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2v2 Strat/BOs?

Forum Index > Brood War Strategy
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Eniram
Profile Blog Joined January 2004
Sudan3166 Posts
April 18 2004 01:47 GMT
#1
I need some help in the 2v2 department. I have a constant 2v2 partner and the last say, 9 games we've played THEY ALL WENT ZEALOT/LING RUSH. IT IS PISSING ME OFF.

Anybody know ways to counter double rush without have to rush yourself? I'm a random user btw
You can like take a newb to like water, but you cant like make a newb drink. Ya know? - Jeremy
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
April 18 2004 02:03 GMT
#2
here's what i usually do assuming z/p opponents:

if you're terran, wallin + scv on hold pos no matter what you're plan is
zerg with protoss partner = semi-safe eg 11 hatch 10 pool and get partner to rally first zeal to you --> 1 sunk and mass lings while muta tech (speed is crucial i think)
zerg with terran partner = very safe build eg 9 hatch 9 pool or pool before hatch --> perhaps hatch main instead of ramp and sunks / lings with late tech since you will be everyone's bitch until your partner can bust out
zerg with zerg partner = 9 pool --> pretty much anything (z/z vs z/p is by far the easiest matchup - just don't let p expand!)
protoss with protoss partner = 9/10 gate, start teching after 3 zeals, make two more zeals and 3 gate goons (you should have 2 goons before they can attack if you did it right) or you can forge (in which case you should remember to make a pylon at your ramp early on and cannon after core - it should still be done in time)
protoss with zerg partner = same as above but never forge --> this will be a massing game for the first 5-7 mins and then it turns into a micro game for the rest of the game so you don't wanna be behind on goons.
protoss with terran partner = depends if your ally is mech or rine, if mech forge (and later zeal/temp), if rine, goonz.

but obviously, things like map, positions and style play a huge role in what you might do.
littlechava
Profile Blog Joined March 2004
United States7221 Posts
April 18 2004 04:57 GMT
#3
devaz...i remember seeing a 2v2 rep of you on wgt, z/p, you were z and you fast exped...any reason for that or were you just feeling gutsy?
Entusman #12
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
April 18 2004 10:42 GMT
#4
as z/p, zerg fast expo can be really strong versus double terran and double protoss if you're in the right positions and you play it safe.
littlechava
Profile Blog Joined March 2004
United States7221 Posts
April 18 2004 10:48 GMT
#5
ah, thanks
Entusman #12
woden[FICS]
Profile Joined June 2003
American Samoa112 Posts
April 19 2004 06:05 GMT
#6
devaztaya rulez
nice post
hasuwar
Profile Joined April 2003
7365 Posts
April 20 2004 05:08 GMT
#7
fast expand when you're 12/3 and they aren't zz is good..your bases are close, so aiding is quick and you usually won't lose your expo. 6/9 route is pretty long though..dont think i'd do it there
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 20 2004 20:00 GMT
#8
12/3 depends what's your partner is. If he is terran, DO NOT FAST expand. if he is toss, you can fast expand at those positions+_+;Of course implying that your opponents are PP or PZ.
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 20 2004 20:00 GMT
#9
BTW,why play LT team games +_+;.Hunters owns in team play -_-;
littlechava
Profile Blog Joined March 2004
United States7221 Posts
April 22 2004 12:59 GMT
#10
i dont like hunters for 2v2
Entusman #12
hasuwar
Profile Joined April 2003
7365 Posts
April 22 2004 13:51 GMT
#11
On April 21 2004 05:00 FreeZEternal wrote:
12/3 depends what's your partner is. If he is terran, DO NOT FAST expand. if he is toss, you can fast expand at those positions+_+;Of course implying that your opponents are PP or PZ.


yes..was responding to devaz 2nd post, thanks
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
SinJiTerran
Profile Joined April 2004
Korea (South)42 Posts
April 22 2004 14:18 GMT
#12
2 zerg + 9 pool + 2v1 = GG no re
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 22 2004 20:06 GMT
#13
2 zergs bm -_-;; toss wars owns in hunters-_-;
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 22 2004 20:09 GMT
#14
There are famous BO in toss wars in hunters. Most commonly used is 7zd. If you are kinda risky there is the 5zd. Or if you are in positions like 7 and 11, and your ally is at 6 or 12 you can go fd.Every single lost of zealots can cost you the game +_+;
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
April 22 2004 20:25 GMT
#15
huk no such thing as 7zd, only 5zd or fd or 3g!
i always prefer 3g and ally fd = gg Y_Y

and to hasuwar: sure, however the need to 3 hatch at 12 (versus p/t, for example - m&m + zeal = ownage of main) due to the expo being behind the choke makes me not fast expo in that location too much
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 22 2004 20:32 GMT
#16
3g is kinda gambling. If you can't kill with 3g a 7zd you are screw. usually in a 2vs2 in hunters goes like both doing 7zd. However, in a 3vs3 toss war, it depends in positions. The most important battle in 3vs3 toss wars is when all 6 toss have 5 zealots and battle in center+_+;;;
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 22 2004 20:36 GMT
#17
7zd bo:
1 zealot, 2 zealot,2zealot,2zealot,2goon.
-7.5 pylon.
-10 gateway
-11.5 gateway
-13 zealot so your supply goes to 15. here..don't make any probes, make another pylon and then! 2 more probles to make 17/17. After your first zealot comes out, you will get that pylon and your gateway. make two more zealots. You will have 21. Here make gas. then 2 queue zealots. it will be 25/25. another pylon. then cyber. 2 more zealots.you will have 7 zealots and your cyber will finish and you will have 250 mineral. make 2 goons. then range. pylon.add anohter gateway.
Notice that you don't make any probes after 17/17. It is a non-stop production bo for team wars in hunters+_+;;;
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 22 2004 20:38 GMT
#18
as for 5zd.instead of going gas at 21/25 you go at 16 -_-;
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
April 22 2004 20:45 GMT
#19
yes
i haven't seen 7zd ever used -.- maybe i will try it

also, 3g is not gambling if ally is fd, because fd will become really strong in a few mintues as long as you ally didn't lose any goons T_T. once you have the upper hand you can start to tech, but yes, never make more than 15 probe until you can make multi
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 22 2004 20:48 GMT
#20
I played more team wars than 1vs1 in my life -_-;;; But i'm practicing hardcore only 1vs1 these days;;;
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 22 2004 20:52 GMT
#21
On April 23 2004 05:45 DevAzTaYtA wrote:
yes
i haven't seen 7zd ever used -.- maybe i will try it

also, 3g is not gambling if ally is fd, because fd will become really strong in a few mintues as long as you ally didn't lose any goons T_T. once you have the upper hand you can start to tech, but yes, never make more than 15 probe until you can make multi


The thing I like about kor-2 and nexus and in asia korean channels toss wars is you are not allowed to kill scouting probe and scouting probe cant bother you...just look and go. ALso, you are not allowed to go 2gate no range upgrade,no goon, dark -_-;
West used to be stronger than asia in team hunter wars, but there has been many players switching servers, so both are the same now. Many team wars tourneys between asia and west +_+ fun;;;
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
April 22 2004 22:29 GMT
#22
what channel in asia is good for teamplay?
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
Last Edited: 2004-04-22 22:33:07
April 22 2004 22:30 GMT
#23
brood war kor-asia (hard;
brood war games --> can't remember if this was like this
brood war ladder ---> can't remember this one too;;;
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 22 2004 22:35 GMT
#24
Used to know bunch of team game channels+_+;; forgot many;;;
I will have to ask friends later+_+;;
Mydnyte
Profile Joined October 2003
3306 Posts
April 27 2004 12:43 GMT
#25
On April 23 2004 05:36 FreeZEternal wrote:
7zd bo:
1 zealot, 2 zealot,2zealot,2zealot,2goon.
-7.5 pylon.
-10 gateway
-11.5 gateway
-13 zealot so your supply goes to 15. here..don't make any probes, make another pylon and then! 2 more probles to make 17/17. After your first zealot comes out, you will get that pylon and your gateway. make two more zealots. You will have 21. Here make gas. then 2 queue zealots. it will be 25/25. another pylon. then cyber. 2 more zealots.you will have 7 zealots and your cyber will finish and you will have 250 mineral. make 2 goons. then range. pylon.add anohter gateway.
Notice that you don't make any probes after 17/17. It is a non-stop production bo for team wars in hunters+_+;;;


One of the sexiest builds.

Isn't that what me and you used against 307, FreeZ?
(winning both games against 307. )
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
April 27 2004 21:56 GMT
#26
LOL~yeah~kaakak..it was against bill307 and can't remember the other member.
littlechava
Profile Blog Joined March 2004
United States7221 Posts
August 19 2004 17:04 GMT
#27
sorry to bring this back from the dead, but instead of posting a new thread i thought i would just post here.
recently in 2v2 i've been having lots of trouble beating double t, everyone says its the easiest team to beat but in my case its the hardest. they almost always go metal, with a bunk on ledge so you cant really break into their base with multiple scvs repairing, i try fast expanding but one of them does a quick tank drop on my ledge and kills it before my mutas kill the tanks, then they proceed to turtle for the rest of the game...and break out of their base when they're both maxed and do a nearly unstoppable push. nothing i do besides getting lucky with early rush seems to beat this combo =|
help plz
Entusman #12
WhizKid77
Profile Joined November 2003
China682 Posts
August 19 2004 19:03 GMT
#28
hmm wow maxed...if no harass, go quick hive tech? guards or swarm..usually the T doesnt bunker and i just harass inside base with 6 ling. if they get bunker, their fact is delayed. try fast 1 hat lair or something, or stop the wall with your scout or pylon etc.
hay guys u thare???
Pob
Profile Joined February 2004
880 Posts
August 19 2004 19:38 GMT
#29
chava if they are turtling mass yourself and go plague , works good vs terran esp metal
0wNaG3-
Profile Joined May 2004
333 Posts
Last Edited: 2004-08-20 05:04:02
August 20 2004 04:59 GMT
#30
in 2v2's as a terran i usually build wall, go 2 port wraith but instead of addon + cloak (A LOT of wraith micro needed when doing this) I get factory addon + seige and prevent the t or p players from getting dropships/shuttles/overlords, then after I have around 4+ wraiths I get addon + dropship and start destroying some naturals with tank drops. With this build I can also drop 2 of my tanks into my allies base if hes in trouble.
When scouting rushes I sometimes might get a bunker + 4 rines at my wall, or if my allie is rushing I build a bunker with 4 rines at his ramp.
AKA: frEeLoSS
littlechava
Profile Blog Joined March 2004
United States7221 Posts
August 22 2004 17:34 GMT
#31
thanks for the help pob and whizkid and uh...thanks for the information ownage-?
Entusman #12
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
August 23 2004 02:29 GMT
#32
On April 22 2004 21:59 chava wrote:
i dont like hunters for 2v2
Same here, the positions has a little to big part of the game in 2v2. 3v3 is better in that way. 2player off topic but is there any good 3v3 maps ecept Hunters?
I have the best fucking lawyers in the country including the man they call the Malmis.
0wNaG3-
Profile Joined May 2004
333 Posts
Last Edited: 2004-08-23 04:34:57
August 23 2004 04:34 GMT
#33
On August 23 2004 02:34 chava wrote:
thanks for the help pob and whizkid and uh...thanks for the information ownage-?


No probman anytime!!!!11!!111!
AKA: frEeLoSS
littlechava
Profile Blog Joined March 2004
United States7221 Posts
August 23 2004 06:24 GMT
#34
On August 23 2004 11:29 Eatme wrote:
Show nested quote +
On April 22 2004 21:59 chava wrote:
i dont like hunters for 2v2
Same here, the positions has a little to big part of the game in 2v2. 3v3 is better in that way. 2player off topic but is there any good 3v3 maps ecept Hunters?

the huntress =P
Entusman #12
SpiriT-DemoN-
Profile Joined January 2003
United States684 Posts
August 23 2004 14:38 GMT
#35
On April 18 2004 11:03 DevAzTaYtA wrote:
here's what i usually do assuming z/p opponents:

if you're terran, wallin + scv on hold pos no matter what you're plan is
zerg with protoss partner = semi-safe eg 11 hatch 10 pool and get partner to rally first zeal to you --> 1 sunk and mass lings while muta tech (speed is crucial i think)
zerg with terran partner = very safe build eg 9 hatch 9 pool or pool before hatch --> perhaps hatch main instead of ramp and sunks / lings with late tech since you will be everyone's bitch until your partner can bust out
zerg with zerg partner = 9 pool --> pretty much anything (z/z vs z/p is by far the easiest matchup - just don't let p expand!)
protoss with protoss partner = 9/10 gate, start teching after 3 zeals, make two more zeals and 3 gate goons (you should have 2 goons before they can attack if you did it right) or you can forge (in which case you should remember to make a pylon at your ramp early on and cannon after core - it should still be done in time)
protoss with zerg partner = same as above but never forge --> this will be a massing game for the first 5-7 mins and then it turns into a micro game for the rest of the game so you don't wanna be behind on goons.
protoss with terran partner = depends if your ally is mech or rine, if mech forge (and later zeal/temp), if rine, goonz.

but obviously, things like map, positions and style play a huge role in what you might do.


Simply Stated
An eye for an eye only makes the whole world blind - Gandhi
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
August 24 2004 07:15 GMT
#36
On August 23 2004 15:24 chava wrote:
Show nested quote +
On August 23 2004 11:29 Eatme wrote:
On April 22 2004 21:59 chava wrote:
i dont like hunters for 2v2
Same here, the positions has a little to big part of the game in 2v2. 3v3 is better in that way. 2player off topic but is there any good 3v3 maps ecept Hunters?

the huntress =P
yup, and Deep purple. But honestly those are hunters spinn offs so I didnt count them. But yeah on LANs with my buddies I play mostly huntress or som bigger 196x196map for teamgames.
I have the best fucking lawyers in the country including the man they call the Malmis.
Dave[9]
Profile Blog Joined October 2003
United States2365 Posts
August 24 2004 07:43 GMT
#37
if you want builds for 2v2 ask me and steve, BECAUSE WE WENT 2-) VS ZIA AND ERI!!! lol

<3 to you
http://www.teamliquid.net/forum/viewmessage.php?topic_id=104154&currentpage=316#6317
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
August 24 2004 14:33 GMT
#38
-_-
Moderatormy tatsu loops r fuckin nice
littlechava
Profile Blog Joined March 2004
United States7221 Posts
August 24 2004 16:25 GMT
#39
On August 23 2004 23:38 SpiriT-DemoN- wrote:
Show nested quote +
On April 18 2004 11:03 DevAzTaYtA wrote:
here's what i usually do assuming z/p opponents:

if you're terran, wallin + scv on hold pos no matter what you're plan is
zerg with protoss partner = semi-safe eg 11 hatch 10 pool and get partner to rally first zeal to you --> 1 sunk and mass lings while muta tech (speed is crucial i think)
zerg with terran partner = very safe build eg 9 hatch 9 pool or pool before hatch --> perhaps hatch main instead of ramp and sunks / lings with late tech since you will be everyone's bitch until your partner can bust out
zerg with zerg partner = 9 pool --> pretty much anything (z/z vs z/p is by far the easiest matchup - just don't let p expand!)
protoss with protoss partner = 9/10 gate, start teching after 3 zeals, make two more zeals and 3 gate goons (you should have 2 goons before they can attack if you did it right) or you can forge (in which case you should remember to make a pylon at your ramp early on and cannon after core - it should still be done in time)
protoss with zerg partner = same as above but never forge --> this will be a massing game for the first 5-7 mins and then it turns into a micro game for the rest of the game so you don't wanna be behind on goons.
protoss with terran partner = depends if your ally is mech or rine, if mech forge (and later zeal/temp), if rine, goonz.

but obviously, things like map, positions and style play a huge role in what you might do.


Simply Stated

notice the "assuming z/p opponents"
Entusman #12
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