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[2vs2] Z in 2v2s - Page 2

Forum Index > StarCraft 2 Strategy
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Windwalker
Profile Joined August 2010
Turkey18 Posts
October 06 2010 21:14 GMT
#21
For quite some time, I have been playing as Z with my trusted ally "gad" as protoss. Unfortunately this is all I have as experience, so my ideas are based on this perspective.

Not that we are of the best bunch, but as much as I could observe:

early pressure is a kind of joke as zerg in 2 v 2. Never 6 pool or anything like that, the best kind of early pressure possible is 10 or 9 pool, and never with less than 12 zergling. In 2 v 2 it is very easy to compansate for worker losses with some support from other player. So;

"Early minor losses are not as devastating or gameflow-changing as in 1v1."

Reason: Opponent ally can close the gap, whether it be some units for defence if your harass caused army kills, some minerals of you killed some scv's etc.

If you and your ally can make a serious harass together, it is better - yet again you will almost never accomplish anything against good opponents. The best thing about starting an early harass / pressure WITH your ally, is that you get to take the initative and have an idea about what is going on. You apply pressure and thus you provoke the reaction. Your opponent will either try to get a bigger size army than your combined pressure force and try to break open, or they will try other, more cutesy tactics like going air, drops, nydus tricks etc. All that time spend on coordination and execution means you have a better chance of getting an expansion, and your enemy has harder.

All you have to do is to watchout for a rapid counter-attack.

As of unit combination: Zergling + Stalker at core, Immortal / Colosi and MUTALISK as secondary wave additions.

Zergling / Stalker is very, very good since what counters Stalkers are Immortals/reapers/zerglings and your good amount of zerglings will help your toss allies stalkers alot.

So as of early game, what generally happens is I get an in-main hatchery, preferably close to entrance, spine up, pump zergling while getting ready for muta-pumping after expand.

Yet still, what goes on is generally shaped by what you see in your enemy. If ramp is open, it is almost always viable to make surgical suicidal strikes to oppoent queens with lings, for example.

After the first pressure / expand prevention and self-expand, you MUST have muta's ready. Role is same as in 1 v 1, but actually if you reach a criticall mass of mutalisks, there is only one thing between you and total domination, which is THOR.

So your ally P pumps out immortals, and it's gg.

I find zerg in 2 v 2 very fun and very strong indeed. Several times I have been able to send help to my ally via nydus canal, and several times I enjoyed the durable protoss units complimenting my crowd and vice versa.

Come to think of it I now really wonder if NP is possible to cast on an ally unit. It might be fun to capture an ally probe and build my own nexus teh heh he. Must try this now.
hedgefund
Profile Joined August 2010
45 Posts
October 06 2010 22:10 GMT
#22
Windwalker's wrong. While harassment is good, it's pretty easy for one member of the 2v2 to create a muta-counter. Phoenixes, vikings, etc. That'll stop harassment, allowing you to macro up. The key is that Zerg is really weak in the mid-late game when Medivacs, Storm and Colossi come out.
Lobotomist
Profile Joined May 2010
United States1541 Posts
October 06 2010 23:05 GMT
#23
Generally, I end up playing 1 of 2 ways. I'll either 1-base with my buddy, which is somewhat effective depending on the team comp. Opening with reapers and speedlings can be really, really strong especially against protoss. Alternatively you can opt for a fast macro style, if your buddy plays defensive. With my protoss buddy I often 15 hatch FE into lots and lots of mutas. We'll then play a pretty macro game while containing and out-expanding the enemy.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
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