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How to play P in PZvsTP and PZvsPP?

Forum Index > Brood War Strategy
Post a Reply
Optimate
Profile Joined August 2020
251 Posts
February 09 2022 19:17 GMT
#1
How is Protoss supposed to play in PZvsTP and PZvsPP? All I remember being told is to go fast goons. Are you supposed to try to win those matchups early? And how do you know when P is supposed to expand? How is P supposed to play PZvsTP if T went bio, mech, or wraiths?
WGT-Baal
Profile Blog Joined June 2008
France3520 Posts
February 10 2022 01:09 GMT
#2
PZvsPT also a good way for you is to just go really fast dt

PZvsPP I guess a bit the same but you ll need some zealots to help out your teammate
Horang2 fan
Optimate
Profile Joined August 2020
251 Posts
February 10 2022 17:28 GMT
#3
Similar to what Baal said I heard people saying fast goon with fast DT is the way to play it since ally's overlord let's you see ramp for goon pressure and the fact PT team doesn't have an ally's Overlord for detection. Wonder though how P supposed to play PZ vs TP is T goes mech though? Is DT rush still good?
inflection
Profile Joined June 2019
57 Posts
February 10 2022 17:54 GMT
#4
Just to touch on PZ vs PT:

It depends a lot on the map but the most common way to open PZ vs PT is for Z to 9p and P to 10/15 gate goon. Z sends first overlord to closest enemy ramp to give his ally's goons vision to pressure against either a T wall or P zealots normally and some lings can come to assist in a kill move which is nearly guaranteed if you both play correctly. The 2nd overlord goes to his P ally's ramp for detection, lings are massed to begin with and the transition is very situation dependent but lings are always used initially to monitor the enemy not being pressured by the goons to see if he moves out in which case his units can be surrounded and killed. The 2nd hatch is almost always placed at the natural and tech/drone count develop situationally. When I am the P of the PZ team and the game somehow isn't ended very quickly I generally tech to DT if the T is going for bio and use them to control the map in the early midgame while I expand and develop an army comp similar to midgame PvZ (zeal, goon, HT). Against mech I usually go obs and mass goon and have my ally tech to mutas...it gets very complicated very quickly as there are so many variables in 2x2 as the game progresses...

It is very important to keep the P and T team separated at all times as they become very strong together, you don't want the game going late because Z runs out of room in late game 2x2 as there aren't enough expansions. The macro burden on the P becomes enormous and it's almost not even worth talking about...

PZ vs PP well...almost no two people know how to play PP together so every game is going to be random af :D but generally keeping map control with ling zealot early into quick DT so you can both expand is a good general start.
TT1
Profile Blog Joined December 2008
Canada10052 Posts
February 11 2022 04:22 GMT
#5
On February 11 2022 02:54 inflection wrote:
Just to touch on PZ vs PT:

It depends a lot on the map but the most common way to open PZ vs PT is for Z to 9p and P to 10/15 gate goon. Z sends first overlord to closest enemy ramp to give his ally's goons vision to pressure against either a T wall or P zealots normally and some lings can come to assist in a kill move which is nearly guaranteed if you both play correctly. The 2nd overlord goes to his P ally's ramp for detection, lings are massed to begin with and the transition is very situation dependent but lings are always used initially to monitor the enemy not being pressured by the goons to see if he moves out in which case his units can be surrounded and killed. The 2nd hatch is almost always placed at the natural and tech/drone count develop situationally. When I am the P of the PZ team and the game somehow isn't ended very quickly I generally tech to DT if the T is going for bio and use them to control the map in the early midgame while I expand and develop an army comp similar to midgame PvZ (zeal, goon, HT). Against mech I usually go obs and mass goon and have my ally tech to mutas...it gets very complicated very quickly as there are so many variables in 2x2 as the game progresses...

It is very important to keep the P and T team separated at all times as they become very strong together, you don't want the game going late because Z runs out of room in late game 2x2 as there aren't enough expansions. The macro burden on the P becomes enormous and it's almost not even worth talking about...

PZ vs PP well...almost no two people know how to play PP together so every game is going to be random af :D but generally keeping map control with ling zealot early into quick DT so you can both expand is a good general start.


this is good stuff, agreed
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
Last Edited: 2022-02-13 08:14:12
February 13 2022 08:13 GMT
#6
https://tl.net/forum/bw-strategy/574251-how-to-play-pz-against-tp
My strategy is to fork people.
Optimate
Profile Joined August 2020
251 Posts
February 17 2022 16:23 GMT
#7
Man I forgot I had posted similar thread last year. I am getting into 2v2 again with the release of Shield Battery. Fun to learn new strategies and matchups.
inflection
Profile Joined June 2019
57 Posts
February 19 2022 16:00 GMT
#8
On February 18 2022 01:23 Optimate wrote:
Man I forgot I had posted similar thread last year. I am getting into 2v2 again with the release of Shield Battery. Fun to learn new strategies and matchups.


Honestly there was minimal useful advice in the old thread. Instructions like "goon reaver" for example don't help very much without some context of how the game plays out and how the units are used in combination with your ally. This forum isn't exactly busy and it's not like your thread is hurting anyone so ask away .
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