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I first saw this thread a good while back but only today did a friend and I practice this. We went about 16-3 in 2v2 and 3v3. (In 3v3 we go 2 toss and 1z) We are scrubby silver players but at the end it matched us against diamond teams which we still beat - although it must be said the quality of the diamonds was waaay better.
The losses were to double 6 pool and where the build got scouted on maps where the opponents share a main. We got cheesed a few times (unscouted cannon rushes because we were trying to perfect the build) However we won all matches where this kind of cheese was involved quite comfortably.
It is a massively strong team build that brings nice synergy to both teams. I can't see me doing it long term since I prefer random games. I also don't want to get promoted out of my skill range.But its certainly a nice change up.
Excellent write up, thanks very much for explaining it so eloquently.
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Just an update on this.
We spammed some 3v3's today and are at about 20-1 with this strat. I feel it's even stronger as a 3v3 since 10 zealots in a base is really terryfing. Although we are silver towards the end of the day the game matched us up with arranged teams that were masters in 1v1 and diamond in all other forms of the game. Certainly a very powerful strat.
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This build is yet another example of how skewed Starcraft 2 is toward early game units. 50% of the units in this game might as well not even exist in multiplayer. I would like to see Blizzard buff static defenses so that higher tier units might actually get used once in a while.
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Just wanted to chime in:
I'm approximately a gold level player, and this strategy got me my first 2v2 platinum ranking.
For all the people saying its easily countered cheese, its not! We have beaten MANY 2v2 pairings doing this and it's extremely powerful.
And you know what? We don't even play a cheesy version of this. I play Z and go 14 extractor 14 pool and my partner goes 14 gate into 4gate. While attacking we usually expand at the 6 minute mark.
Here's the beauty of it - the play is so aggressive that even the best players need perfect micro to defend without taking heavy damage. We've gone against 2v2 diamond teams that have and army TWICE as good as ours when we attack. But the mineral line attacks and constant switching between bases is SO relentless that even if they defend REALLY well they're so far behind in economy we eventually break them.
The power of this build is that your units are everywhere at once and it puts the opponent off balance. They see Lings at their front, move to them, and lose probes to zealots. They go to defend the zealots and buildings at their front start falling. They move between bases to help each other out, and lings leak into their mineral line. Meanwhile our economy gets further and further ahead. We've never really had an opponent stabilize against us - the best they've done is get to a point with no economy but a stronger army and suicide bomb us on the way to a raging GG, but if they did stabilize our economy would still be way ahead.
NOT CHEESE.
I will say if the players scout the edges of their base well on most maps they can stop this. It's not unbeatable.
But it's d-mn strong. And in my opinion SC2 rewards aggression, as it should. If you just want to macro and move out with a blob after 20 minutes, play the computer. Seriously. Online the most aggressive player or team usually wins, and this strategy is just a reflection of that.
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Oh I see, someone tried this build against us in a 2v2 the other day, unfortunately for him I did a K4G into his own base and killed his one pylon powering his warpgates. Once that pylon was down, he had no chance.
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On January 27 2011 03:03 Lensman wrote: This build is yet another example of how skewed Starcraft 2 is toward early game units. 50% of the units in this game might as well not even exist in multiplayer. I would like to see Blizzard buff static defenses so that higher tier units might actually get used once in a while.
YET another example? Care to cite more? If they buff static defenses more it will just be a game of 200 food army faggotry.
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On January 27 2011 03:03 Lensman wrote: This build is yet another example of how skewed Starcraft 2 is toward early game units. 50% of the units in this game might as well not even exist in multiplayer. I would like to see Blizzard buff static defenses so that higher tier units might actually get used once in a while.
All it is is an example of exploiting poorly designed maps. There are only 3 or 4 good 2v2 maps, the rest are all-in cheesefests.
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This build is shut down by a lot of early aggression. Sadly not many people do enough poking at the front. Scouting for that matter too...
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On January 28 2011 09:07 Deja Thoris wrote:Show nested quote +On January 27 2011 03:03 Lensman wrote: This build is yet another example of how skewed Starcraft 2 is toward early game units. 50% of the units in this game might as well not even exist in multiplayer. I would like to see Blizzard buff static defenses so that higher tier units might actually get used once in a while. YET another example? Care to cite more? If they buff static defenses more it will just be a game of 200 food army faggotry.
Do you watch the GSL? If you counted the damage done in the code S games lately, 50% of it would come from marines.
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On January 28 2011 13:20 Lensman wrote:Show nested quote +On January 28 2011 09:07 Deja Thoris wrote:On January 27 2011 03:03 Lensman wrote: This build is yet another example of how skewed Starcraft 2 is toward early game units. 50% of the units in this game might as well not even exist in multiplayer. I would like to see Blizzard buff static defenses so that higher tier units might actually get used once in a while. YET another example? Care to cite more? If they buff static defenses more it will just be a game of 200 food army faggotry. Do you watch the GSL? If you counted the damage done in the code S games lately, 50% of it would come from marines.
I doubt that, I'd say a lot of the damage has been done by siege tanks IMO.
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Me and my buddy are soooo doing this from now on lol.
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I can see this being very powerful, but I'm surprised you don't get shut down more often on maps like Discord IV. I'm really glad you posted this actually, because I have been getting hit with a similar build all the time in 2v2.
I might just be reading the BO wrong, but it looks like toss doesn't have even a single zealot out until well after 18 supply and after 5 gates have gone down. So I guess I'm just curious if he's ever been six pooled, and if he was able to survive it. I know you would be able to assist. If you pull a map like Arid Wastes do you change the build order around to squeak out a zealot faster or do you just count on micro?
**I read most of the replies to this thread but there were ten pages so excuse me if this question has already been posted.
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This build is weak against my standard TvZ build. Zerg gets 10pool speed with constant lings, terran gets 4 rax reapers. Zealots and zerg lings are pretty much nullified against my build.
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@fateless :
yep, no zealots before the first 5 warped in. However that doesn't mean that you can't get any out before. If your opponents try to 6 pool you, that's basicaly giving you a free win. Your scouting probe at 10 should give you all the warning you need to change your build to counter the 6 pool the way you want. You have a gate at 10 and a pool at 10 so that's really the best possible opening to counter early aggression/cheese.
@blue001 :
10 pool + multiple racks opening = early agression so i usualy switch builds if i scout this. However, 5 zealots in your base, your reapers are going to have a hard time killing them if i decide to procede... i guess we'd have to try it out to see how viable it is.
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Protip, if your PT...the only team truely susceptible to this, just thumbs down all the maps w/o shared bases, which leaves only one map where this is a problem, warzone...just keep the zerglings/banes out and you should be able to deal with the toss easily enough.
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^ this but also true for PP
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lol people play PP? =p, my partner and I had a really hard time trying to fight this, we kept trying to rush hardcore with proxy raxs and gates. Most people on US server do this with a 7pool forcing the protoss to chrono out a zeal and delay his gate.
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When will the first 5 zealots arrive?
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5:10 to 5:15 depending on how skilled you are at k4wg
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Thanks for a nice tact. I've seen it in 3v3's earier, but surly it is ALOT stronger in 2v2s as the zerg is quite strong around the 4-5min mark as you have pointed out.
However, for the first time I think I got countered "properly" yday in a 2v2 at LT trying to do this. We played a zerg and a protoss. 3-6 seconds after the start the protoss player quitted (I felt this was not an accident, but intentionally). Leaving the zerg with doubble income and able to massing out alot of early zerglings, then speedlings. The ealy massing with doubble income was just too much to handle, after almost killing us with speedlings he then switched over to just massing zealots.
Probably two highskilled players would have easily managed to adapt and see it coming, but for me and my friend it was gg quite quickly.
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