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4v4 Team Game Strategy - Page 3

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Trang
Profile Joined October 2009
Australia324 Posts
January 28 2011 11:29 GMT
#41
On January 28 2011 16:23 covetousrat wrote:
Lol Jombozeus, isn't that just normal Stalkers micro?

Heres a 2v2 game that I play yesterday with my friend who doesn't play much of SC2 against a good team. I chose random and gotten Protoss luckily which is my main race. So its a Protoss plus Terran for my team against Protoss and Zerg. Our opponents are nGenXeen from clan nGen a very top SEA clan. Xeen is in the Masters League with his friend Jaczie.

http://www.sc2replayed.com/replays/131487-2v2-terran-protoss-zerg-scorched-haven


I think he's referring to 'Viola'.
covetousrat
Profile Joined October 2010
2109 Posts
January 31 2011 06:36 GMT
#42
Part 3 is up.
Has anyone seen my 2v2 replay? COmments
LSD
Profile Joined August 2010
Japan4 Posts
January 31 2011 14:51 GMT
#43
i think you mixed up the map names a little bit.
There is no High Flow map. And Extinction and Megaton are the ones with shared bases.

Keep it up.
FTW
covetousrat
Profile Joined October 2010
2109 Posts
January 31 2011 15:33 GMT
#44
Opps edited.
P0ckets
Profile Joined January 2011
United States430 Posts
January 31 2011 17:04 GMT
#45
I made it to 3v3 gold ranked # 3 from bronze ranked #34 in 12 wins using a cheese strat that is also applicable in 4v4s. The strat we use catches people off guard and puts the heat on early to contain them while the other teammate techs up or amasses a huge army. Typically we have 2 zerg players and 1 random when we use this strategy. The two zerglings do a combined 7pool zergling rush and 12+ drone rush at the earliest point we can. We use this to attack a protoss or terran to delay wall, kill drones, and potentially kill off a player. The 7 pool zerg continues to pump lings and builds a queen, few extra drones, & a reactor to get speed, while continuing to harass, poke, deny expansions, and contain. As the numbers of lings increase the 12 drone zerg pulls back to feed other ally, tech to roach, or contribute to lings. The third ally fast expands and builds a huge army or techs to harass with something mean that they are not prepared for. Then we use zerglings as tanking units, while 3rd destroys as he can. If they go to aid I pull zerglings away or send new batch of lings to the opponent assist to ruin econ.

Basically we screw 1 opponent and then attempt to delay/force unneeded stuff/contain/harass at the half sacrifice of 12 drone push and full sacrifice of 7 pool zergling push. The only time we have been defeated is by teams that build wall at the sacrifice of their early game economy and if we notice this we fall back immediately, drone up hard, and roach.
covetousrat
Profile Joined October 2010
2109 Posts
February 02 2011 16:31 GMT
#46
Part 4 and 5 is up btw. I think you guys should realize by now this series of 4v4 is mainly aimed towards the lower league players. Please continue to support me. I will post my 4v4 replay pack soon. I am currently top 10 of SEA 1v1. Hoho. Been on winning streak and hope this goes on.

Pockets, these type of cheese 7 pool rushes will always work if you caught your opponent off guard. From what you have described its a 3v3 game. But beware of this, good players always do good scouting. Normally when I see two Zergs with a random, the first thing that comes to mind is always cheese. A normal scouting probe/Overlord can scout what your doing on 3v3 maps. I will always play defensively against 2 or more Zergs, by getting a forge or a second gate/rax if we scouted an early pool. You can always argue that 2 groups of Zerglings will most likely kill off an opponent.

What me and my team normally do here is try to hold as long as possible (dieing as slow as possible) and get my allies to mass up an army to counter push. We have won countless of game if both Zergs did a 7 pool as they are sacrificing too much resources here. And feel free to utilize any strategy that fits your style and try a wider approaches to improve your team game play.

Cheers.

Conrose
Profile Joined October 2010
437 Posts
February 03 2011 01:17 GMT
#47
When I play on some 3v3 and 4v4 maps, I use a 2 Probe Cannon Rush. I even send them out before I get my first probe built to minimize the chance the second probe is spotted. here's how I do it, the first probe goes out after 2 mineral trips. The second probe is sent shortly thereafter. The first Probe will be used as a legitimate scout, first scouting the wall, then the mains with special emphasis on building placement. Something I've learned from 1 Probe Cannon Rushes is that they often send a worker to chase after it to prevent a cannon rush. They'll often not catch the second probe while they are busy focusing on the first probe. Now, I can go for cleaning up an opponent early with this, and on maps with no in-base expansions, I prefer this approach if I go with a cannon rush. However I two Probe cannon rush primarily on maps with in-base expansions since the expansions can be blocked off whilst also providing a spot from which to attack their front wall with a few cannons. This is particularly brutal when you have a zerg ally who went for a delayed speedling Rush or a grotesquely large number of banelings (Arakan Citadel is my favorite map for this since I can take out two walls worth of tech with this build). Additionally, on Typhon, regardless of map position, you can deny one opponent access to one of his geysers.

I generally follow up with either Phoenix/VR transition or fast tracking colossus tech to counter siege tech.

Investing in a Warp Prism that can't be sniped by a siege tank or colossus delays when they actually counter this build, and allow you a means to warp in blink stalkers that can further delay the expansions and wall-in.
MadChem
Profile Blog Joined January 2011
Germany218 Posts
February 03 2011 01:28 GMT
#48
I dont know the exact timing, but Terran/Toss can do a very nice Tank/Stalker timing push together and if the terran puts some scvs in the stalkers can get repaired aswell as the tanks. you dont even have get siege for this to work tanks have 7 range stalker 6. really works nice.
The protoss should build 1 pylon at the terran base to help out against any air harass with with stalkers...
"I am become death, the destroyer of worlds." - Oppenheimer
covetousrat
Profile Joined October 2010
2109 Posts
February 03 2011 15:23 GMT
#49
The series is done and heres the replay pack.

[url blocked]
P0ckets
Profile Joined January 2011
United States430 Posts
Last Edited: 2011-02-03 16:04:23
February 03 2011 16:04 GMT
#50
For your part 6, as an FYI you can build a 13 gas and 14 pool and get the 100 gas you need for ling speed upgrade.
Phantom_Sky
Profile Joined August 2010
Hong Kong512 Posts
Last Edited: 2011-02-03 17:23:37
February 03 2011 17:22 GMT
#51
very nice article, I got a lot of help from this thread and the blog, getting 10 win out of my 12 random 4v4 game at platinum

some quick comments

part 4 - I think mass carriers is a viable strategy as well, first get some zealots and apply some early pressure with your allies, delay enemy expo, and build up to at least 5/6 carriers of 2 bases, it sounds a noob strategy, but surprising effective, as carriers with air upgrade (very important) pretty much counter everything, you can even let one or two allies die and still win the game all by yourself, as known as feel like a boss mode

part 5 - Mass Marines part - i think you meant " gets my first GAS very late at around 30 food"?

part 6 - I think it's worth mentioning zerg's role is a bit different in 4v4, Terran/ Protoss can mass up units and fight enemy units face-to-face, Zerg's major advantage is more with mobility, mass up zerglings or mutalisk and kill enemy workers/ expo, never engage enemy alone, more harass-style so that your allies have more time to build up economy/ tech/ army

Conrose
Profile Joined October 2010
437 Posts
February 03 2011 20:21 GMT
#52
I think that you should dedicate one part to pointing out the effectiveness of massing specialist units in 3v3 and 4v4s... Sentries, Infestors and Ravens are particularly noteworthy.
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