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Me terran and my Protoss buddy had trouble defending against 2 zergs that go for 6 pool
Well i can defend my base but they both just attack my Tosss buddy and when i am trying to help him out, my few marines no match against so many zerlings
Any good openers / strategies to defend this as T and P ? on maps with massive ramps and on maps where our bases kinda separated
Its prob something quite simple, its just that both of us quite new to 2v2
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#1. Scout early. (always do that vs 2 Z) #2. 2 gate instead of 1gate cyber. #3. As soon as you know its happening, save chrono to get zealots asap. #4. ??? #5. The Zergs GG.
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Presumably one of you are scouting on 9, when you see the 6 pool coming your buddy should throw down a forge, wall off completely if need be and just throw down 1/2 cannons. I played a game with a buddy against double 6 pool on one of the maps with a large ramp and separated bases, we both just walled off with a couple of cannons and it was an easy win.
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Theres no need to over-prepare for something that might not even happen. (EX: The zergs just end up 14 hatching or something along those lines). So you should do whatever opening you're doing without assuming your opponents will 6 pool.
If they indeed do 6 pool and you for example did a standard 13 gate followed by core and find yourself overrun by zerglings (or perhaps your ally is overrun), don't panic. Even if one of you dies, its still an even game considering that it is 2v2. Although its now 1v2, you have a HUGE economic lead, the zergs had to sacrifice insane amounts of workers to be able to produce zerglings that quickly, just proceed to play normally and try to make a big timing push to kill them off before they can recover. Sounds weird if you're used to 1v1's but after some practice, it's not that difficult.
Lastly, it's key that you and your partner are both doing approximately the same type of strategy, that is, you're both sacrificing economy to attack early (like a 6 pool) or you're both teching to blink stalkers/siege tanks or what have you.
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thx guys this helps,
another question
Me T and my buddy P
how to deffend against cannon rush ? my Toss buddy always seem to get cannon rushed by both protos if its TPvPP
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Toss should have a pylon and gateway near the ramp for wallling. As soon as you scout the 6 pool then you need to finish the wall with a gateway or forge and chrono boost a zealot to block the ramp completely.
Scouting is the only way to prevent cannon rushes. If the cannons are already building then just save up minerals, ditch the main and expand elsewhere. You can also counterattack since the opponents' mains are completely vulnerable.
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Uh ditch the main ? lol
any other ways ?
Plus sometimes when its vs TP toss cannon rusing and terran mass marines
what to do here
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Scout! And if you failed to scout, don't panic, don't pull all your workers off the minerals. Just kill his probe. No probe, no more cannons.
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Q:
On December 08 2010 18:15 MindTricks wrote:another question
Me T and my buddy P
how to deffend against cannon rush ? my Toss buddy always seem to get cannon rushed by both protos if its TPvPP
A:
On December 08 2010 18:10 Hathaldir wrote: Even if one of you dies, its still an even game considering that it is 2v2. Although its now 1v2, you have a HUGE economic lead, the zergs had to sacrifice insane amounts of workers to be able to produce zerglings that quickly, just proceed to play normally and try to make a big timing push to kill them off before they can recover. Sounds weird if you're used to 1v1's but after some practice, it's not that difficult.
Also good way to deal with canon rushes is to scout your base around ~7-11 supply. That's just like normal thing in 1vs1.
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I play with a Zerg buddy, we have trouble with double 6-pool too, really hard on certain maps to defend. Like Arid Wastes for example, soooo far between bases.
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On December 08 2010 18:15 MindTricks wrote: thx guys this helps,
another question
Me T and my buddy P
how to deffend against cannon rush ? my Toss buddy always seem to get cannon rushed by both protos if its TPvPP
Scout, scout, scout! If a protoss has no pylon in his base when you scout or there is a forge, he's doing something cheesy. Scout your base hard. You should also note that when your scout gets to his base, their scout should be getting to yours. If you don't see his scout come into your base, it doesn't hurt to send an scv/probe around your base looking for some cheese. If you notice he is building cannons below your main near your mineral line, that's fine, just do NOT let the probe up your ramp. As long as he has no vision, the cannons are worthless. From there you just need a stalker or a marine to shoot it from the high ground and you'll be fine.
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While this doesn't hold for all comps, and all maps.... you can do the gate/forge/cannon wal-off on a tight ramp (both of you) and it will comfortably defend up to 3 6-pools.
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We always 6 supply scout double Zerg. The good thing is now that we are 1700+ Diamond 6-pools aren't as common Still have to kill them fast because double muta is impossible to beat.
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Against cannon rushes, you really need to scout before it gets up and pull probes. If however you don't scout it, you can either : rush for stalkers to prevent cannons from coming closer if your opponent started the cannoning from far away. If your opponent is significantly investing in cannons (4 or 5), puting a nexus at your natural and ditching the main will not put you very far behind. Also, your ally wants to counter (hellions are a good idea vs cannon rush or double 6 pool)
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On December 08 2010 18:10 Hathaldir wrote: Theres no need to over-prepare for something that might not even happen. (EX: The zergs just end up 14 hatching or something along those lines). So you should do whatever opening you're doing without assuming your opponents will 6 pool.
If they indeed do 6 pool and you for example did a standard 13 gate followed by core and find yourself overrun by zerglings (or perhaps your ally is overrun), don't panic. Even if one of you dies, its still an even game considering that it is 2v2. Although its now 1v2, you have a HUGE economic lead, the zergs had to sacrifice insane amounts of workers to be able to produce zerglings that quickly, just proceed to play normally and try to make a big timing push to kill them off before they can recover. Sounds weird if you're used to 1v1's but after some practice, it's not that difficult.
Lastly, it's key that you and your partner are both doing approximately the same type of strategy, that is, you're both sacrificing economy to attack early (like a 6 pool) or you're both teching to blink stalkers/siege tanks or what have you.
Neither your core nor gas should be going up yet by the time you scout them, assuming protoss 9 scouts as should be done. As such, you can quickly change your build by cutting probes, fully walling with a forge, and then chronoing probes but having just enough money to build a cannon when forge finishes.
You can then 4 gate from there into expand or whatever you feel like doing.
Also, the terran should not be able to 1v2 the 2 zergs unless those zergs are really bad (assuming protoss really did build core and then proceeded to die for lack of units/cannon). Yes, a 5rax no gas timing push with a critical mass of marines works against shitty zergs, but that's about it.
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On December 08 2010 19:42 Geiko wrote: Against cannon rushes, you really need to scout before it gets up and pull probes. If however you don't scout it, you can either : rush for stalkers to prevent cannons from coming closer if your opponent started the cannoning from far away. If your opponent is significantly investing in cannons (4 or 5), puting a nexus at your natural and ditching the main will not put you very far behind. Also, your ally wants to counter (hellions are a good idea vs cannon rush or double 6 pool)
Also if its one of those maps where they like to cannon at the bottom of your cliff and hop up into nexus range, its really easy to scout and you can just cut probes real quick and wall off completely with 2 gate if his probe is still at the bottom of your cliff (waiting to build first cannon), and then push with 2 gate + 3rax marine (against most silly cannon rushers).
Tbh I don't consider that to be very stable even though it usually works. If I manage to block their probes off via a wall in, I 4 gate 2 gas with the assumption of fast robo tech, and rely on forcefield + good terran macro/control to split their armies up and kill them quickly with stim.
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On December 08 2010 19:06 eAzydaman wrote:We always 6 supply scout double Zerg. The good thing is now that we are 1700+ Diamond 6-pools aren't as common  Still have to kill them fast because double muta is impossible to beat.
why the heck would double zerg each tech to muta when one could just feed the other gas and get 3 extra mutas for the saved tech cost.
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If he cannon rush you, throw down a quick forge yourself, and get up a couple of canons by the side of your base. They will shoot down any cannons that they try to build in range, and just continue playing like normal, but build all your buildings on the other side. Will be easy to run him over with your army not long after.
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Static defense is good in 1v1 but doesn't help your partner in 2v2, especially against a double 6pool. The best bet is to get out units as fast as possible then continue your tech. Protoss should go Gateway/Forge or Gateway/Gateway at his ramp to get out Zealots and Hold-block or assist. Terran should wall-off and get a Marine or two while waiting for the Zealot support.
Since your enemies committed to such a poor-economy build, if the 6pool does no/minimal damage to you and your partner it is then just a matter of using that advantage to win. This could consist of a fast push-back or fast expansions to surge ahead, but watch out for Speedlings or the inevitable Muta follow-up (or worse, Roaches). Send a late scout after the rush to see what they have then choose to push or - even better - set up a contain on one or both of your opponents with Tanks, Bunkers, Warp-In Pylons, Cannons, and Phoenix containment of Overlords.
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