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[H/D] General Higher Level 3v3 Strategy

Forum Index > StarCraft 2 Strategy
Post a Reply
FILM
Profile Joined September 2010
United States663 Posts
Last Edited: 2011-04-28 11:53:54
April 28 2011 03:26 GMT
#1
**EDIT April 28th 12:01AM Central**
Unrelated to topic discussion but I just acquired masters in 3v3 Arranged Team, unreal. Seems to lose value when you get it from a 5-0 placement.
http://i.imgur.com/o6ki4.jpg
Replays:
+ Show Spoiler +
Game 1: http://drop.sc/8232
Game 2: http://drop.sc/8233
Game 3: http://drop.sc/8234
Game 4: http://drop.sc/8235 (pretty sick game)
Game 5: http://drop.sc/8236


Pre-Prelude:
+ Show Spoiler +
A few months ago my Protoss self encountered a Terran in a random 3v3 game who then later contacted me. From there I learned that it is possible to party up and do random 3’s and 4’s games and ever since then we’ve worked our way into high diamond in all the formats. I mention this because essentially he and I have really started to gel as of late and both would like to progress as players, and doing whatever it takes etc.

In all honesty, in about 90% of our games we simply went for optimized 6 minute timing attacks (4 gate, mm push). We quickly learned that one of the components of a team game that isn’t necessarily evident in 1v1 is coordination. Additionally, team games have made us try to become more decisive players as failure to have a concise game plan is deadly. That said we were able to win the majority of our games purely on these elements. As of late we’ve been trying to break into masters (random 3’s and 4’s) and we’ve tried to diversify our play.


Introduction:
I understand a majority of higher level team games, especially in Arranged Team, utilize very specific compositions and strategies. However, when doing random 3v3’s or 4v4’s the option to execute these strategies can be limited by the random element of your pick-up-guy. Thus, what I hope to extract from this thread is essentially general ideas/strategies that are effective regardless of the composition. I’m trying to form strategies/game plans that are based off of the general trends and good RTS sense. What follows is the current foundation of our game play and strategy that has got us this far.

Foundation:
(1) 3 of us mass up units for a 6 or 7 minute timing attack, then ideally expand
(2) 2-3 of us tech* off of a shared base (map dependent)
(3) 2 of us mass up units for a 6 or 7 minute defense while the other player on the team techs.

***tech being something like 1 gate stargate, 1 base robo, dark templar, cloak banshee

•Emphasis on Scouting (tower control, base scout)
•Emphasis on Communication (coordination of attack)

An opening is just an opening. A fundamental aspect of a game plan is being able to transition. In general, our 6-7 minute attack either wins the game or acts as pressure behind which we can expand.

Things to Keep in Mind:
•Cheese
•Early Aggression (essentially anything that occurs before 5:45)
•Cloak Tech

Cheese of course can be attended to with proper scouting. Although, I’m not quite sure about the early aggression (in game I find myself still lacking in mechanics to actively be scouting my opponent 3-4 minutes into the game, but this could be learned). Finally, I feel the cloak tech can be accounted for by a quick transition into detection with DT's usually hitting a base at around 7 minutes or so.

Lightning Round:
Just going to throw out questions here that are really more about trying to understand the proper reaction. Feel free to answer any or all of these.
+ Show Spoiler +

•Under which circumstance is teching off one base an acceptable transition (say, after the 4 gate fails)? Or do you find yourself allocating the tech transition to one player, and the other two expanding etc.

•Which of the three races do you tend to focus down first at your first engagement? Does it depend on what you scout or is it always one race over the other (for example, Zerg on account of the openness of their base, tend to walk up ramp)

•One of the Terran opponents went for a super fast siege tank tech, nullifying your first engagement. How do you respond? Do you attempt to engage elsewhere or do you immediately expand and hope?

•Under what circumstances do you alter your strategy for early aggression? Say you see two Zerg who have late pools.

•Are pooling (resource sharing) strategies viable? In WarCraft 3 this was notorious and I’ve seen some masters level players do ‘pool the protoss’ for mass gateway units.


Replays/Final Thoughts:
My approach so far has been pretty color blind. Strategies may be founded purely on team composition. A while back I chatted up with a Master’s 4v4 player with one of those absurd records in random team games (50-2 or the like) and he very quickly told me that it essentially comes down to having a zerg on your team that 10 pools every single time, a protoss that 4 gates, and a terran that goes hellions. The last random player on the team just makes beefy units to accompany it.

Anyway, here are the replays. These are definitely not the most ideal representatives but rather to provide some sort of tangible context of what sorts of things we’re doing.

This first game is an example of the 2 of us teching off a shared base.
PPT v ZZT

This second game, much more recent, is an example again of a 6 minute timing attack where both zergs on the other team 2 base ling and the protoss 4 gates.
PPT v ZZP
This may be a game you could view and provide feedback on. For example, in this game having seen the late pools we should have attacked before 6 minutes? I mean, even so we manage to win the first few encounters. In my eyes the best decision would have been to immediately attack the Protoss after having won the first engagement as opposed to trying to hit expansions or one of the Zergs like we did. We could have then defended the counter attack and won from there?

tl;dr:
What general tips/strategies do you have for Arranged/Random 3v3's?
Artosis:  "It's like Detroit in there."   Tasteless:  "Lots of shootings and damaged buildings."
Negative Zero
Profile Joined January 2011
United States63 Posts
April 28 2011 04:18 GMT
#2
It seems that the replay site you chose only supports a total of four players per game. You're going to need to try another replay site.
Bonkerz
Profile Blog Joined September 2010
United States831 Posts
April 28 2011 04:30 GMT
#3
Lol funny^^ Yeah fix rep plox :-)
High masters terran streaming in 720p 60 FPS with commentary and analysis after every game twitch.tv/bonkerz1
Warpath
Profile Joined April 2010
Canada1242 Posts
April 28 2011 04:32 GMT
#4
I believe that error is just for the image. The replays work fine.
PR4Y
Profile Joined November 2010
United States260 Posts
Last Edited: 2011-04-28 04:34:01
April 28 2011 04:33 GMT
#5
On April 28 2011 13:18 Negative Zero wrote:
It seems that the replay site you chose only supports a total of four players per game. You're going to need to try another replay site.


On April 28 2011 13:30 Bonkerz wrote:
Lol funny^^ Yeah fix rep plox :-)




Did you guys even make an attempt to view the replays? The IMAGE service for his replay host doesn't support more then 4 players per image... this has nothing to do with the replay, whatsoever.



EDIT:

Ninja'd
I'm your average Brotoss brother, weilding my brommortal, brothership, brolossus, bro ray, broenix... BROTHERHOOD OF BROTOSS
FILM
Profile Joined September 2010
United States663 Posts
April 28 2011 05:41 GMT
#6
Yeah, as others in the thread have mentioned the replays still work it's just that the image hosting doesn't support more than 4 players.

I've also included 5 new replays at the edit in the top which essentially features 2 zergs on my team in the majority of the games. I think its interesting when you look at the Global 3v3 Stats and see the significant difference of Zerg players in masters for that format. I honestly feel the double 10 pool is absurd.
Artosis:  "It's like Detroit in there."   Tasteless:  "Lots of shootings and damaged buildings."
Murrr
Profile Joined March 2011
27 Posts
April 28 2011 07:25 GMT
#7
3s/4s are fairly broken at the moment, and as you've previously concluded, this is based off a double zerg 7-10 pool. The last player either techs to cloaked units, goes gas first double hellion, or stalker focused 4 gate. It's an easy blueprint to follow, which is further exploited by MMR tanking. The best in these ATs simply boils down to micro.

In terms of full RT, last season I got to 3300 Masters by playing Terran and specifically vetoing the rush maps. You want shared bases or maps with shared naturals. I favor a macro oriented style, so I would bunker and siege tech after 1 rax on shared bases. I would 3-4 rax on the other maps. You should also notify your team mates and ask that they create tier 1 units. Since the level of individual skill in these team games isn't exceptionally high, a long term macro game will generally result in a victory if you have solid fundamentals.

Conversely, you can play zerg and simply exploit speedlings every game. In this case, you simply need to communicate when to attack with your team. This is likely much easier and more effective.

I never tech as a transition off one base unless both your allies are dead. This is extremely unhelpful since concentrated balls of tier 1 are so effective. But if you are facing a 1v3, your best chance is likely air units or DTs.

If you're rushing, you should always attack before siege tank is researched. If they have 1 or 2, there should be another opponent to attack or another entrance. If this all fails, keep map control, expand, and tech to mobile harass.

Opponent focus should generally stem from either future capabilities or exploitable weaknesses. Against fast pooling zergs, kill off the teching ally. Otherwise, a Protoss without multiple sentries is generally favored during the 5-6 minute mark and afterwords it depends on the placement of static defenses or the lack of a wall.

You shouldn't alter early aggression unless they have static defenses or they have a stronger combined force.

I've seen a few pool the zerg for mass mutas. This is generally nullified by early attacks, so it's not very feasible.

Murrr.920
locopuyo
Profile Joined January 2010
United States144 Posts
April 29 2011 04:34 GMT
#8
On April 28 2011 16:25 Murrr wrote:
3s/4s are fairly broken at the moment, and as you've previously concluded, this is based off a double zerg 7-10 pool. The last player either techs to cloaked units, goes gas first double hellion, or stalker focused 4 gate. It's an easy blueprint to follow, which is further exploited by MMR tanking. The best in these ATs simply boils down to micro.

In terms of full RT, last season I got to 3300 Masters by playing Terran and specifically vetoing the rush maps. You want shared bases or maps with shared naturals. I favor a macro oriented style, so I would bunker and siege tech after 1 rax on shared bases. I would 3-4 rax on the other maps. You should also notify your team mates and ask that they create tier 1 units. Since the level of individual skill in these team games isn't exceptionally high, a long term macro game will generally result in a victory if you have solid fundamentals.

Conversely, you can play zerg and simply exploit speedlings every game. In this case, you simply need to communicate when to attack with your team. This is likely much easier and more effective.

I never tech as a transition off one base unless both your allies are dead. This is extremely unhelpful since concentrated balls of tier 1 are so effective. But if you are facing a 1v3, your best chance is likely air units or DTs.

If you're rushing, you should always attack before siege tank is researched. If they have 1 or 2, there should be another opponent to attack or another entrance. If this all fails, keep map control, expand, and tech to mobile harass.

Opponent focus should generally stem from either future capabilities or exploitable weaknesses. Against fast pooling zergs, kill off the teching ally. Otherwise, a Protoss without multiple sentries is generally favored during the 5-6 minute mark and afterwords it depends on the placement of static defenses or the lack of a wall.

You shouldn't alter early aggression unless they have static defenses or they have a stronger combined force.

I've seen a few pool the zerg for mass mutas. This is generally nullified by early attacks, so it's not very feasible.

Murrr.920


As a masters teamer I agree with pretty much everything you said.

Most of the team maps are terribly imbalanced toward cheesy rushes and one base timing attacks. It is a real treat when you get to play a macro game.

I also agree with the OP that hellion, ling, and 4 gates are the most dominant strategy.

Hellion ling rush is a direct counter to 4 gate because it hits at around 5 minutes. It's usually best to hit the protoss first with this strategy because 90% of games the toss will 4 gate.

I see hellion ling a lot but I really don't see many people do the 4 hellions at 4:35, it's usually slower and more economical.
Competitive RTS Shmup - EliteOwnage.com/poe
Penatronic
Profile Joined October 2010
150 Posts
April 30 2011 01:26 GMT
#9
A lot Of people have mentioned 10 pool. I typically run 10/11overpool vs other zergs but if I think I can get away with it it's 15hatch lingbling all the way, secures map control for a long time an allows for excellent counters.
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