2 vs 1 Strategy - Page 2
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hixhix
1156 Posts
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Geo.Rion
7377 Posts
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Vex
Ireland454 Posts
done it many, many times. | ||
cyronc
218 Posts
IF they are REALLY bad at the game, you always could do something like outmicro one with fast rush while building minimal defense at base so you can hold off the other one till your army is back (zergling rush with 1-2 sunken colonies at home comes to my mind) however the safest way would be to go for splash units imho. | ||
pangshai
Chinatown5333 Posts
I once played a 3v1 on bgh where I was zerg. Basically I went 9pool, disabled one guy, got a hatch at my choke and sunkened up. At this point, terran with marine medic and tanks came. I just bought a whole tonne of time by lurker slow dropping him and eventually built up enough of an army to take out the stuff outside my base. | ||
RubiksCube
Germany259 Posts
Or go Zerg, sunken up your nat and go fast mutas. | ||
Bond(i2)
Canada926 Posts
if u killed the zerg go lurk if u killed the toss go muta I win a lot of pub 2v2s without my ally doing anything using this. | ||
AlwaysGG
Taiwan952 Posts
P - FE sair/reaver or sair/dt with great harassment and kill one off Z - if your Z micro is great u can straight out just outmicro them. | ||
Hacksaw11
Australia359 Posts
was zerg and got the weakr player first next to me and went from there to mass hydras kill/cripple the next two meanwhile heading to swarm with eco flowing throughly and total domination =] | ||
Final_Judicator
Germany85 Posts
On May 07 2009 15:16 KnightOfNi wrote: zizi yO. I'd say that protoss isn't such a good race to go either... Its easy to macro a shitton of units and 1a2a3a them at your opponent while making more, but they don't hold that well under fire, especially combined fire... zerg doesn't need to hold well under fire and they are so fast and mobile (mutaling) that its really difficult for one player to effectively "help" the other, since that would leave them open to that same kind of attack. Someone obviously didn't get it. ... On a topic-related note: Any race can (or can not) work in 1v2 for a competent player against two significantly weaker players, but zerg might actually be the most difficult because of the need to expand more than your opponents. If you can finish one of them with a muta rush, fine, but if they just spore/turret/canon up, you're in trouble. A Terran can pump out lots of units with just a natural expansion and should be able to hold it rather comfortably, and you still have the option of using doom drops, so Terran might be the best choice if you are familiar with T. A Protoss can rely on various fast-tech options (Reavers or DTs really should be considered) and well-placed psi storms to destroy superior numbers of units. The disadvantage is though, that if they pick Protoss themselves, they can just get observers and mass goons since PvP is just stupidly easy on a low level (MORE GOONS anyone?!) and creating a huge advantage over the enemy Protoss is hard in 1v2 if you don't succed at pulling of a devastating DT tech/Reaver drop... Strategy depends on your opponents playing styles though... if they are really agressive, get defences up and tech/drop them. If they are rather defensive, quickly expand and abuse your economical advantage. Teching and dropping really is the key, since low-level players won't be able to hold themselves against it while stopping you from expanding/macroing at the same time. Be unpredictable and try to find weaknesses in their playing style - and be sure to make use of them. Else, hf gl. Regards, Final_Judicator | ||
kaleidoscope
Singapore2887 Posts
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sixghost
United States2096 Posts
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HooHa!
United States688 Posts
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DarkShadowz
Sweden321 Posts
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EsX_Raptor
United States2801 Posts
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EchOne
United States2906 Posts
If they can macro passably, but just aren't experienced, I think reaver/storm drops are your best bet. It takes experience to place scouts at drop flight paths. Still, once their macro is on the same level as yours, 1v2 becomes insanely difficult to impossible. | ||
Biff The Understudy
France7897 Posts
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kohkomo
Canada135 Posts
But I did set up my first game with massive probe harassment + zealot, so I knew they would be afraid to attack me early next game One of them still goes massive cannons cause he is afraid of the early rush, which really helps you transition into 2gate goon without early pressure 1) skill level of the opponents is the probe is able to get a drone/probe kill, and they still don't know how to manage it very well and pulls half their workers off the mineral line each time 3) They always play P and Z I'm honestly not even close to calling myself pro, but the goon micro is quite good enough to kill a whole early army with just a couple Once you get them scared, they'll just spam lings + zealots with no micro, some nice goon micro won me the game by just backpeddling the whole map (yea it takes awhile with just 2-4 lol) good luck, also one time, one person just kept expanding, while the other took over defences It was like a 1v1 noob, then a 1v1 against lots of drone workers | ||
ultramagnetics
Poland215 Posts
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ShaLLoW[baY]
Canada12499 Posts
Normally when I 2v1 people here I can win with some sort of double harass because one will start yelling and distract the other. Protoss works best as you can pretty much take any island expansions (which they never check) and subsequently double drop with reaver/dark/templar. | ||
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