Early game aggression in PvT

I have been watching Apollo and Artosis for Protoss recently, and they both play a defensive, reactive style. They open with a 1 Gate Expand, maybe do some Oracle harass, then transition into a Colossus-focused army for a fight in the 10 to 15 minute range.

I think Terran players have been getting greedy in the meantime. Specifically, Terran can go for a 1 Rax Expand and get whatever they want. Maybe that’s really fast Stim and Starport for Marine drops, or maybe there are Widow Mine drops. Behind this, they’re getting +1/+1 because they feel safe behind one bunker and the knowledge that as long as there’s a Missile Turret to prevent DTs, they will be okay.

Okay, maybe not all Terran players play like this, but I certainly do. And as Protoss, I would like to apply some pressure. My current favorites to watch aren’t doing it, but there is one guy who will: EGHuK. I have watched a few of his games, and it’s a mixed bag. Sometimes it works, sometimes it doesn’t, but he’s willing to march up a ramp early and punish Terran players who just have Marines. Here are 2 builds I wrote down. As a disclaimer, he fizzled and lost both of these games.

EGHuK PvT on Whirlwind, laddering

  • 9 Pylon (no scout)
  • 13 Gateway
  • 15 Assimilator (2 in gas)
  • 16 Assimilator (2 in gas)
  • 16 Pylon
  • 17 Cybernetics Core
  • 20 Warpgate, Stalker (chrono)
  • 24 Pylon
  • 24 Nexus (3 in each gas)
  • 24 Mothership Core
  • 27 Stalker
  • 29 Robo
  • 31 Gateway x2
  • 3 Observers, constants Stalkers
  • 36 lots of Obs, Stalkers
  • 61 Assimilator x2
  • Stalker pressure
  • transition into immortal
  • tries to punish terran greediness

Here’s the 2nd game.

EGHuK PvT on Neoplanet, Laddering

  • 9 Pylon
  • 12 Gateway
  • 15 Assimilator x2 (none in gas yet)
  • 16 Pylon
  • 17 Cybernetics Core (2 in each gas)
  • 20 Warpgate, Gateway
  • 23 Pylon
  • 23 Nexus (3 in gas)
  • 26 Mothership Core
  • Stalker
  • 34 5:40 Gateway x3
  • 6:40 Robotoics
  • 10:00 Stalker Heavy push (fail), 4 Zealots, 2 Sentry
  • 11:30 Gateway x2, Twilight Council

A few things to note here.

First, HuK does a slightly different opening to get to his Nexus. Specifically, he builds the Assimilators early so he’s gas-ready for Stalker/Warpgate/Mothership Core, but he doesn’t get all of his workers in there so he can get the Nexus out faster. It probably also helps that it isn’t really a tell for what sort of build he’s doing based on his gas timings.

Second, he can pressure off of 3 or 4 Gateways. As Terran, I was always worried about the 6-7 Gateway attacks, and scouting that would immediately trigger my defensive instincts. If you stay on top of your macro, though, you can give a good scare with a lot of Stalkers from 3 or 4 Gateways. You don’t have to wait for Robo.

Third, I admit that this isn’t as good as it used to be. Since Siege Tanks no longer require the upgrade, there isn’t that same pre-siege window for attack. Tanks on the high ground raining upon the natural can be brutal.

So consider it. It’s tempting to wait for Colossi, but I think things just get more exciting with early aggression. And if things go poorly, you can always Recall out.

Summary of Apollo’s Protoss Tutorials REVAMPED

As much as I love Zerg, I need to spend more time understanding Protoss, and Apollo’s tutorials REVAMPED from a few months ago provides a solid framework for Protoss. Similar to his Zerg style, he depends on reactive, macro-based play. Given that, it’s harder to summarize the late game, but I did write up his build orders, and they should give you a sense for the different matchups.

Note that these builds are from Wings of Liberty, so they are slightly out of date. Primarily, the Mothership Core should come down somewhere in these builds, but I’m not exactly sure when.

Protoss versus Protoss

Ah, PvP: the most aggressive matchup. Apollo says there are 4 ways to play PvP:

  1. Robo
  2. Stargate
  3. DT
  4. Blink

The safest of the 3 is 1 Gate Robo, so let’s start with that:

Apollo’s PvP 1 Gate Robo

  • 9 Pylon (scout)
  • 11 Chronoboost
  • 13 Gateway
  • 13 Chronoboost
  • 15 Assimilator
  • 17 Pylon
  • 18 Cybernetics Core
  • 19 Zealot
  • 22 Assimilator
  • 23 Warpgate, Stalker
  • 25 Pylon
  • 26 Robotics Facility (after clearing scouting)
  • 27 Sentry (cut Probes)
  • 29 Observer
  • Gateway x2 OR Nexus
  • Immortal

Notes on the build:

  1. Use your first Stalker to kill any scouting Probes before putting down the Robotics Facility
  2. Cut Probes around 28ish supply until you get your 2nd base up. That is pretty good mineral saturation, and you might need the minerals in other places
  3. Depending on what you see, you can go up to 3 Gateways or Nexus at around the 6:00 mark. If you decide to go 3 Gate, the Nexus will come around 8:00
  4. In WoL, Protoss late game was just Colossi with some Archons mixed in to tank damage, so this is what Apollo continues to (Robotics Support Bay coming in before 10:00). Skytoss is much better in HotS, so you probably need a better mix

The only other build he showed off was a Stargate opening, which is perhaps more interesting in HotS:

Apollo’s PvP Stargate Opening

  • 9 Pylon (scout)
  • 11 Chronoboost
  • 13 Gateway
  • 13 Chronoboost
  • 15 Assimilator
  • 16 Pylon
  • 18 Cybernetics Core
  • 19 Assimilator
  • 20 Zealot
  • 23 Warpgate
  • 24 Sentry
  • 25 Pylon
  • 27 4:30 Stargate
  • 29 Robotics Facility, Gateway (cut probes)
  • 29 Phoenix (chrono, attack with 2, get 4 total)
  • 35 6:30 Nexus
  • 39 Observer
  • 7:30 Gateway
  • 8:45 Gateway
  • 10:15 Robotics Support Bay

Notes:

  1. Chronoboost all of your Phoenix. Attack when you have 2 and max out at 4 Phoenix total
  2. Again, Apollo transitions into Robo because Colossi was PvP late game. You can stick with Skytoss if you like.

Protoss versus Zerg

PvZ is the matchup I dislike the most. Protoss is pretty much required to fast expand, and it’s difficult to get aggression going early in the game. Like the other matchups, Apollo likes aiming for Colossi.

There are so many ways to do fast expands, but you can probably get away with 2 variations: Nexus first and Forge Fast Expand (FFE). I’ll present them together, and the notes will apply to both:

Apollo’s PvZ Nexus First

  • 9 Pylon at wall (Scout)
  • 11 Chronoboost
  • 13 Chronoboost
  • 16 Nexus
  • 16 Forge
  • 16 Pylon
  • 20 Cannon
  • 21 Assimliator x2
  • 26 Cybernetics Core
  • 28 Zealot
  • 32 +1 Attack upgrade (with first 100 gas)
  • Warpgate
  • 6:30 Gateway x3
  • 7:10 Assimilator x2
  • Robotics Facility

And then the safer FFE

Apollo’s PvZ Forge Fast Expand (FFE)

  • 9 Pylon at wall (Scout)
  • 11 Chronoboost
  • 13 Chronoboost
  • 14 Forge
  • 16 Nexus
  • 16 Cannon
  • 16 Pylon
  • 17 Gateway
  • 20 Assimilator x 2
  • Cybernetics Core

Some notes on these builds:

  1. If you’re only going to know 1, know the FFE. As you progress, however, you should be flexible in using both builds depending on the scout. If it’s anything earlier than a 14 Pool, go FFE. Otherwise, go Nexus first.
  2. You can send your 8th Probe down to the natural area to build the wall at 9 Supply. Learn how to wall in on all of the maps: it’s subtly different
  3. React if the Zerg pressures early. Don’t be afraid to build an extra Gateway to complete a wall.
  4. The rest of Apollo’s strategy is Colossus Double Forge

Protoss versus Terran

This matchup has also changed as everything new is a bummer for Protoss: Reapers can be annoying if you don’t get your Stalker quickly, Medivac speed boost will tear you apart, and Spider Mines can get a good pop on your slower units. Despite that, Apollo’s guide is still solid. He goes for a “reactive Colossus double Forge” style, using Archons, Zealot, and High Templar in the late game while getting lots of Robotics Facilities up for an easy tech switch. To get there, he uses a 1 Gate Expand into Robo. It’s usually safe enough. He plays the prototypical game at this point in the video, so watch it for almost exactly the build below.

Apollo’s PvT 1 Gate Expand

  • 9 Pylon (scout)
  • 11 Chronoboost
  • 13 Gateway
  • 13 Chronoboost
  • 15 Assimilator
  • 16 Pylon
  • 18 Core
  • 18 Zealot (rallied across the map)
  • 23 Warpgate, Stalker
  • 23 Pylon
  • 25 Stalker
  • 27 4:50 Nexus
  • 31 5:20 Assimilator
  • Pylon
  • 34 6:00 Robo
  • 6:30 Gateway x2
  • 7:00 Assimilator x2
  • Observer
  • 7:30 Robo Bay
  • 60 8:40 Colossus, Double Forge
  • Thermal Lance
  • 9:30 +1/+1 upgrades
  • 10:30 Gateway x3
  • Twilight Council
  • 12:30 3rd Nexus (timed with your opponent’s)
  • 110 13:00 Templar Archives
  • Zealot Charge
  • 15:00 Gateway x6

And the last bunch of notes:

  1. The 9 Scout is key because Terran players will wall off and keep you out of their base. It’s very important to see if they have taken their gas and will 1 Rax gasless expand or whether you should consider anything else coming from them
  2. The Zealot and 2 Stalkers should poke early, so send the slow Zealot across first. This poke is probably replaced with a Zealot/Stalker/MsC poke in HotS, but either way, it’s important for scouting, and you may even do some significant damage.
  3. The Twilight Council may need to be earlier nowadays for Blink to deal with Medivac boost

Conclusion

Like in the Zerg tutorials, Apollo goes for a safe, reactive, macro-oriented style. It appears that he really likes Colossi compositions, so all of his builds move towards that. I’ll likely be going over some Artosis footage soon since he’s so good at commentary during his games, and that will be a good complement to this piece. Still, these builds are pretty standard through about 30 supply, so definitely try them out.

Dealing with a 3 Hatch opening in PvZ

I’m playing random on HotS right now until I figure out my best race. I’m feeling okay with all of the match ups, except PvZ. Gosh, I just have no idea what’s going on. I know that I need to open with a fast expand as Protoss, but the Zerg just goes up to 3 bases when they see that. And then a few minutes pass, and all of a sudden, an army of arbitrary composition but immense size rolls up and kills me.

The problem is that I don’t know what I’m to do from about 4:00 to 12:00. Pros do Stargate openings, so maybe that? Oh, but I should take a 3rd base at some point. How much army do I need? Maybe I should poke with my 1 Zealot, 1 Stalker, and 1 MsC. It’s pretty disastrous.

Thankfully, I’m currently watching Apollo’s Protoss Tutorials REVAMPED from WoL, and he has an excellent video showing what I think is the prototypical Protoss play against 3 bases. Admittedly, I haven’t watched enough PvZ in HotS to know if things have changed a lot, but I’m inclined to believe that things haven’t changed too much yet.

So check out this game (24:00 into the 2nd Protoss video), with the build order written out below. The keys here are timing attacks. First, he goes in with 4 Zealots and 4 Stalkers with +1 attack around 8:15 (you can even add the Mothership Core too). It doesn’t look big, but I’m certain that the early pressure is very important. At my level, I think Zerg knows to get to 3 bases, but they have difficulty knowing how to time aggressive Droning and enough defense. Second, he goes up to Colossi and attacks around 15:00, which is slightly earlier than classic deathball pushes. This timing might have changed as Zerg are looking to get to Hive sooner with Roach/Hydra/Viper, so let me know if that doesn’t work out as well.

The build order writeup is a little sketchy, but it’s a good outline. Just watch the game: it’s only about 11 minutes of real time.

Apollo’s Prototypical PvZ from WoL (Oct 2012)

  • 9 Pylon
  • 11 Chrono into probes
  • 16 Nexus
  • 16 Forge
  • 16 Pylon (resume Probe production + Chrono)
  • 20 Cannon
  • 21 Assimliator x2
  • 26 Cybernetics Core
  • 28 Zealot
  • 32 +1 Attack upgrade (with first 100 gas)
  • Warpgate
  • (Sees 3 base)
  • 6:30 Gateway x3
  • 7:10 Assimilator x2
  • Robotics Facility
  • 8:15 attack on 3rd with 4 Zealot/4 Stalker
  • +1 Armor upgrade
  • Observer
  • Sentry x4
  • Immortals
  • 9:30 Gateway x2, Twilight (for more upgrades)
  • 10:30 Nexus at 3rd
  • 11:30 Robotics Support Bay(seeing Reach/Ling), Robotics Facility
  • 13:00 Gateway x3
  • Gateway x4 (shooting for 12 total)
  • 15:00 Attack (timing attack before Hive)

PvT Dark Templar Build Order

VODs

I have to admit: I don’t know how much most advanced buildings cost. They all cost something like 150 Minerals and 100 Gas. Or maybe 150 Gas if they’re really spiffy. So when I heard that the Dark Shrine got cheaper in HotS, I mostly just thought, “Okay, so I don’t have to rapidly hit D for as long to get it out. Assuming I already have enough money anyways since I’m probably floating 2K resources anyways.” It is astoundingly relevant for pros, though, so DT rushes are back.

And they’re not even too much of a commitment anymore. In Sase (P) versus MVP (T) on Cloud Kingdom in Game 4 of the MLG 2013 Winter Championships in Dallas, Sase went for DTs behind a 1 Gate Expand while getting upgrades. Just a few DTs caught Taeja offguard and destroyed 16 SCVs. Not bad.

Sase’s PvT DT Rush

  • Standard Protoss Opening
  • 21 Nexus
  • 21 Mothership Core
  • 23 Assimilator
  • 24 Stalker
  • 26 Pylon
  • 34 5:30 Twilight Council
  • 6:30 Dark Shrine

Remember, a DT rush sets you up nicely for either Blink Stalkers or Zealot-Archon as a follow-up. Sase ended up using mind games and went for Zealot-Archon while actually going double Robo Colossi behind it.

 

HotS Protoss Build Orders

(Update: check out my updated guide for playing Protoss for the maintained version of this post)

I mentioned I was compiling a list of basic Heart of the Swarm (HotS) Protoss builds as a gift, and I think I have a decent set of them. They’re all safe, basic builds to explore how Protoss flows. They’re tested, but they aren’t completely optimized, so take this as a starting point for own play. Feel free to critique as well: I’m happy to maintain and update this post.

So the basic set of builds I think a Protoss player should have, from safest to riskiest, are:

  • 3 Gate Expand
  • 1 Gate Robo
  • 1 Gate Expand
  • Blink Stalker
  • Stargate
  • Forge Fast Expand (FFE)

If you’re unfamiliar with how build orders are usually written out, here’s a quick guide:

  1. Unless noted otherwise, you should be building probes continuously
  2. The numbers before the unit/building is what supply you should be at, not how many of those to build. For example, “9 Pylon” happens when you’re 9th probe is building, and it says “9/10” in the upper right
  3. Earlier pylons are noted in the build. Later pylon timings are left off and should be built maybe 4ish supply before you are supply blocked

Let’s start with a standard Protoss opening that is the starting point for almost builds:

Standard Protoss Opening

  • 9 Pylon (you won’t have enough minerals for your 10th probe immediately, but that’s okay)
  • 11 Chronoboost probes
  • 13 Chronoboost probes
  • 13 Gateway (scout around here)
  • 15 Assimilator (3 in gas)
  • 16 Pylon
  • 17 Cybernetics Core

From here, you can go 3 Gate, 4 Gate, Robo, etc. For example, your 3 Gate expand is the standard safe build, where you start with 3 Gateways, then take your natural expansion. This is maybe more useful for PvP, but in my mind, it’s strictly for team games. Everyone is obsessed with 6-7 minute attacks, so this should get you in a good spot to be ready for that, but also to set you up for the mid game.

3 Gate Expand

  • Standard opening
  • 18 Zealot
  • 21 Assimilator (you don’t have to put 6 probes in gas yet; use your judgment)
  • 23 Warpgate
  • 23 Stalker (Chronoboost)
  • 26 Mothership Core
  • 30 Stalker
  • 31 Gateway Gateway
  • 37ish Nexus

For the 1 Gate Robo, you can build the Robotics Facility just before the Mothership Core (MsC). The MsC builds quickly, especially with a Chronoboost. This build may be outdated because the Observer for scouting can be replaced with the MsC and free hallucinations, but the build is still useful in PvP against Blink Stalkers.

1 Gate Robo

  • Standard opening
  • 18 Zealot
  • 21 Assimilator
  • 22 Warpgate
  • 22 Stalker (Chronoboost)
  • 26 Robotics Facility
  • 28 Mothership Core
  • either another 2 Gateways or a Nexus, depending on the scout
  • 5:20ish Observer when the Robo is done

The 1 Gate Expand is from itsgosu and is used in PvT (and PvZ if you don’t want to FFE). You can 1 Gate Expand out of the same opening as the 3 Gate expand (up to the Msc), but the optimizations here are valuable and demonstrate how to refine a build. Note the very aggressive poke with the first 3 units: it’s a little odd but possibly valuable.

1 Gate Expand

  • Standard opening
  • 18 Zealot (rallied to enemy)
  • 22 Stalker (Chronoboost)
  • Mothership Core
  • 4:20 Nexus
  • Warpgate
  • Second Assimilator
  • Follow the guide (either air or Zealot/Archon)

Now things start to get real. The Blink Stalker and Stargate openings are both 1 base openings and mainly used in PvP. Admittedly, neither of these builds are perfectly optimized, but I wrote them up to be safe and easy. The Blink Stalker build starts out with a 3 Stalker rush and should get you ready for a 8-8:30 attack.

PvP Blink Stalker

  • Standard opening
  • 18 Assimilator (3 in gas)
  • 20 Gateway, Stalker, Warpgate
  • 25 Mothership Core
  • 26 Stalker Stalker (pressure with the Stalkers and MsC. Halt probe production around here if you’re all-in)
  • 30 Twilight Council, Stalker Stalker
  • 34 Gateway
  • 37 Blink

Remember when I said that these builds would be easy? Well, the Stargate build is identical, except you get a Stargate instead of a Twilight Council. From that, you can go into either Phoenix or Oracle. Either way, you can do it off of 1 Stargate and just chronoboost the units out.

PvP Stargate

  • Standard opening
  • 18 Assimilator (3 in gas)
  • 20 Gateway, Stalker, Warpgate
  • 25 Mothership Core
  • 26 Stalker Stalker (you can cut these for an earlier Stargate, too)
  • 30 Stargate

Finally, a Forge Fast Expand (FFE). This is exclusively for PvZ. To see how it works, I recommend you watch Apollo work through a FFE. Really, the only twist with HotS is that the MsC is an amazing defensive unit, so you should get that ASAP if youp’re worried about all-ins. (for a more efficient take on this build, see Gemini_19’s comment)

Forge Fast Expand

  • 9 Pylon at the low ground (after building, send the Probe to scout, then leave at natural to watch for an expo)
  • 11 Chronoboost
  • 13 Chronoboost
  • 14 Forge (wall)
  • 16 Nexus (halt probe production here)
  • 16 Cannon
  • 16 Gateway (wall; finish the wall with a probe on hold position)
  • 17 Pylon
  • 19 Assimilator, Assimilator
  • 20 Cybernetics Core, Zealot (Zealot first if you’re really scared)
  • 28 Mothership Core, Stalker, Warp Gate (when Core completes)

So overall, things should feel very similar to WoL, where we’re just tacking the MsC on after Warpgate and Stalker. Hopefully, this is a good starting point for your own builds, which you can optimize and refine to your own playstyle.

Again, I’m open to any feedback you have. Since this is targeted to newer players, I’m also happy to give more details about the motivations and goals of various builds.

A few EGHuK PvP builds from his stream

I was watching a bit of HuK (go watch and support him!) tonight because I’m putting together a set of Protoss build orders as a gift. I was writing down his builds as they were happening, and though it ultimately wasn’t that useful for me (I’m looking for HotS builds), maybe it’ll be useful for you.

In the first game, he used a sentry drop to block the ramp into the natural, busted the bunker, forced a lift of the CC. I think he ended up winning

Game 1: PvT on Akilon Flats

  • Standard protoss opening
  • 19 Stalker
  • 23 Nexus
  • 24 Assimilator
  • 25 Stalker
  • 27-29 Robo
  • 31 Sentry
  • More sentries in-between
  • 38 Warp prism
  • 40 Gate, Gate
  • 42 Gate
  • 47 Gate Gate
  • Attack

In game 2, he went for a Stalker/Phoenix push. He straight up lost to an expand-DT build

Game 2, PvP on Entombed Valley

  • 16 Assimilator
  • 19 Gateway
  • 19 Stalker
  • 23 Stalker, Stalker
  • 29 Stargate
  • 34 forward Pylon
  • (has 5 Stalkers at this point)
  • 37 Phoenix

In game 3, he goes for a similar build. This time, it works, but mostly on the strength of some good Stalker micro early on while “chat cheating” his opponent.

Game 3, PvP, also Entombed Valley

  • 15 Pylon
  • 17 2nd Assimilator
  • 18 Gateway
  • 19 Stalker
  • 23 Stalker Stalker
  • More stalkers; I’m guessing he cut probe production around here
  • 33 Stargate
  • 35 forward Pylon

Game 4 was a rematch. This time, his opponent goes 1 gate robo expand and manages to defend the Stalker rush. HuK tries for a Sentry drop in the main to block the ramp, but it fails.

Game 4, PvP on Daybreak

  • 14 double Assimilator
  • 16 Pylon
  • 17 Core
  • 19 Gateway
  • 20 Stalker
  • 24 Stalker Stalker (cutting probes?)
  • 28 Stalker
  • 31 Robo (for Warp Prism)
  • 31 Gate

So the 2 strategies for the evening were apparently a Sentry drop (forcefielding the ramp) and a Stalker-Phoenix push. Both are extremely aggressive and depend on HuK controlling better than his opponent.

Let me know if you want more details on the builds. I just kind of figured that the opening and pylon/probe timings should be easy enough to figure out.

Anyways, if you guys have any references on HotS Protoss builds or favorite streamers, feel free to comment. I’ll be playing around with things myself to get a good set of simple, safe HotS builds. I’ll probably post those when I have that figured out because a quick Google search revealed nothing helpful.

Playing Protoss in HotS

This Thanksgiving has mostly been consumed by sleep, reading for book club, and playing Borderlands with friends, but I also got in a decent amount of StarCraft. About half of it was 4v4s, but I also played 3 ranked games as Protoss in HotS for placement, all of which I won. I think the last guy I played was silver (not sure how accurate HotS ladder is, though), so I guess this is just working up from the bottom.

Overall, I didn’t get to play around with new units much. The first game was against Protoss, and I attacked with 3 gates, and he didn’t even have warpgate yet. The second was against Terran on Cloud Kingdom, and poor map awareness on his part (and decent awareness on mine) allowed me to see reaper harass and various widow mines coming in via watchtowers. The final game was against Zerg, which I will discuss soon.

I didn’t get any Oracles out, though I should try that soon. I did build a few Tempests, though I’m not really sure what the benefit of that was. And I did build Mothership Cores, but I didn’t use any of the abilities. I believe they’ve changed since I tried out the game months ago, and in a ranked match, I didn’t want to take the time to read.

One big improvement for me was that “x/24 workers” thing over the Nexus. Like most players, I do a poor job building workers; I think I often end up with about 10-15 workers on minerals per base in most of my matches, and I’m not very good at checking.  Having that dialog bit was a good reminder, though, and I think it evens the playing field for those without spectacular mechanics.

The last game I played against Zerg was particularly interesting because he went for a Swarm Host rush on Antiga Shipyard. My poor map awareness meant that I missed him taking over the space at the bottom of the ramp to my natural, where he had a few Swarm Hosts, Queens, Spines, and Spores. The Swarm Hosts continually spawned the Locusts, and when I tried to push down the ramp to take them out, the spore would snipe my observer before I could spot and hit them. Having never seen anything like this before, I got flustered and couldn’t figure out a good composition to beat this build. Regardless, I macroed well enough to rush down the ramp, break out, and get a 3rd.

Through the middle of the game, he used a lot of corruptors and overseers to kill any observers I had, and then planted the Swarm Hosts to slow me. This actually neutralized my Colossi really well, which was the best answer I got for the Locusts. Again, I managed to overwhelm him, control the center, and beat his late game composition of Brood Lord/Swarm Host with a lot of blink Stalkers and some blind storms over his Swam Hosts.

I’m glad I won on mechanics, though he clearly had a build that I didn’t know how to deal with. I guess these are the surprises to expect from a game in beta. You might be wondering why I’m playing Protoss, given that I started this blog as Zerg and mentioned that I recently switched to Terran. Since I’m planning testing all races, I thought it might be nice to make the circuit starting with the race I’m least likely to play in the long run.

The more honest answer, though, is that I’m getting ladder anxiety about HotS, too, despite the fact that I know that the game is incomplete and probably not very stable. To fight that, I’m trying to play with my weakest (well, least-emphasized) race so that I don’t feel like I need to be performing particularly well with it. Still, that hasn’t gotten me through placement yet on HotS.

In the meantime, I seem to have a spare HotS beta key as I won one with a bad joke and received another for preordering HotS from Amazon. I thought I might share it with a friend, but it turns out that NONE of my friends want the beta key (probably also a factor in my low motivation to ladder). As such, I guess I’ll hold a mini-contest here.

Leave me a one-sentence comment with a suggestion on how to overcome ladder anxiety, and if your suggestion helps, I’ll pass along the key. I say one sentence simply because I don’t trust myself to be reliable in this contest (e.g. giving it to another friend anyways), and I don’t want you to waste a lot of time crafting a response when I’m being unreliable.