes at your main; set them to harvest minerals
16/18: Pylon #2
20/26: Nexus
20/26: Photon Cannon (behind your buildings)
20/26: Gateway (to further wall off your base)
20/26: Photon Cannon #2

Note that this is an approximate build order and should vary based on when your opponent's Spawning Pool finishes. As soon as the Spawning Pool finishes, you should stop all spending (or saving) and throw down 2 Photon Cannons and a Gateway with your next 450 minerals.

This will help prevent any Zerglings from flooding into your base or harassing your main. Even 6 Zerglings can lead to a serious harassment problem if they are able to get into your main and harass your workers.

Good players will send their Zerglings in to hit your workers, then pull out when you try to attack, and repeat this process, slowly killing your units and taking away time spend mining minerals. It is much safer to spend a little bit of money early on the double cannons and Gateway and prevent this from occuring.

The main point is you want to try to avoid spending the minerals on the Photon Cannons and Gateway until you are forced to (by the opponent's Spawning Pool being finished). If the enemy just has two Hatcheries and no Spawning Pool, there is nothing to worry about.

You will get a very large advantage if you can hold off on dumping all those minerals early on Photon Cannons and instead use it on Probes. Keep your Probe inside your enemy's base until the Spawning Pool finishes.

After scouting the Spawning Pool, hide the Probe somewhere near your enemy's base where you will be able to see their units if they move in for an attack. You will have time to throw down a few more Cannons if it comes to that.

Zerg Player Goes for a Spawning Pool Prior to Expanding

9/10: Pylon
12/18 Forge
16/18: Photon Cannon
16/18: Pylon
17/18: Gateway
18/26: Photon Cannon #2
20/26: Nexus

If you see your opponent gets a fast Spawning Pool, you can expect that when he scouts out that you went for a Forge Fast Expand that he will send 6-8 Zerglings out to try and stop you. Get your cannons and build up your wall earlier to prevent this from happening.

Building Out the Wall and Other Considerations

On Lost Temple, you can wall off your base completely fairly quickly; 1 Gateway, 1 Forge, and 2 Pylons will complete the wall so that no units can get by until they kill off at least one of the buildings.

However, on larger maps, as the game progresses you will want to put your non-critical buildings (i.e. Gateways and Pylons) in a straight line, extending the size of your wall significantly. If your enemy attacks you, you can pool your units behind your buildings, rendering Roaches, Zerglings, and Banelings ineffective.

Note that early in the game at this point you are susceptible to a Nydus Worm if your opponent decides to make an all-in move. Be sure to keep your entire base scouted so you can kill the worm before it finishes.

Progressing into Mid Game

Once you secure your second Nexus, you are in a great spot provided you have the right plan in mind.

First off, you need to recover some of those minerals you spent on Photon Cannons and your second Nexus. If you do not build Probes quickly, you will lose your advantage. You need to get your Probe count up before the Zerg player can get to high tech.

Additionally, you will need to throw down your Cybernetics Core as soon as you get the resources for it. The reason for this is that you will want to research Warp Gate technology as quickly as possible. Otherwise, you leave yourself vulnerable to Mutalisks or an all-in Roach and Baneling bust.

Once you start researching Warp Gate technology, you will want to keep building Probes until you start getting excess minerals and gas. As soon as you have excess minerals, you will want to drop down 3-5 Gateways.

Combined with the one at the front of your base, this will give you 4-6 total, which is perfect for 2 bases. 4-Gate works best if you want to grab 2 Robotics Facilities and transition into late-game, and the 6-Gate is great if you want to end the game early.

Whenever your Warp Gates finish, you will want to get a handful of Sentries out as well as research +1 ground weapons. This way, if your enemy attacks and tries to break your wall before you are ready, you can use Force Field to block any holes while the rest of your units are built.

From here, you will want to pump out units at your Gateways (use Chrono Boost) until about the 10-11 minute mark. Get a healthy mix of Stalkers, Zealots, and Sentries. Once you have a sizeable army (about 60-70 supplies total) and get +1 weapons finished, you should be ready to move out.

Alternative Mid Game Plan

Alternatively, instead of going for mass Warp Gates, you can go for a Stargate and Phoenix/Void Ray harass while you tech up and build out your main - both are viable options. The Stargate is for more advanced players as microing your Phoenix does require some skill.

Late Game Strategies

If your initial attack does not work and you need to fall back, add 2 Robotics Facilities and take a 3rd expansion. If your enemy is Roach-heavy, use an army that consists primarily of Sentries, Stalkers, and Immortals.

If your enemy's army is Hydralisk heavy, add about 6 Colossi to a mixed groudn army. Use Force Field to split the Hydralisks in half while your Colossi clean them up.

The trick to this Starcraft 2 Protoss strategy is just to get enough units out fast enough before the Zerg player can mount an attack strong enough to break down your wall.

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