Anybody know ways to counter double rush without have to rush yourself? I'm a random user btw
2v2 Strat/BOs?
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Eniram
Sudan3166 Posts
Anybody know ways to counter double rush without have to rush yourself? I'm a random user btw | ||
DevAzTaYtA
Oman2005 Posts
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
United States7215 Posts
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DevAzTaYtA
Oman2005 Posts
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littlechava
United States7215 Posts
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woden[FICS]
American Samoa112 Posts
nice post | ||
hasuwar
7365 Posts
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FreeZEternal
Korea (South)3396 Posts
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FreeZEternal
Korea (South)3396 Posts
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littlechava
United States7215 Posts
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hasuwar
7365 Posts
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 | ||
SinJiTerran
Korea (South)42 Posts
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FreeZEternal
Korea (South)3396 Posts
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FreeZEternal
Korea (South)3396 Posts
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DevAzTaYtA
Oman2005 Posts
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
Korea (South)3396 Posts
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FreeZEternal
Korea (South)3396 Posts
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
Korea (South)3396 Posts
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DevAzTaYtA
Oman2005 Posts
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
Korea (South)3396 Posts
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FreeZEternal
Korea (South)3396 Posts
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
Oman2005 Posts
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FreeZEternal
Korea (South)3396 Posts
brood war games --> can't remember if this was like this brood war ladder ---> can't remember this one too;;; | ||
FreeZEternal
Korea (South)3396 Posts
I will have to ask friends later+_+;; | ||
Mydnyte
3306 Posts
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
Korea (South)3396 Posts
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littlechava
United States7215 Posts
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 | ||
WhizKid77
China682 Posts
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Pob
880 Posts
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0wNaG3-
333 Posts
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. | ||
littlechava
United States7215 Posts
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Eatme
Switzerland3919 Posts
On April 22 2004 21:59 chava wrote: 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 dont like hunters for 2v2 | ||
0wNaG3-
333 Posts
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! | ||
littlechava
United States7215 Posts
On August 23 2004 11:29 Eatme wrote: 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 | ||
SpiriT-DemoN-
United States684 Posts
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 | ||
Eatme
Switzerland3919 Posts
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Dave[9]
United States2365 Posts
<3 to you | ||
FakeSteve[TPR]
Valhalla18444 Posts
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littlechava
United States7215 Posts
notice the "assuming z/p opponents" | ||
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