When do i expand as protoss
At that point, the Tal'darim pulled back. Hierarch Artanis. Artanis went into Ulnar alone and found Kerrigan fighting hybrid. They and the rest of Amon's forces were unable to prevent Artanis and Kerrigan from reaching the Chamber of Ascension. Amon opened a portal to the Void.
Matriarch Vorazun fighting First Ascendant Alarak. Alarak warned Vorazun that Artanis was in danger. She sent her warriors to coordinates provided by Alarak. They rescued Artanis and attacked alongside Kerrigan's zerg to destoy the void crystals that were defended by the Tal'darim and Moebius Corps.
With the crystals destroyed, the portal was sealed. Despite efforts by the Dominion to hold them back, the Golden Armada was used by Amon to devastate the Koprulu sector. Alarak versus Highlord Ma'lash. The death fleet amassed at Slayn , awaiting the start of a full-scale invasion. Alarak offered to grant Artanis a cessation of hostilities between the Tal'darim and the Daelaam in return for his aid in Rak'Shir.
Artanis took the Spear of Adun to Slayn, where Alarak deceived him by making him think that Ma'lash's guardians were part of the ritual. The Tal'darim sent warriors to aid Ma'lash while Artanis sent warriors to support Alarak psionically. Alarak overpowered Ma'lash and reached the Pit of Sacrifice.
Artanis chose to go to Endion. The colossi there were used to clear the area around the Megalith of Amon's zerg. A nexus point was warped in and Karax activated the Megalith, which the protoss escorted to the stasis locks. Once the grid was down, Artanis had all forces recalled from Endion's surface. Executor Clolarion had them cleanse the zerg that were infesting the surface of Cybros , then purified the surface of Endion. Artanis made amends for the past and convinced the Purifiers to set aside their age-old enmity towards the protoss.
They asked Fenix to speak for them. The dark templar tracked Moebius Corps to their base within Revanscar. There, the Spear of Adun was boarded. Artanis and his warriors repelled Moebius Corps before they could reach the solar core while Karax led their carriers against Amon's hybrid facility.
Once it was destroyed, Artanis abandoned the caste system. Grand Preserver Rohana used her connection to the Khala to reveal that Amon remained vulnerable until his host body was complete and planned to bring the Golden Armada down upon them. She then severed her nerve cords. Rohana coordinated from the Spear of Adun.
Vorazun and Alarak purged Antioch of the zerg and destroyed the power structure in the Citadel of the Executor. Karax and Fenix destroyed the power structure on the temple grounds, releasing a massive overflow of psionic energy from the surface of Aiur. Artanis and his warriors kept ahead of the energy storm and slayed the zerg in the xel'naga caverns with the help of the Tal'darim, Purifiers and Nerazim.
Once the final power structure fell, Rohana had them recalled. Amon's form awakened after the Void shards were destroyed. In response, Artanis had all of his vessels use their orbital bombardment weapons to destroy Amon's host. The Keystone was placed in a temple. While it charged to its full power, Vorazun and the Nerazim held the northern entrance, Karax and the Purifiers secured the southern approach and Alarak laid claim to the primary battle line.
Artanis' forces ensured the Keystone's safety and provided for their defense. The Golden Armada was brought to bear against them.
With their ships diving headlong into the Spear of Adun and the core going critical, Rohana started to evade them. Amon sent every last one of the possessed Templar against the Keystone. Once it was ready, Artanis had his warriors pull back to it. Artanis convinced Selendis and the Templar to sever their nerve cords, thrusting Amon back into the Void. The protoss began rebuilding Aiur's cities. Artanis was contacted by Kerrigan.
They agreed to go into the Void and help destroy Amon once and for all. Artanis and the protoss then took part in the successful defense of Kerrigan as Ouros bestowed his essence. Alarak declined an alliance with the Daelaam, and the Tal'darim left Aiur to establish their own homeworld. Any who opposed his decision were permitted one opportunity to join the Templar. Meanwhile, the Daelaam entered into peace negotiations with the Dominion.
Fearing the struggles of the era, protoss art and culture began to move toward the ancient designs of the Golden Age of Expansion. This however drew tension with the Nerazim. The loss of the Khala left the protoss feeling lost with without a purpose, as many former caste members of the Khalai sunk into their own despair. Some, including phase-smith Lantharis , attempted to recreate the Khala using unproven technology, but after this led to the deaths of several protoss, the Daelaam dismantled her operations.
During the Defenders of Man Insurgency , a Tal'darim outpost was destroyed by the terran separatist group the Defenders of Man. However, the Defenders of Man were defending the civilians of the planet, and so Agent Nova Terra of the Terran Dominion destroyed their Tal'darim mothership , ending the Tal'darim offensive. Meanwhile, Alarak boarded the Griffin , Nova's flagship, to talk with her. The two made a bargain, he would help her obtain terrazine to undo her mind wipe and she would lead him to the Defenders of Man.
They agreed, and Alarak showed her the way to Jarban Minor. Nova gathered the terrazine after a fight with the zerg and Ji'nara's forces, and Alarak told her when she found what he wanted he would know. He psionically informed Nova that their bargain had been fulfilled, but Nova refused to allow him to slaughter civilians.
Though the Tal'darim tried to send their forces against them, they could not break the terran line. Ji'nara attempted to take two motherships to break the terrans, but she too was repelled. With heavy casualties, the Tal'darim were forced to retreat from Vardona. Alarak contacted Nova in the aftermath, stating that she had just made a powerful enemy. She told him he had as well, and demanded he never come back, before cutting communications.
By , the Daelaam were struggling to rebuild from the wars of the past decade. The loss of the Khala was still a source of great strife for protoss society, though the protoss were able to continue military and technological advancement. As such, the protoss were unable to provide aid to their struggling terran neighbors. Artanis later got word that the nearby planet of Gystt , formerly purified by the protoss in the Great War , had its satellites stop transmitting.
Artanis sent a force to investigate, but found the purified world regrown by the zerg. The Daelaam prepared to purify the planet, but were stopped when the Dominion Fleet under Emperor Valerian Mengsk arrived. Zagara greeted them both, and stated that she came to help them both rebuild their worlds as she had with Gystt.
She offered to meet with them on the surface, and Artanis reluctantly agreed, so long as they could send a survey team to validate Zagara's claims. Unbeknownst to them, Abathur , the evolution master of the zerg, had engineered a plot to trick the Daelaam and Dominion into destroying the breeds that created the planet, the adostra , and respark a war between the factions so that the Swarm could once again be dominant. To do this he engineered a breed named the chitha , which could command zerg, disrupt communications and hamper psionics.
The Daelaam were tricked into destroying the second of three adostra nests with a disruptor blast, and suffered heavy casualties. However, they were able to hold the line against the chitha defending the third nest. Soon Abathur's plot was revealed, and his chitha were destroyed. With Abathur incapacitated, the Daelaam began talks with the Dominion and Zerg Swarm on how to best use the adostra to rebuild.
In the aftermath of the End War, a demilitarized zone was established between the Dominion and the Daelaam. Neither side is allowed to establish a military presence in the region, but they are allowed to send patrols.
Several Terran Dominion mining outposts were abandoned in this region after the End War. Sometime after the Defenders of Man Insurgency, marines under Captain Hogarth violated the demilitarized zone to steal jorium from the planet Adena.
They were intercepted by the carrier Saalok's Eye commanded by Admiral Urun , who distrusted them but allowed them to land. Unbeknownst to the protoss, however, Adena was occupied by zerg forces under Broodmother Niadra. She sent her broods to retrieve the terran mercenary Elms but Elms was able to pick up on the psionic communications and move her forces accordingly to counter them.
When Urun arrived on the surface with a large number of protoss forces, the zerg were pushed back, but they amassed for a counterattack. Pushing through the protoss and terran lines, Niadra eventually confronted Urun and his forces personally. He was soon slain by her talons, and the remaining protoss on the surface were cut down by the zerg. Their sacrifice however allowed time for Elms and her squad to escape the planet. The survivors of the expedition reported to Artanis that the terrans had violated the DMZ and of the death of Urun.
The Auriga Tribe called for action against the terrans, and Artanis indefinitely postponed peace talks with Valerian Mengsk. Meanwhile, skirmishes with the Tal'darim continued with terran powers, and the Tal'darim assaulted the Umojan Protectorate at the Fall of Spearpoint Base , after being goaded by a renegade Nerazim.
After fighting the zerg of the Cerberus Program , it was agreed the Dominion and Ihan-rii would share control of the world, though this led to tensions. This age existed well prior to the Great War. StarCraft Wiki Explore. Wiki tools. Explore Wikis Community Central. Register Don't have an account?
Protoss history. Edit source History Talk Do you like this video? Play Sound. StarCraft storyline. Pre-Great War. Prelude to War. Battle of Chau Sara Protoss Intervention. Brood War. Bonus Campaigns. Stukov Missions. Second Great War. Characters Books and Comics Timeline. Main article: Aeon of Strife. Throughout the Aeon of Strife , we tore at each other with wanton abandon.
Only one path was ever found to end the madness and unify our people: the Khala. Main article: StarCraft Episode I. Main article: Fall of Aiur. Main article: Brood War. Main article: StarCraft Episode V. Main article: Return of the Motherships. Main article: Enslavers: Dark Vengeance.
Our hubris has blinded us to the dangers of the lesser races, and we have paid the price. We must rise to our former glory. We must summon our full strength. Some things may have been too terrible for kinder days, but if we must bring to bear the weapons of the past to secure the future, then so be it. Pity those who stand before us. We are the Protoss. For Aiur! Main articles: Shel'na Kryhas and Tal'darim Aiur. For there is little time left. All that remains of our race, our civilization, are those that stand beside you now, and those corrupted on the surface below.
Our kind once stood as stewards of a galaxy full of promise. In our pride and division, we failed that sacred charge and fell to ruin.
The Khala, designed to bring unity, ultimately only aided those divisions. Its hope was a lie. Today, that lie must come to its end, and with it our prejudice and arrogance must become a thing of the past. For we now fight in the belief that our kind has not seen its end.
That we protoss can stand bound by a belief in unity. And that we protoss will forge a great a mighty new civilization!
Trust each other in the fight ahead, strike as one will! Let our last stand burn a memory so bright that we will be known throughout eternity! StarCraft Manual. Irvine, Calif. Activision Blizzard. ISBN Tokyopop , July 14, StarCraft Legacy. Accessed Koprulu Sector Systems: Aiur. Blizzard Entertainment. Proving Grounds. StarCraft Compendium Map Archives. Koprulu Sector Systems: Braxis. Vorazun in English. Conversations after: Unsealing the Past in English.
Rohana in English. Conversations before Templar's Return in English. Conversations before: Unsealing the Past in English. Collections Tab: Skins. Mothership Accessed StarCraft: Queen of Blades. StarCraft: Brood War. Vivendi Games. Mission: Legacy of the Xel'Naga in English. Colossus Accessed They're being systematically exterminated, and were being exterminated long before the Zerg arrived.
They were starting to die out from their sheer age, but now that the Zerg came and their home world is gone, these guys are really having a lot of trouble. Mission: The Jacobs Installation in English.
Mission: The Trump Card in English. Mission: New Gettysburg in English. Mission: The Hammer Falls in English. A powerful psionic call drew my attention to a remote, barren world named Char. Apparently, the call was answered by others as well. For upon Char, I encountered those who were once our brethren - the Dark Templar. Mission: Choosing Sides in English. Uncertain Future. Mission: The Dark Templar in English. For when the assassin Zeratul murdered Zasz , his mind touched with mine, and all his secrets were made known to me.
I have taken from his mind the secret location of Aiur , the Protoss Homeworld. Mission: Eye for an Eye in English. Mission: The Invasion of Aiur in English. Mission: Full Circle in English. You must reinforce our outpost in Antioch and make certain that the province does not fall to the Zerg. Mission: First Strike in English. Mission: Into the Flames in English. The Cerebrate that we thought we had killed has arisen again.
The creature's battered form was reincarnated, despite the considerable damage we inflicted upon it. Even now, the Cerebrate drives its Brood in preparation for their next offensive. Mission: Higher Ground in English. Cinematic: The Fall of Fenix in English. It can't be! The Executor told me of how you fell before the Zerg. How is it that you live and breathe? Well, after my unfortunate defeat, my ruined body was recovered by our brethren.
I now reside within the cold, robotic shell of a Dragoon. There is no shame in defeat so long as the spirit is unconquered, and I am still able to serve Aiur to a degree. Mission: The Hunt for Tassadar in English. Mission: Homeland in English. You are in violation of our air-space and have endangered human lives in your reckless attack against the Zerg.
I order you to withdraw your ships immediately. If you fail to comply, I will not hesitate to open fire upon your vessels. Whatever leniency I extended to you and your comrades before, may have been in error. If you persist in halting our course, we will burn your pathetic fleet down to the last man. Mission: Into the Darkness in English. I knew that you would not forsake us. For in the time that you have spent with us, you have learned to value our ways and our methods.
You have learned to channel our dark power as well as that of your masters; thus, you alone have found completeness beyond the scope of the Khala. But I fear that the Conclave, in its pride, could never bring itself to welcome outcasts such as we. I beg of you, Zeratul, return with us to Aiur. Though they are petty, and have, in ignorance cursed your kind for generations Though it shall cause us great pain to see our homeland once more, we shall return with you, Tassadar.
We will do what we can. This madness must stop! The sight of my brethren slaughtering one another is more than I can stand. Though I fear you would doom us all, Aldaris, I surrender myself to the Conclave. En Taro Adun , Executor. Don't give up the fight! You refused to destroy the Terran worlds as was commanded. You have questioned time and time again, the sacred will of the Conclave. And you have abandoned your Homeworld in its darkest hour.
Most grievous of all is that you have allied yourself with the blasphemous Dark Ones, and learned to utilize their profane powers in tandem with our own! What say you, oh fallen Templar? But know this, given the same choices again, I would surely have made them. I have sacrificed all that our world might live. I have sullied my honor, I have discarded my rank and standing, and I have even broken our own most ancient traditions.
But never think that I would, for one moment, regret my actions. I wonder if Tassadar was mistaken to have put his trust in them. Mission: The Trial of Tassadar in English. The stewards of Tassadar shall not fall while the Dark Templar live. Call off your guards and stand aside, and you may yet live to see another moonrise. You and your vile brethren shall die with these traitors. Your Conclave believes that they are winning this war, but all they've succeeded in doing is helping the Overmind to win.
You speak of experience? I have journeyed through the darkness between the most distant stars. I have beheld the births of negative-suns and borne witness to the entropy of entire realities This particular build revolves around getting a Sentry first, followed by two Stalkers , followed by two Sentries.
This order of units is safe against virtually any early pressure. The combination of an early Sentry and the Mothership Core gives you access to early Force Fields and Photon Overcharge, through which you can buy enough time to get a more proper response up against any early pressure.
The follow up Stalkers and Sentries further reinforce your defensive strength and allow you to take an early Nexus while neglecting to scout your opponent's main base until with a Hallucination.
This build is safe against most early pressure; as such, there is no need to scout the opponent's main base quickly. There are, however, certain precautions you do need to have. After you build your first Gateway, you need to scout around your main base and natural for proxies.
It's important to keep this Probe hidden on the map after scouting in order to build proxy Pylons in case you get contained or plan on aggressively counter-attacking.
During this time, your Sentry should be poised to get as much vision in front of your ramp as possible in order to spot early Zealots trying to run into your main. If you scout - see Scouting below - your opponent going for an early expand with your Hallucinated Phoenix , you can opt to build a Forge instead of a third Gateway at 42 supply.
You should also halt Robotics Facility production and spend all Chrono Boost on Probes, as this will allow you to power hard into the mid-game.
Extra Gateways are added as soon as 2 base saturation is reached. Overall, this is an economic play that can set you up for a very powerful 2 base timing. If your opponent goes for an earlier Nexus 1 Gate FE or Nexus first , this build has a built in attack to punish it because of its emphasis on Gateway units. When you use a Hallucination scout at , you can get a good idea if your opponent expanded earlier than you and you can set up an attack by following this build order:.
Move out at with your Gateway units, leaving your Mothership Core and an Observer at home. The attack should hit around with five Stalkers, three Sentries, and eight Zealots. The primary purpose of this push is to allow you to saturate your natural more quickly than your opponent, but it is also possible to kill their natural.
Unless you are doing critical damage, consider pulling back after one to two additional warp-ins. Add a Forge and either a Twilight Council or Robotics Bay as a transition while taking your natural gases. The Mothership Core scouts the cliff area outside of your main whilst a Probe scouts the outer edges on the other side of the map.
With these units, the thing you're mostly looking for is a proxy Stargate, as this will require you to be in position to deflect early Oracle harassment. You should also be looking for any early proxy Pylons, as this might be an indication that the opponent wants to pressure you with a Warpgate timing. At , the first Sentry should have enough energy for Hallucination so use it to scout your opponent's tech choice.
This scout timing will let you know if you should build an Immortal or an Observer first as well as whether or not you can skip the third Gateway in favor of a faster Forge.
This build stops Probe production at 38 supply to build a Nexus, Robotics Facility, and third Gateway. This timing also coincides with the Hallucination scout and leaves you with 19 Probes on minerals, three on each gas, and one hiding on the map. If you scout pressure, you should delay your Nexus but not your Robotics Facility! If you do not scout pressure, you should resume worker production and expand.
Using this build, your Hallucination scout will arrive at your opponent's base a little bit before your Robotics Facility finishes, allowing you the choice of making an Immortal or an Observer first based on what you see. Generally, you want to make an Immortal first anytime you scout heavy Gateway pressure i. As mentioned earlier, Proxy-Gate s is dangerous to this build. It is almost impossible to defend this kind of Proxy play without Probe losses.
If you lose this first Sentry, the game probably is over. This build relies heavily on scouting the telltale signs of aggression and making appropriate changes to react to it.
Between your vision coverage in the early game and your Hallucination scout, you can get a fairly good idea of what your opponent is doing. This section will cover how to defend against several different types of common pressure builds. Chrono Boost additional Sentries as Chrono Boost becomes available and start your Robotics Facility and third Gateway as soon as possible.
A combination of Force Fields and Photon Overcharge should be able to delay the push indefinitely. Feel free to poke at the Stalkers to push them back but don't stray too far from your ramp. Once you see additional reinforcements, make sure to stay back on your ramp and cancel the Nexus if necessary. If your Nexus manages to finish, use Photon Overcharge and push into your natural with what units you have.
If the Nexus is canceled, build an additional Gateway for a total of four and start a Warp Prism as soon as possible to break out of the contain.
While there are many variations on this, the general idea is that your opponent will pressure your front with Stalkers while sending an Oracle into your main mineral line. It's important to place three Stalkers in your main mineral line to deflect the Oracles and to keep the Sentries near your ramp to Force Field.
To break out of the contain, build a Warp Prism asap and push down your ramp. When you scout a proxy Stargate with your Mothership Core or Probe, immediately pull your Stalkers back to your mineral line and build two Stalkers in place of the two additional Sentries.
While this is difficult to hold, and requires good micro or possibly a Probe pull, it's possible to defend using this build. Expand as soon as possible against an Oracle. Against Void Rays, continue making Stalkers until you have enough energy to use Photon Overcharge: This should buy you enough time to get up Warpgate. If you defend either one of these pressures well without losing more than four to five Probes, you should end up ahead of your opponent and in a good position to control the rest of the game.
Stalkers will generally walk across the map and hit you around , and Blink will finish around at the earliest. Your Nexus should finish and you can use Photon Overcharge to push the Stalkers away. Make sure you get a followup scout on whether or not your opponent expanded; if he does not expand, you need to keep cutting Probes and continually make Gateway units. Dark Templar can hit you at , but the earliest you can get an Observer using this build is While waiting for the Observer, hold position your units on the ramp Stalkers in front and Force Field out any Dark Templar that try to push up the ramp.
Active Oldest Votes. So your response to this bizarre Protoss behavior would be: Prepare enough defenses to hold off any potential attack, and use all the rest to put yourself more ahead and guarantee a win: Keep scouting to see what he's doing. Maybe he's throwing in some tech like DTs or stargate. If you scout effectively, there will be no surprises. Scout for any hidden expansions. Burrow lings at every expo on the map. You can afford these extra units.
Keep a small army at his ramp to delay expansions and scout when he is trying to expand. Keep him scared to move out, so he'll invest in more turtle-style defenses. Expand, safely. Don't double-expand. It can be tempting to do that but use your resources wisely.
You don't need to be on 4-base against 1-base. Make static defense. Make your bases drop-proof, close off ramps and high ground areas. Get "just-in-case" tech like a hydralisk den, overseers, burrow, overlord speed. Use the map control he's given you. Spread creep everywhere, spread your overlords for vision.
Take all xel'naga towers. Improve this answer. Actually I think I misunderstood the question a bit.. Still, most of what I said still applies. If a Protoss hasn't expanded by the time you must defend a 4-gate, then you don't lose anything by blindly defending a 4-gate. Yea I wasn't aware it was a 4-gate till it was too late. There WERE some key hints towards it but the turtle came up before I knew for sure and it had been so long since I've played that I was still caught off guard.
Your post still goes a long way to answering my question though, hence your checkmark. First time I see the expression A-move-to-GG, nice one. I don't think it's rare.
Building a wall with buildings and a zealot s against Zerg is stardard Protoss play in this matchup, unless you want to lose every time someone does an early zergling rush, and it only delays the attack by 10 game seconds or so in the case that you scout no early pool.
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