6 Gate All in PvT
Hi guys, I'm Tazerenix, a mid-high Masters Protoss on NA and a mid Diamond on Korea. I'm not the greatest player in the world, but generally have a reasonable understanding of the game, so whilst what I say has been played with and used by others, don't take my word as the bible truth, test it out yourself!
It is also of note that I may not end up practicing what I preach in my example replays, as, through writing this guide, I have realized that my theory behind the 6 gate is a lot cleaner than my execution, however the general ideas all remain the same, and the build is definitely still viable.
About the build:
Unlike PvZ, there is a remarkable lack of allin two base timings in the PvT matchup, the majority of which are based around getting 3 or 4 immortals and busting ramps or getting out two colossus and hitting before vikings are out.
The 6 Gate allin is a gateway based allin that can be used to acquire a free win against greedy terrans, and, in the case of good force field and micro, a solid allin against non-greedy terrans. The goal of the 6 Gate is to overwhelm the terran player at about the 9:30 mark with a large number of gateway units, using force field to stop bunker repair and trap MM against your zealots.
When to use this allin:
The 6 gate should be used against confirmed gasless terran openings, or when you have a very strong feeling the terran is going to gasless expand, such as scouting a terran first on a 4 player map and having him already walled in with two supply depots and a barracks, implying that those minerals could not have been spent on a refinery also without significant worker cutting.
Since determining builds is covered by other guides such as kcdc's 1 Gate FE guides, I will mostly skip this part, but will emphasize that if you see a terran who has walled in, but you are unsure of whether or not he has taken gas, I would strongly advise you NOT to use the 6 gate allin, as he could very well be hiding tech behind his wall.
The 6 gate should NOT be used against confirmed gassing terrans. Whilst it is possible that you could get a win with the 6 gate against gas openings such as 1 rax reactor expand or 1 rax tech lab expand, the tech advantage gained from gas builds as a terran, although negligible against more macro and tech focused protoss openings, can become overpowering against a gateway based allin off two bases. Another reason why this build is particularly bad against gas openings is that it flat-out skips detection, and so if the terran is secretly hiding banshees behind his wall, then, for lack of better description, you're fucked.
In terms of maps, the 6 gate works best on maps with open naturals, to allow more surface area for zealots against bunkers and units, and for more effective force fields. Maps I like to 6 gate on include Entombed, Antiga, TDA, Metropolis (if you can snipe the rocks), Daybreak and Metalopolis. Whilst it can still work on maps like Shakuras, Cloud kingdom and Ohana, it is significantly easier for terrans to hold as they can simply wall off the natural with three bunkers, minimizing zealot surface area.
The opening behind the 6 gate allin is based around getting a fast two base economic standpoint from which to power up to 6 gates and attack from. My prefered opening is the very safe (against gasless expands) MC 1 Gate FE , however any other form of safe 1 Gate FE or nexus first play that puts you in a decent position economically is also viable, for example skipping the zealot or stalker to get a faster nexus.
Openings I find viable:
- MC 1 Gate FE
- Genius 1 Gate FE
- kcdc's 1 Gate FEs (1, 2)
- Two gas 1 Gate FE (as done by HuK): + Show Spoiler +The Build Order
20 Stalker & Warpgate Tech
(in some order) 2x Gates & Pylon & Robo
http://drop.sc/packs/241/d - Pack of 12 Replays of Huk from MLG Raleigh 2011 (he does this opening in all 12 games in this mini pack)
- CreatorPrime 1 Gate FE: + Show Spoiler +9 Pylon (on 4 spawn scout here)
@100% Pylon Chronoboost nexus
@100% Chrono chronoboost nexus again (If you scouted on 9 unless your optimizing worker mining you might want to hold off on this chronoboost until after your gateway and get your assimilator a bit later at 15)
13 Gateway (on 2 spawn map scout here)
Chronoboost nexus third time
@100% Core Get a stalker from Gate and Chrono
@100% Core Start Warp gate (no chrono)
@50% Stalker push out to their base with first zealot
@100% Stalker send with zealot to enemy base
26 Nexus (cut probes for a bit)
26 Sentry (chronoboosted)
Add on 2 gates as your pushing with your zealot and stalker
- Axslav's Nexus First
- Any other Nexus First or 1 Gate FE that you find viable and generally safe against gasless terrans.
It is also important to note that the power of the 6 gate rests in the sentries, so an expansion build that basically skips any sentries entirely up until the time you add your 4, 5 and 6 gateways isn't particularly good (I don't know if there even are any, but if they do exist, don't use them!!!).
Playing out the build up until the attack:
After your expansion of what ever variety you choose, you should be left with three gateways (maybe two if you nexus first), a couple of stalkers and a few sentries and zealots.
If you haven't already, take your second gas in your main, and as you max out on 16 probes in your main base, rally both of your nexii to your natural expansion.
Whilst you go up to 16 probes at your natural expansion (chrono when you can), at around 7 minutes (where you should be approaching 50 supply), you'll want to throw down three (or in the case that you only have two gateways, four) extra gateways. Most terrans will scan your main base at a position that is close to the pylons which they scouted initially, at about the 7:30 to 8 minute mark, so a good idea is to place your extra gateways in a location that isn't likely to be spotted. On Antiga, I tend to proxy them at the third base, or you can hide them in a corner of your base somewhere.
Do not take the gas at your natural, as you won't be needing them. The gas surplus that tends to build up from 1 gate FEs as you saturate your natural should be spent on extra sentries, you can go so far as to get 8, 9 or 10 if you have the money for it.
Begin to push out at around the 8 minute mark, taking a probe with your gateway army (which should consist of about 7 or 8 sentries, a handful of zealots and 3 or 4 stalkers) and placing a pylon or two in close proximity to your opponents base. It may be a good idea to bring a probe out before you push out, assuming you have maintained map control, for a swifter push.
As you set up outside the terrans base preparing for your push, send up your probe to try and get an idea of how the terrans army and defenses look.
Upon checking the terrans army, make judgement on how comfortable you feel pushing up with what you have.
Around the 9:30 to 10 minute mark you want to push into the terrans natural expansion with your zealots in front, sentries in the middle and stalkers placed at the back.
Zealot sentry stalker, zealot sentry stalker, zealot sentry sta-
Place force fields behind any terran bunkers to stop repairs and make sure your guardian shields are covering as many zealots as possible. Use your stalkers (which you should have around 6 or 7 of, depending of course on when you hit) to focus down any forward marauders, but try not to waste shots if you can.
Trap as much of the terrans army as you can with your sentries, and keep laying down force fields to prevent SCV from reaching your ranged units.
From this point, if you have lost all of your zealots and don't feel that pressing your advantage will win you the fight right now, pull back, chronoing your warp gates, and warp in one or two rounds of zealots before attacking again. One of the key points in the attack is to minimize the loss of ranged units.
An example of just how NOT to engage with the 6 Gate
In the event that you lose your entire army whilst retreating, or you do almost no damage losing all your zealots (due to bad force fields, or otherwise), your best bet at winning is to try and play greedy and hope the terran does not attack you, whilst teching to colossus.
If you executed well and the terran was particularly greedy, you will probably flat out win, or the terran will run back to his main base.
In the event that the terran runs to his main, prioritize sniping the flying Orbital over killing SCV, and attack up the ramp as soon as you can. It is important that you attack up the ramp quickly as with small ramps and some bunkers, it quickly becomes a meat grinder that you really don't want to launch yourself into.
Congratulations, you just learned the 6 Gate allin in PvT.
Replays: (thanks to raVensc2 for helping me search for them)
This push was with a 7 gate, however the same build was followed, if you are feeling like you are floating a bit more than you'd like, feel free to add an extra gateway to pack in a little more punch when you attack.
I lost in this game partly because I pussied out of the allin seeing the three depots in front of his bunkers, making a nexus, and hence having 5 less zealots than I would have liked, and also because my force fields and stalker positioning were generally poor.
Again this game was lost because of poor force fields and a lack of stalker fire power. If I had waited an extra warp in cycle or two, I would have had a much stronger chance of breaking the terran and winning.
If there is anything that you think I need to add to the guide, or if you have professional VODs or your own replays of this build that you think should be added, feel free to PM me.