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An Introduction to 2v2 - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 All
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2010-12-01 17:12:16
December 01 2010 17:11 GMT
#41
On December 01 2010 19:43 EtherealDeath wrote:
Show nested quote +
On December 01 2010 18:58 Geiko wrote:
Wow, very nice insight, thanks a lot for those answers. It's true reaperling is less common nowadays, but still can hurt quite a lot if it catches you offguard.
I posted a 2v2 strategy some time ago, what would you say is the proper response ?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=170655


If I don't scout at 9 (which I do anyways) I am done. Otherwise, the 10 gate is a telltale sign of rush, and once I don't see the 2nd chrono it cements it. At this point, if we do not have a shared ramp (it's easy to block on shared ramp), then I go 3 gate, no chrono on warpgate, just chronoing my units. Complete wall off on my part. I will have enough units to stop a 5 warpgate by killing the first wave, and getting a gradual advantage until I have enough stalkers that it doesn't matter.

Similarly, terran ally fully walls off, and goes 4 barracks, putting tech lab on 4th barracks, making pure marine until then. We will get to the point where we can stop any warp in zealots of yours, and then kill the overlord which is giving vision (or at least forcing to screw off!). Actually against this earlier when I was around 2300 (now 2407), and we were a PP team.

Once we defeat the initial warp in, we do not push. We gather units - and I get 2nd gas for sentry, and then we expand, taking care to watch out for more overlord pylon shenanigans. I dislike pushing after defense unless you do not stop warping in zealots, and I kill multiple waves, in which case I will push.

It's not really anything different than an unkilled pylon on Tarsonis Assault - which is imo the most dangerous map to play against this on, due to the ridiculously wide ramp, which you can dps very well against (as zerg).

So, in summary, full wall in so that whoever you attack, it is really a 1v1, with the zerglings being a nonissue.

Protoss should not die to 5 warpgate rush.
Terran should not die to 5 warpgate rush.

And if your warpgate rush doesn't work, we're slightly up, though not won yet! Of course lots of various things can happen, and your build isn't bad by any means. Note that on Tempest, since there are 3 possible places for you to spawn, we actually do a double early scout so we can find you in time to prepare against any such rushes.

edit - working on the "average" maps now while watching GSL. Also noticed I left out Tempest in the map analysis.


Wow, thanks a lot, you're actually the first to give a detailed solution that seems to work ! I will have to try this.
I wonder what would happen though if protoss didn't engage your army with the initial 5 zealots but instead ran around the base harassing probes etc... while the zerg bites off the wall in. When the second wave of 5 zealots comes, its 10 zealots (maybe 9 if you killed one) vs your army, and the wall in is almost broken.
I'll see, enough derailing of this thread :D
Once again thanks for the quality posts, it's nice to read someone who knows what he is doing
geiko.813 (EU)
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 01 2010 17:12 GMT
#42
On December 02 2010 02:09 Jarlax wrote:
How do u deal with 3 roach rush and very fast 3 marauders or 2 marauders + 2 marines. This strikes 4:30 (in ur base).


Really early pool = cannon + full wall in, 3 rax marine for terran. Not relying on gateway units, transition into them. Just have to position cannon so only one or two ranged units can hit them at a time from below.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 01 2010 17:13 GMT
#43
On December 02 2010 02:11 Geiko wrote:
Show nested quote +
On December 01 2010 19:43 EtherealDeath wrote:
On December 01 2010 18:58 Geiko wrote:
Wow, very nice insight, thanks a lot for those answers. It's true reaperling is less common nowadays, but still can hurt quite a lot if it catches you offguard.
I posted a 2v2 strategy some time ago, what would you say is the proper response ?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=170655


If I don't scout at 9 (which I do anyways) I am done. Otherwise, the 10 gate is a telltale sign of rush, and once I don't see the 2nd chrono it cements it. At this point, if we do not have a shared ramp (it's easy to block on shared ramp), then I go 3 gate, no chrono on warpgate, just chronoing my units. Complete wall off on my part. I will have enough units to stop a 5 warpgate by killing the first wave, and getting a gradual advantage until I have enough stalkers that it doesn't matter.

Similarly, terran ally fully walls off, and goes 4 barracks, putting tech lab on 4th barracks, making pure marine until then. We will get to the point where we can stop any warp in zealots of yours, and then kill the overlord which is giving vision (or at least forcing to screw off!). Actually against this earlier when I was around 2300 (now 2407), and we were a PP team.

Once we defeat the initial warp in, we do not push. We gather units - and I get 2nd gas for sentry, and then we expand, taking care to watch out for more overlord pylon shenanigans. I dislike pushing after defense unless you do not stop warping in zealots, and I kill multiple waves, in which case I will push.

It's not really anything different than an unkilled pylon on Tarsonis Assault - which is imo the most dangerous map to play against this on, due to the ridiculously wide ramp, which you can dps very well against (as zerg).

So, in summary, full wall in so that whoever you attack, it is really a 1v1, with the zerglings being a nonissue.

Protoss should not die to 5 warpgate rush.
Terran should not die to 5 warpgate rush.

And if your warpgate rush doesn't work, we're slightly up, though not won yet! Of course lots of various things can happen, and your build isn't bad by any means. Note that on Tempest, since there are 3 possible places for you to spawn, we actually do a double early scout so we can find you in time to prepare against any such rushes.

edit - working on the "average" maps now while watching GSL. Also noticed I left out Tempest in the map analysis.


Wow, thanks a lot, you're actually the first to give a detailed solution that seems to work ! I will have to try this.
I wonder what would happen though if protoss didn't engage your army with the initial 5 zealots but instead ran around the base harassing probes etc... while the zerg bites off the wall in. When the second wave of 5 zealots comes, its 10 zealots (maybe 9 if you killed one) vs your army, and the wall in is almost broken.
I'll see, enough derailing of this thread :D
Once again thanks for the quality posts, it's nice to read someone who knows what he is doing


Hmm... I wonder if scvs can repair protoss buildings.....
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
December 01 2010 17:19 GMT
#44
Exceptional read. I knew everything that was in this post but it is always nice to read it again, it just makes a link in your brain when you read it.
I had a good night of sleep.
Jarlax
Profile Joined November 2010
76 Posts
Last Edited: 2010-12-01 17:32:50
December 01 2010 17:31 GMT
#45
On December 02 2010 02:12 EtherealDeath wrote:
Really early pool = cannon + full wall in, 3 rax marine for terran. Not relying on gateway units, transition into them. Just have to position cannon so only one or two ranged units can hit them at a time from below.


So if u see like 2x 10 rax with teh lab and lets say 10 pool with gas u wall in with cannons ? Sounds quite good but what happen if terran instead of getting marauders will make reapers - 2-3 fast reapers would rape protos without units like no tomorrow.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 01 2010 18:41 GMT
#46
On December 02 2010 02:31 Jarlax wrote:
Show nested quote +
On December 02 2010 02:12 EtherealDeath wrote:
Really early pool = cannon + full wall in, 3 rax marine for terran. Not relying on gateway units, transition into them. Just have to position cannon so only one or two ranged units can hit them at a time from below.


So if u see like 2x 10 rax with teh lab and lets say 10 pool with gas u wall in with cannons ? Sounds quite good but what happen if terran instead of getting marauders will make reapers - 2-3 fast reapers would rape protos without units like no tomorrow.


Well if you let me see 2x 10 rax with tech lab in your base then I am not going to build cannons at all. Just going to chain chrono my gateway while teching to stalker, and have my ally mass marine. Should be fine dealing with it, every chrono is going to go to gateway.

It's just the threat of proxy rax mass marine that would lead me to build a cannon.
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