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[H]2v2 vs ZZ

Forum Index > Brood War Strategy
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[jOyO]
Profile Joined July 2006
United States920 Posts
September 07 2006 12:34 GMT
#1
I am Z and my ally is T and we face a ZZ team. what do I do as Z? my ally cant help me till he gets mm and the first huge wave of speedlings comes b4 that so...
You must notta heard me PARTNA!
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
September 07 2006 12:43 GMT
#2
From what I've read and can reason (not from experience sorry -_-), you need to sunk up to survive dual zerg early pressure. 11 pool + 2-3 sunks with good placement + nonstop lings + drone micro to defend, if it's coming. You hold out and survive, while hopefully negating many opponent early lings, so that your opponent's new tech can come into play to regain initiative.
akamufu
Profile Joined June 2006
Korea (South)321 Posts
September 07 2006 12:57 GMT
#3
well he Could block his ramp and then build barrack in his base but thats kinda chobo but it could work. ask him to build academy real quick and build like 3-5 firebats with a medic and that should keep away the zerglings from his base. u block ur ramp cuz u can just shoot down those lings.
Its all fun and games until Boxer loses a marine.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 07 2006 13:07 GMT
#4
depends who the zzs pressure, i would guess the zerg since terran can just build tight with a bunker to properly defend with scvs, personally i go either fast acad or fast fact vult both of which to gols

but back to your question, sunk near your drones so you can actually defend with them 2-3 is enough and if your ally can time a few rines over around the same time it makes things much easier for you
Get it by your hands...
BlackJack
Profile Blog Joined June 2003
United States10503 Posts
September 07 2006 13:43 GMT
#5
12pool, get 2nd hatch, mass ling/sunk/spore. just live and let your ally kill both of them. you have overlords that they can't kill, so you should be able to see what they have, what they are building, and how much you need to survive. don't worry about getting muta early, but keep getting gas, even if you have like 1500 gas with no spire...

if you can't survive there is obviously something wrong with your sunken placement or your defensive micro. use your drones to defend. 2 hatches and a pool can make a nice pocket to place a sunk in.
-Centaurus-
Profile Joined August 2006
Russian Federation28 Posts
September 07 2006 13:48 GMT
#6
Real pain in the ass comes when 2 z's are trying to sunken rush you. All they gotta do is put a cript colony on the edge of your base and kill only your sunks thats could reach it and then just sit and wait until their sunk (or 2) is ready. Its kinda hard to beat that cause u have twice as little zerglings. Though its like do or die thing for them cause if you survive then m&m's in most cases would rape one of zergs and it would be 2 vs 1. Even if you die terran has some chances to win cause both zergs would have poor economy after sunk rush.
Blind
Profile Blog Joined December 2002
United States2528 Posts
September 07 2006 13:59 GMT
#7
Your goal pretty much is to just try to stay alive. Don't be too aggressive and definitely don't tech too fast. I made this mistake several times before I realized it. They will probably be going all-in lings to take you out first, so you just have to ling/sunken and power when it won't kill you. Once your partner leaves with mmf (firebats are necessary vs flanking lings), you'll be in better shape to tech.
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
September 07 2006 17:29 GMT
#8
teh following build will own them:
16 acad
16 refinery
18 depot
2 more rines (or 1 rine 1 scV)
2 bats
2 medics
gogogogo
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
September 07 2006 17:32 GMT
#9
err... thats for your ally... you've got to hold ur ramp with a 9pool after ov or 12pool and attack with lings when he is comfortably out.
born-to-porn
Profile Joined January 2004
Denmark400 Posts
September 07 2006 18:39 GMT
#10
Assuming both opponents are 9 pooling you'll want to 12 pool yourself, seeing how rushing them is out of the question, and make somewhere around 3 sunkens and get speed when you feel you can afford it. This should deter any rushes on you, even when they bring drones for sunkens, and then when you ally moves out with MMF you will have speed to run out and assist him. Playing as zerg vs a ZZ team is just a pain in the ass though. You constantly have to be on the guard from counter attacks, and of course eventually mutas should give you loads of head aches.

ZZ is considered imbalanced in 2v2 and that is because of the way they can totally dominate the map and divide their opponents from one another, meaning that if one ally needs help and his partner moves out to help him, the two zergs can simply doubleteam this army and rape it.
Nobody beats the Beater
-Centaurus-
Profile Joined August 2006
Russian Federation28 Posts
September 07 2006 22:26 GMT
#11
Yep , 2 z's united army is the most mobile army ever possible in sc
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
Last Edited: 2006-09-07 22:56:05
September 07 2006 22:54 GMT
#12
As a Z playing only 2on2 with a T partner.

SUNKEN PLACEMENT. 12 pool (at least). 2 sunkens.
Have your ally scout early to see when you need to start building lings. 1 sunk needs to be in your min line so you can defend it with drones. 1 sunk needs to cover the rest of the area that your primary sunk cannot handle.
You need lings to defend this one (it's of course coverd by your other sunk but it's not enough). Don't go overbord with lings and don't be afraid to use drones to defend. One or both of them will expo and there will be muta tech coming.
Your T ally should go a rine rusch and must bring *at least* 2 firebats because of lings numbers. At this point I usually choose to slow down my spire and mutas and add at least 1 1/2 group of lings (as many as I can build before T moves out actually) once I have enough drones.
If you don't the other team will likely rape the T if he moves out. With lings however you can get up to the front door of the expanding Z and actually have a chance to break the sunks.
Just make sure to micro the bats. It should be close. If you get through you basically have the game there but most likely he'll be panicbuilding sunkens and just rallying everything so he'll barely make it. Even without drone kills I consider this to be OK.
From now on you have to pressure all the time untill he breaks. Remember that he must get more sunks to def against the new wave of MNM while your mutas are coming at the same time, if he can't get mutas in time you can kill a few drones (you must have spores yourself though) but most probably he'll need a few spores. That leaves his eco severly lacking (2 bases to protect with spores) so he can't power drones and really use his expo.
Watch out for scourge tho.

Depending on what the other Z did you will either have more lings to figth initially or his eco will kick in eventually (which can be v dangerous).
Anyway after the opening the most important thing is to not lose your mutas (rines are a nice safe zone) and not walk into a flank (mutas are nice scouts). Also defend your main base against massive ling raids, I like to keep my lings there untill the marines are almost at the target because they are fast and it keeps you from being GG'd in 5 secs by 4 groups of ling. Otherwise the T "ball of doom" is even nicer with a muta cloud above it.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Mortality
Profile Blog Joined December 2005
United States4790 Posts
September 07 2006 23:13 GMT
#13
Depending on the map, you may have an OL there in time to scout their builds. This will help your partner out a lot. Also, your mere presence as a Zerg should keep them from playing in a way that would be effective against a Terran.

Stay alive. You need to stay in the game and absorb the damage from your opponents so your partner can get big quickly. Once your partner has his expo running and 4+ rax with upgraded rines, he will stomp all over the Zergs.

Try to keep a more mobile army so if they try to double your partner instead of doubling you then you can help him, but defeintly do make sunkens/spores, but make them ONLY as needed. I've seen retards turtle up too quickly and cost their ally the game. Better to die because of insufficient defense than too much defense, but ideally you don't want to die at all.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
BlackJack
Profile Blog Joined June 2003
United States10503 Posts
September 08 2006 02:07 GMT
#14
On September 08 2006 02:29 DevAzTaYtA wrote:
teh following build will own them:
16 acad
16 refinery
18 depot
2 more rines (or 1 rine 1 scV)
2 bats
2 medics
gogogogo


you should make the medics first so they can store up some energy
Mortality
Profile Blog Joined December 2005
United States4790 Posts
September 08 2006 02:10 GMT
#15
On September 08 2006 11:07 BlackJack wrote:
Show nested quote +
On September 08 2006 02:29 DevAzTaYtA wrote:
teh following build will own them:
16 acad
16 refinery
18 depot
2 more rines (or 1 rine 1 scV)
2 bats
2 medics
gogogogo


you should make the medics first so they can store up some energy


Also, if you didn't wall (but you really should wall in 2v2) you can put your two medics on your ramp and tell them to hold position with the marines sitting behind. =D
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
[jOyO]
Profile Joined July 2006
United States920 Posts
September 09 2006 02:42 GMT
#16
ii think my main problem is that i only make like 2 sunks and tech too fast. ill take most of the lings but then more come and i cant keep up. i know the Terran side of it mortality..
You must notta heard me PARTNA!
Mortality
Profile Blog Joined December 2005
United States4790 Posts
September 11 2006 00:43 GMT
#17
You shouldn't need more than 2 sunkens. You shouldn't really be teching at all though. Instead of going to lair, pull drones from gas after ling speed and if you see them go lair, then get evo. By the time they have mutas up, your partner will be all powered up and will overrun them.

You can also consider getting 200 gas at the start and instead of just getting ling speed, get speed + melee attack. This will make it harder for them to just over power you with lings.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
iNsaNe-
Profile Joined January 2005
Finland5201 Posts
September 11 2006 01:14 GMT
#18
Put the first sunken on the right side of the Hatchery so they can't sunkrush and if you need to make 2nd then to the left side.
It takes a fool to remain sane.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
September 11 2006 02:00 GMT
#19
On September 11 2006 09:43 Mortality wrote:
You shouldn't need more than 2 sunkens. You shouldn't really be teching at all though. Instead of going to lair, pull drones from gas after ling speed and if you see them go lair, then get evo. By the time they have mutas up, your partner will be all powered up and will overrun them.

You can also consider getting 200 gas at the start and instead of just getting ling speed, get speed + melee attack. This will make it harder for them to just over power you with lings.


I disagree. Even a slow tech forces them to consider your airpower. Two decent zerg will crusch almost any terran if they have nothing else to worry about. And considering they have map control they don't. Lings are nice but mutas are the only thing that allows you to keep up with their mobilty. Plus, 12 mutas can bring down 2 spore easily, and building 3 or even 4 is an incredible waste.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Mortality
Profile Blog Joined December 2005
United States4790 Posts
September 11 2006 02:27 GMT
#20
On September 11 2006 11:00 CuddlyCuteKitten wrote:
Show nested quote +
On September 11 2006 09:43 Mortality wrote:
You shouldn't need more than 2 sunkens. You shouldn't really be teching at all though. Instead of going to lair, pull drones from gas after ling speed and if you see them go lair, then get evo. By the time they have mutas up, your partner will be all powered up and will overrun them.

You can also consider getting 200 gas at the start and instead of just getting ling speed, get speed + melee attack. This will make it harder for them to just over power you with lings.


I disagree. Even a slow tech forces them to consider your airpower. Two decent zerg will crusch almost any terran if they have nothing else to worry about. And considering they have map control they don't. Lings are nice but mutas are the only thing that allows you to keep up with their mobilty. Plus, 12 mutas can bring down 2 spore easily, and building 3 or even 4 is an incredible waste.


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.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
September 11 2006 03:20 GMT
#21
2 zergs is just gay. Try to hold the first ling wave and let the terran do its thing.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
Last Edited: 2006-09-11 04:53:41
September 11 2006 04:51 GMT
#22
On September 11 2006 11:27 Mortality wrote:
Show nested quote +
On September 11 2006 11:00 CuddlyCuteKitten wrote:
On September 11 2006 09:43 Mortality wrote:
You shouldn't need more than 2 sunkens. You shouldn't really be teching at all though. Instead of going to lair, pull drones from gas after ling speed and if you see them go lair, then get evo. By the time they have mutas up, your partner will be all powered up and will overrun them.

You can also consider getting 200 gas at the start and instead of just getting ling speed, get speed + melee attack. This will make it harder for them to just over power you with lings.


I disagree. Even a slow tech forces them to consider your airpower. Two decent zerg will crusch almost any terran if they have nothing else to worry about. And considering they have map control they don't. Lings are nice but mutas are the only thing that allows you to keep up with their mobilty. Plus, 12 mutas can bring down 2 spore easily, and building 3 or even 4 is an incredible waste.


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.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Mortality
Profile Blog Joined December 2005
United States4790 Posts
September 11 2006 05:17 GMT
#23
If you focus your effort on lings all-out, then if your opponents start spending their resources teching, this buys a critical edge and a window opens up through which the combined presence of your lings and your partners mnm gives him the opportunity to expand or strike depending on his build and the map. If he expands, now you have a 2 base T partner and your opponents are both RESOURCE POOR because they have been focusing on lings and (presumably) tech. If he opts to strike, he and you can break out and your opponents' ling flood will be useless. If they cut lings for drones, a window opens up, so even if they put a hatch at their expansion, they can't do much with it.

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.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
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