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[H] 2v2 - 3v3 - Zerg Strategy? - Page 2

Forum Index > StarCraft 2 Strategy
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DTrain
Profile Joined September 2010
Australia64 Posts
September 29 2010 02:05 GMT
#21
One thing I find that really helps is sharing unit control with your allies and then having 1 person dedicated to controlling your main army.
When everyone micros their units separately they tend to split up and die more easily.
If one team member arrives to the fight 5-10 seconds late then you will usually lose.
Always try to coordinate your attacks with your team mate.
Phanekim
Profile Joined April 2003
United States777 Posts
September 29 2010 02:45 GMT
#22
On September 29 2010 10:37 DaRAGE wrote:
I'd like to thank everybody who has posted thier help on here. It has given me hope in playing as a zerg in a 2v2 or a 3v3. I was soo close to calling it quits and just playing protoss myself.

The thing is, I find the other races so boring. Terran is boring and a bit difficult for me, and protoss, my APM slow down to half of what i have as zerg. I'm ALWAYS doing something with Zerg whereas with T or P i seem to be doing not nearly as much or enough.... I'm always walling in, etc....


you are kidding right? zerg is an essential component of 2v2 teams. in fact ifyou ask many of top players they will say z/x is imba.
i like cheese
Mindspider
Profile Joined August 2010
91 Posts
September 29 2010 06:26 GMT
#23
Early pressure is incredibly important in a 2v2. Because armies are small at this stage in the game, being the aggressor can be a tremendous benefit.

As zerg (usually playing with a zerg buddy), we either double 8 pool or double 5 Roach Rush. 5RR is less risky, so we have had more success with it. This allows us to apply very early pressure, often winning the game outright. When I play ZPvXX, I usually go for quick roaches, while the Toss throws down a 2 gate and pumps zealots. We push in when my roaches pop, and we usually mop up.
SchLing
Profile Joined September 2010
Norway27 Posts
September 29 2010 08:02 GMT
#24
I think Archmage hit the nail on the head.

2v2 is different from 1v1 because many reasons. But on that note a lot of the elements carry over. Scouting and knowing what the enemy is doing is always key. If you are like me and play with a Terran you suddenly have access to a scan now or then. Overlords with speed upgrades are still good scouts for checking base tech and expansions. You expand after battels where both all of you have lost a lot.

After experimenting a lot I've found a few things that I like to do as a Zerg in 2v2. These are very generic exampels since I tend to adapt after who I meet, where I meet them and what they are doing.

1: Go for Zergling Speed fast. They make good scouts and you can react quickly when your friend is in distress, or if you want to pull away and wait for your friend to come and help you.

2: Depending on the map I'll buy a second Lair pretty fast. If it ends up on an expansion or in my main base is based on the map. I tend to find it harder to fend of a push on a expansion in 2v2 than 1v1. (Might be because I play Diamond in 2v2 and only gold in 1v1 but....)

3: I tend to get Roach and/or a Spire pretty fast too. I almost always end up getting a Spire so regardless so I can swap over to air power if needed. Marines with Broodlords is such a deadly combo .

4: I tend to try and protect my Terran partner a lot. Or more spesific his marines and such. The reason why is because Marines carry over to late game a lot better than Zerglings. It is also easier for me to replace the numbers without commiting too many resources into production factories. (Extra Lairs with our without Queens get you a long way there)

Phanekim
Profile Joined April 2003
United States777 Posts
September 29 2010 08:20 GMT
#25
archmage actually had a great informative post. but i thin k one thing he mentions that no one i see ever really does is the point of complementing your teammate's forces.
i like cheese
emc
Profile Joined September 2010
United States3088 Posts
September 29 2010 10:59 GMT
#26
Best option? Get infestors with the +25 energy upgrade. This unit is incredibly versatile, against banelings, lings, mutas and can seriously delay roach/hydra pushes. Often in 2v2 you can't know what's going to be thrown at you and the infestor is a really well rounded caster. I always get them, and they seem to always pay off. Backed with upgraded lings you can do some serious damage and you can easily transition into ultras.
SaLaYa
Profile Blog Joined September 2010
United States363 Posts
September 29 2010 15:11 GMT
#27
~1.4k Diamond (1st in Division, ~30th global)
I find that speedling/muta/baneling is your best bet while you make your way up to ultra/broodlord. Resource trading is key imo for Z to do well. Feeding a T or P ally minerals for gas so you can mass mutas is a good choice, but you could go the other route, get an in-base hatch and mass speedlings with +1/+1 as you try and get ultras asap.

It really comes down to knowing the enemies' comp. If you're going against PP, I wouldn't recommend blings or even a lot of speedlings if he is getting +1 Zealots. But seeing as most games vs. PP teams end up being mass stalkers/4gate pushes, mass ling is very effective. I generally would say that expoing early is a poor choice. Think of it in terms of a 1v1:
-You marco up and build drones until you sense/scout a push, while this would work if it was just you and one enemy, there are two enemies, so you would need to transition with twice the amount of forces to keep up.
I generally would say that there are three pretty general strats I do:
-Playing vs TP, or PP, I'd say if you're ally is competent and you're not getting pressed early to skip the early queen, get your 2nd gas and get the muta harass early. Transition into blings if the marines get out of hand.
-Playing vs TZ, PZ, or even TT sometimes. Early blings are really strong vs. Z and T, especially if you see one of the following: A late pool/early expand, a poor wall-in/no wall in (use blings to kill off workers), marine heavy scenarios, or fast techs (banshee w/ cloak, bust through his wall).
-When I play with another Zerg, I'd say that one player should just feed the other all his gas after speed, the only other gas he spends should be on: getting to hive tech, and getting ling upgrades. Playing a broader version of Ling/Muta can give you massive amounts of map control.

The most important thing, in any type of team game, is to obviously talk to your ally and get the dialogue going early. Making coordinated pushes, defending your expansions together, and making effective unit mixes only work if you talk with your ally.
Cornell 2014 // eYe_am_SaSsY
NrT.RuSH
Profile Joined September 2007
Germany214 Posts
Last Edited: 2010-11-22 03:00:06
November 22 2010 02:54 GMT
#28
Zerg should start with a 10p or 14p in my opinion.
10 Pool
10 Gas (3 gas pull off starting at 92)
10 Ovie
Lings
Speed
16 Queen
18 Ovie
Lings/Drone (Depends on what you wanna do)

Thats my 10p build. Its good to harass and let your ally get strong.
Quick banes are good also but you need to work with your allie. The biggest thing that seperates people are how they use there units. Alot of people waste there first 6 lings which is crucial. Yeah you can recover but most of the time you just lost map control. You dont wanna be sitting at your base with your lings but you dont wanna lose them so just play smart and look for weakness's in your oppenents like free units or when they are away from there ally.
US Air Force Stationed in Ramstein, Germany. Char: NrTRuSH Code: 768
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