[H]2v2 vs ZZ - Page 2
Forum Index > Brood War Strategy |
FreeZEternal
Korea (South)3396 Posts
| ||
CuddlyCuteKitten
Sweden2588 Posts
On September 11 2006 11:27 Mortality wrote: Your presence in the game and the fact that resources are more limited with 4 players on a map than with 2 players on a map gives the Terran a considerable advantage over the Zergs. Further, if you waste money on tech, that is money you can't devote to lings. If you can keep your ling power up, then you can use your lings in combination with your partner to keep your opponents from getting any ground advantage. Now they are dependent on mutas, and more than likely at least one of them is still playing off of one base, meanwhile with your ling support and his ever-growing mnm army, your partner can now expand freely to his natural. 2v2 TZ vs ZZ is all about giving your Terran partner the breathing room he needs to become an unstoppable machine. The Zerg opponents want to deny that from happening, but attacking the Terran is usually impossible since the Z on the TZ team is mobile enough to help and since the Terran likely walled, so the ZZ will instead likely focus on the Z so that they can use a ground/air combo more effectively. Your goal as the Z on the TZ team is to survive and to keep your opponents' lings at bay. Surving is allways the 1st priority, I just disagree with using all of your resources on lings. Your T ally needs help with very specific things where lings can be usefull, but surving isn't one of them. His main problem will be to move out and actually cause damage to the enemy in the early game, which he will need to do if your opponents are not total retards who throw everything they have against you several times. (Which happens suprisingly often) I build lings early on to get enough stuff so that the T can move across the map and possibly assult a sunken wall. After that I get mutas (or rather while doing that).The trick is of course to tech as fast as you can while maintaing defense. If you don't get mutas the enemy has no reason to go mutas either. Generally I'd say that going lurkers is the worst thing the enemy can do but if your not giving them any incentive to not do that one of them will. Lurkers are bad news because they are good against rines and rape lings. One zerg with lurks can easily use them to help contain the T, expanding while the other guy powers. The other guy then builds a lot more mutas than you could ever hope for with your 1 exp and threaten both of you (hiya spores) and your allys base just like if it was a regular TvZ. The other guy has then finished his powering and is also building mutas (for a short while untill one or both switch to whatever). There's now a metric fuckton of mutas in the air and it's pretty likely that your scewed. Regardless you can't do much, both Z's are as mobile as you are and together they pack x4 the punch. Then T get's irradiate but it's to late because the zergs have added another exp or gotten hive tech or just have a shitload of units and then they win. I want one of the enemy to go lurkers (hydras works to but lurks are nicer) but I don't want them doing it if I can't stop it, and an easy way to stop it is to be able to get mutas before he makes the switch from lurks to mutas. Of course which map you play on can be incredibly important as well. It's much easier to turtle out 2 Z's on luna (or two tosses for that matter) because they can't get more than one gas exp. In other maps it's a lot harder because two 3 gas zergs are really scare. Edit: After reading my post it basically boils down to 1 thing. 2Z has map control, you need to break it or threaten it at least for a little while so they can't use it to outgrow you. Mutas are better for this than zerglings. | ||
Mortality
United States4790 Posts
Presumably your OL are flying around the map studying your opponents' bases. If you see one making for hydra tech, you know that he's the one you need to work on first unless he is in a much weaker position. I agree with the last thing you said. You DO need to threaten it or break it. But if you break it, you want to do it at the opportune moment. By constantly powering with lings (possibly with +1 attack) and having your partner constantly power mnm off 3 rax (possibly with +1 attack), you can completely kill off at least one of them before that tech advantage is, breaking them down. If you choose not to break it so much as threaten it, then use your Terran ally to threaten it. A little bit of tech on your end can't do enough to threaten 2 Zerg opponents, but a Terran pushing out and gaining a critical macro edge puts the Zergs in a precarious position. In short: -Breaking them requires you to have a critical ground advantage before their tech kicks in, and since they can double you and your partner lacks sufficient mobility to help you early, this means that they can tech faster than you while still putting you on the defensive. By powering ground all-in, you allow yourself the ability to turn the tables SOONER. -Threatening them requires having something they can't counter easily, but since there are two of them and one of you and your partner isn't as mobile early, they can counter ANYTHING you can offer. No, your only option is to let your Terran partner threaten them and work in a support position. -And I'll add one last point: if you go all-in ground, they will have at most 2x your power. If you go for tech, your ground force will be half ass and then they actually CAN get 4x your power. Your decision to tech MAKES your ground force useless. | ||
| ||