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[H] LF Help on 2v2 Zerg/Protoss Strategies/Ideas

Forum Index > StarCraft 2 Strategy
Post a Reply
vurt
Profile Blog Joined October 2010
United States36 Posts
October 26 2010 20:02 GMT
#1
Ok...so a RL friend and I have recently started playing 2v2's in the Bronze League (Zerg/Protoss). I have noticed a lack of threads on the subject of 2v2, so I thought I'd look for some help here.

Basically, we are looking for any good builds/ideas/recommendations for our 2v2's. Our main build usually consists of Fast Expand Mutalisk for Zerg and either a 4-gate timed attack or a 2gate robo build. It seems that no matter how hard we macro we just lose to cheesy mono-mass units (e.g. mass hydra in this rep), or a good timed attack from the opponent. There is also resource transferring to consider from the opponent (we never have to transfer resources to each other as our macro is pretty good, imo). Any thoughts on how to improve our builds/timings/play in general? Thanks to any who reply!

REPLAY LINK: http://www.sc2replayed.com/replays/96290-2v2-terran-protoss-zerg-twilight-fortress
obviously you're not a golfer
vurt
Profile Blog Joined October 2010
United States36 Posts
October 27 2010 05:31 GMT
#2
bump
obviously you're not a golfer
leve15
Profile Joined August 2010
United States301 Posts
October 27 2010 05:35 GMT
#3
Depends on your opponents.

vs ZT / ZZ /TT
toss quick 4 gate stalker with a proxy pylon then get blink
zerg 13gas/12 pool 2 drones overlord pump lings
baneling nest on 50 gas
morph 12 banelings when the toss warps in his first 4 stalkers
kill

vs a P team
just go lings or roaches instead
vurt
Profile Blog Joined October 2010
United States36 Posts
October 27 2010 17:15 GMT
#4
thanks for the response...could use more advice!! bump!
obviously you're not a golfer
RacingGun
Profile Joined October 2010
Canada12 Posts
Last Edited: 2010-10-27 19:09:10
October 27 2010 19:06 GMT
#5
This is the same combo that my main partner and I use for 2v2 (I'm zerg, he's toss). Before you work on any strategies or fancy stuff make sure of two things: you can communicate quickly and easily (typing is slow and hard to do in a panic situations); we like to use skype because the voice comm in SC2 is so poor. And that you both have your fundamentals down (good econ, scouting, and unit production). Going for a 4-gate rush + 5 roach rush is nice and all, but it still won't work if you are each only sitting on 1 base and 15 workers each.

Remember to constantly produce workers (and for the zerg player, know when you pump drones and when to pump units). Many 2v2 maps are setup so that taken your first expansion is fairly easy to do and to hold, but make sure you know your opponent won't attack soon, because in 2v2 army size differences can easily be MUCH bigger than in 1v1 games.

On big maps, I like mutas for harassment. I'll start with speedlings to harass and help defend, then transition into muta. If we are facing terran or a zerg, pure mass banelings are surprisingly good. You can't do this 1v1 because you need an army to clean up after the banelings do their thing, but in 2v2, that is what your ally is for

For the toss, starting with two gates and pumping units is almost always a good thing, After your first scouting trip, you can make the decision to add on more gates, to expand, or to get a robo bay for colossus or immortal production. Observers are great for scouting and seeing when the opposing army is ready to move out.

Not really much to say, good fundamentals are still very very important. Try not to split up your armies, unless you know you can get back together quickly (2v1 fights are rarely a pretty sight). Harassing in such a way to cripple one of your opponents is a great thing, but remember to keep up the aggression, as recoveries are much easier in 2v2 games compared to 1v1.

If you have mass lings, always go for the surround (moving) before telling your lings to attack, so the toss can help out with his army the most.

I can give more general advice, but my ally and I rarely do set build orders or strategies, mostly just scout and play it by ear.

Oh and mothership rushing is GREAT fun!
vurt
Profile Blog Joined October 2010
United States36 Posts
October 28 2010 05:52 GMT
#6
keep em coming. bumped.
obviously you're not a golfer
FirstQT
Profile Joined October 2010
United States115 Posts
October 28 2010 06:07 GMT
#7
In the mid to late game, infestor+high temp is deadly especially if they have an army that clumps up(MM, mutas, lings, gateway units, etc.). Fungal growth is something like 32 damage and storm is 80 and neither are affected by armor. Thats 112 pure damage. To make it easier, the one with better micro should control the infestor/high temp.
Phanekim
Profile Joined April 2003
United States777 Posts
October 28 2010 06:13 GMT
#8
fast expanding as zerg is a good way to die in 2v2s. i've noticed this a lot more in new patch where people are fast expanding more as zerg. against a good team u will get killed.
i like cheese
leve15
Profile Joined August 2010
United States301 Posts
Last Edited: 2010-10-28 07:14:27
October 28 2010 07:13 GMT
#9
yeah, unlike BW, you can put on some real heat as a 1-base zerg.

I like going speedling/speed roach (banes if necessary) before i expand, then once I get my expo make mutas. giving gas to the zerg ally is normally helpful too.
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