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[Q] Defending 6 Pools 2v2

Forum Index > StarCraft 2 Strategy
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MindTricks
Profile Joined November 2010
16 Posts
December 08 2010 08:46 GMT
#1
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
WLV
Profile Joined June 2010
Canada76 Posts
December 08 2010 09:02 GMT
#2
#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.
"I am Terran, hear me RAWR!"
Raine
Profile Joined June 2010
Canada210 Posts
December 08 2010 09:07 GMT
#3
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.
Hathaldir
Profile Joined December 2010
United States6 Posts
December 08 2010 09:10 GMT
#4
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.
MindTricks
Profile Joined November 2010
16 Posts
Last Edited: 2010-12-08 09:20:59
December 08 2010 09:15 GMT
#5
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

13ThirtySeven
Profile Blog Joined May 2008
99 Posts
December 08 2010 09:20 GMT
#6
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.
MindTricks
Profile Joined November 2010
16 Posts
December 08 2010 09:23 GMT
#7
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
kPk
Profile Joined September 2010
Romania10 Posts
December 08 2010 09:24 GMT
#8
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.
k43r
Profile Joined September 2010
Poland112 Posts
Last Edited: 2010-12-08 09:37:49
December 08 2010 09:35 GMT
#9
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.
Lubisz to,suko!
eAzydaman
Profile Joined May 2010
83 Posts
December 08 2010 09:41 GMT
#10
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.
Raine
Profile Joined June 2010
Canada210 Posts
December 08 2010 09:45 GMT
#11
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.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
December 08 2010 09:49 GMT
#12
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.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
eAzydaman
Profile Joined May 2010
83 Posts
December 08 2010 10:06 GMT
#13
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.
Geiko
Profile Blog Joined June 2010
France1939 Posts
December 08 2010 10:42 GMT
#14
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)
geiko.813 (EU)
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 08 2010 10:47 GMT
#15
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.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 08 2010 10:50 GMT
#16
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.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
December 08 2010 11:29 GMT
#17
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.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
MindTrick
Profile Joined December 2010
7 Posts
December 08 2010 11:58 GMT
#18
--- Nuked ---
Christobel
Profile Joined December 2010
Norway3 Posts
December 08 2010 12:26 GMT
#19
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.
TheGiz
Profile Blog Joined October 2010
Canada708 Posts
December 13 2010 21:42 GMT
#20
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.
Life is not about making due with what you have; it's about finding out just how much you can achieve. Never settle for anything less than the best. - - - Read my blog!
Jimmycliff
Profile Joined December 2010
United States86 Posts
December 13 2010 21:50 GMT
#21
Double 6 pool screwed me and my friend over hardcore so we have learned to anticipate it / scout early ageins't double zerg. Scout on the pylon and make sure if it's single base that both of you wall off. If it's a team base both of you need to help with the wall. Save a slot for zealot. If you have a zealot in that slot he can kill 10 times his weight in gold. (A slot in the wall) The terrans single marine and wall repairing scvs should be able to fend off the lings until he pops more out. Another helpful trick if it's separate bases. If both of you wall off successfully and one person is being pressured. IF your zealot isn't doing anything and you have another zealot almost done while being chrono boosted send it over to start thrashing some of his lings. (if your toss )
Be thankful for what you got someone else always has it worse.
Neo.NEt
Profile Joined August 2010
United States785 Posts
December 13 2010 22:52 GMT
#22
My advice is to down vote the maps where your entrance is far from your teammate's. Tarsonis Assault, the fiery one, Twilight Fortress and Discord something are good because they can't really attack one of you without attacking both of you (unless you are walled in, but the walk won't be far). If you are on that horrible map with the rocks everywhere and the 2 Xel Naga towers in the middle (not the huge map with the shared bases), your friend will be dead before you even get there. Whoever attacks first on that map is going to win unless you find a scroll of town portal or SOMEHOW 1 kid can defend against 2.... probably not gonna happen.
Apologize.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
December 13 2010 22:55 GMT
#23
For me, the hardest 2v2 to go against is a speedling/roach timing push. If they get speedlings and roaches and you don't have a shared choke, it's really hard to defend unless you have a bunch of static defense.
Developer for http://mtgfiddle.com
batmankiller
Profile Joined December 2010
13 Posts
December 13 2010 23:08 GMT
#24
If you see two Zerg on ladder there is a 90% chance you will get double 6-pooled. You need to wall off immediately. Its worth the Toss completely walling without a gap and rushing stalkers.
FuzzyLord
Profile Joined September 2010
253 Posts
December 13 2010 23:11 GMT
#25
scout, wall off with a choke for 1 zealot. voila, 6 pool fail
Zariel
Profile Blog Joined December 2010
Australia1285 Posts
December 14 2010 00:59 GMT
#26
For protoss, when going a standard 9pylon 12 gate build, your zealot will be approx. half done when 6 lings come to your base. Your gonna need to pull about 4-6 probes to your entrance/ramp while your zealot builds. (Assuming you built your pylon/gateway for the 1 zealot wall.)

Timing wise, if you scout with the pylon probe, by the time you reach the enemy base, your gateway should be building. On maps with big ramps, immediately save up for another gateway to complete the 1 zealot wall. Some say forge, but i prefer to just build more zealots and finish them off if they dont gg after the failed rush.
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