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[G] How to open safely in 2v2 (Terran-Zerg)

Forum Index > StarCraft 2 Strategy
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kcNight
Profile Joined September 2012
United States24 Posts
Last Edited: 2012-10-31 21:10:43
October 31 2012 20:49 GMT
#1
Hello Everyone!

Many people consider 2v2 to be a horribly imbalanced cheesefest, but most of the top ranked teams settle in to macro styles with various race compositions. I play primarily 2v2, and have multiple teams ranked in the top 10 globally using macro openings. I also play Random in the 2v2 random team format where I am currently ranked 2 in North America. Here's the idea behind a safe opening with the Terran-Zerg Composition

Idea behind the opening.

Many safe openings in 2v2 involve pressure builds with fast units. This allows the team to scout by applying pressure, and the fast units allow for retreats when your opponents are investing heavily in army. One of the best ways to open with the Terran-Zerg composition is with Ling-Helion. I will outline the openings and what to look for from each perspective.

The gas first opening (Terran)

[image loading]

Gas first is one of the most versatile openings for Terran in 2v2. It produces the fastest timing for reactor helions; helping to provide map control for your team. Map control is extremely important in 2v2s to help provide scouting and to split up your opponents. Furthermore, most cheese strategies will involve light units which are vulnerable to helions or slow moving armored units which are vulnerable to lings and banshees.

General build order:
-10depot
-12gas
-13barracks
-16factory
-16orbital
-16depot
(It is important to build the above in the order shown).
After this point, you should reactor swap for helions and build your starport as soon as you have 100gas. Transitions out of helions/what to make out of your starport will depend on the scouting information that I will reference later.

The speedling opener

[image loading]

Speedlings are great in both their ability to maintain map control and the fact that they can cover the helion's weaknesses. Armored units like roaches, stalkers, and marauders are easily dealt with by speedlings early game, and the total map control provided by the both the lings and helions makes it easy to decide between drones and zerglings.

There are 2 basic build orders as follows:
-14gas
-14pool
and
-16hatch
-16gas
-16pool

You should make about 10-12 lings to finish with your speed timing with 14gas, and about 18-24 lings to finish with your speed timing with 15hatch to help establish map control.

I will detail when to use each opening in the scouting section.

Scouting

[image loading]

Scouting is extremely important in 2v2 because the metagame isn't nearly as established as in 1v1. Here I will outline when to scout, what to look for, and how to transition based on what you have scouted early on.

The drone (or scv) scout timing

Drone scouting is extremely important due to the lack of early units provided by 15hatch and gas first. If you send your drone at ~0:45 in game seconds, you will reach your opponent's base in time on most maps to decide whether or not it is safe to 15hatch. (Slight adjustments should be made depending on the map.) Here are some things to look for when deciding how to react.

You should 14gas 14pool if:
-Protoss makes a forge
-Zerg makes an early pool (before 14 supply)
-Terran or protoss have missing (likely proxy) buildings
(NOTE: the terran should also make a marine before the reactor when scouting these openings)
You should 15hatch if:
-Protoss makes a gateway
-Zerg makes a pool at 14 supply or later
-Terran takes a gas or has a high scv count
Other things to note
-If a zerg mines more than 100 gas he is likely doing a roach or baneling allin
-If a protoss doesn't take a 2nd gas, he is likely doing a 4gate allin
-If a terran takes 2 quick gases, he is likely opening cloak or a 1 base tank push
-If a terran opens gas first, you should follow up your first banshee or medivac with an immediate viking, as they will likely be going banshee themselves.
Gas timings should be scouted by keeping your scouting drone alive as long as possible and positioning your overlords outside your opponent's gases. You should respond to the above my making a spine crawler, cutting drones, and delaying the terran expansion.

Transitions

[image loading]

Transitions should be made based on your opponents race compositions as well as further scouting information. I will briefly categorize style's based on zerg (at least 1 zerg) and non-zerg opposing teams.

Non-zerg opponents

You should make a medivac immediately out of the starport against non-zerg opponents. This will allow you to drop the first 4 helions in the back of an opponent's base while pressuring the front with about 20 speedlings. The first 4 helions aren't critical in defending the first push from non-zerg teams so feel free to trade them away for workers. Your opponents will be forced to reveal their entire army to deal with the helions and lings, which will give you valuable scouting information. It is also effective to scout with the medivac while the helions are attacking a mineral line, as they will need to focus the helions to avoid taking critical economic damage. In general, protoss is weakest to helion drop and also very important to scout when they are teching. If they open with 2 gases you should almost always prioritize the protoss player.

Zerg-based opponents

Zerg-based teams have much more early aggressive potential, so it is much more important to keep the first helions alive. Against these teams you should focus your early effort on maintaining map control and expansion denial of the opposing zerg. Since zerg lacks effective early AA, open with a banshee first from the starport. The banshee will allow you to maintain map control even after units like roaches begin to enter the field.

Mid to late game transitions are heavily dependent on your style of play, and almost anything is viable as long as your units complement each other well. Terran can transition into either mech or bio, while zerg can go for roaches, mutas, or a quick hive. The opening should put you in an economically solid position against both cheese and macro alike.

Conclusion

I'm sure there is much more i missed, and if you have any questions about specific openings you have trouble with i would be happy to give my 2 cents. I also have experience playing as many of the other race compositions, but I felt this post was long enough as it is. I'll try to upload some replays and/or vods for further guidance.

Thanks for reading if you got this far!
-Night
http://www.twitch.tv/kcnight
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
October 31 2012 21:03 GMT
#2
Nice guide, but you may want to add that the standard hellion ling opening is weak vs early air such as voidrays or banshee openers.
"Not you."
kcNight
Profile Joined September 2012
United States24 Posts
October 31 2012 21:09 GMT
#3
Thanks for the advice, I added a mention to open with a quick viking after banshee/medivac if the terran opens early gas as well. Protoss air openings are generally not an issue since it lowers their stalker count when dealing with the helion drop. Terran should swap the reactor back to the barracks and start a viking if they see a stargate when dropping. I added a note that you should prioritize the protoss player when helion dropping as they have the weakest defense.
http://www.twitch.tv/kcnight
MstrJinbo
Profile Joined March 2011
United States1251 Posts
Last Edited: 2012-10-31 21:25:10
October 31 2012 21:23 GMT
#4
On November 01 2012 06:03 19Meavis93 wrote:
Nice guide, but you may want to add that the standard hellion ling opening is weak vs early air such as voidrays or banshee openers.


I disagree with this assessment. Its pretty easy to recognize that one of the other players is teching hard based on the absence of units at the front. If you see it coming, defending air isn't difficult. Also it is important to note that if they are teching it is impossible to protect an expansion since 1 player isn't there to contest map control and all expos on 2v2 are really exposed. So at worst ling hellion player have 3 base vs 2 base. Marines Vikings queens are all capable of defending vs air.

Edit: what is the Zerg follow up? Do the expand and power drone or something else?
ailouros
Profile Joined August 2008
United States193 Posts
Last Edited: 2012-10-31 23:09:46
October 31 2012 22:55 GMT
#5
My normal opener is 14/14, take out 1 or 2 off of gas after 100, speed, 6-8 lings + take towers/poke ramps/spread lings out so nothing can get by, 21 hatch, queen pops and 2 more lings then overlord.

It deviates here, evolution chamber (gas lines up for +1 melee or +1 armor depending on the 1 or 2 you left in gas), or 3rd hatch (macro or expo you decide), or roach switch (get back on gas and add another usually), then when the larvae finish pump lings (if you think you can get a run-by, they got greedy, or are pushing), or make all drones for your natural that's finishing. You will have the evo and a very quick upgrade. Generally you want the +1 armor if they have a forge at all. If you don't need either that's fine, at least you have the evo for air/detection.


sorry, had to edit a couple times
kcNight
Profile Joined September 2012
United States24 Posts
November 01 2012 00:37 GMT
#6
On November 01 2012 06:23 MstrJinbo wrote:
Show nested quote +
On November 01 2012 06:03 19Meavis93 wrote:
Nice guide, but you may want to add that the standard hellion ling opening is weak vs early air such as voidrays or banshee openers.


I disagree with this assessment. Its pretty easy to recognize that one of the other players is teching hard based on the absence of units at the front. If you see it coming, defending air isn't difficult. Also it is important to note that if they are teching it is impossible to protect an expansion since 1 player isn't there to contest map control and all expos on 2v2 are really exposed. So at worst ling hellion player have 3 base vs 2 base. Marines Vikings queens are all capable of defending vs air.

Edit: what is the Zerg follow up? Do the expand and power drone or something else?


Hey, Zerg follow up should be based on the scouting from the lings/helions. Most maps you can scout whether they are expanding throught the drop or through the front if they have a zerg ally. If they dont expand you should keep making lings, otherwise drone up and tech to lair.
http://www.twitch.tv/kcnight
PowerDes
Profile Blog Joined September 2010
United States520 Posts
November 01 2012 00:55 GMT
#7
gas first fast factory every game regardless of opposition's matchup!
twitch.tv/PowerDes
kcNight
Profile Joined September 2012
United States24 Posts
November 01 2012 01:39 GMT
#8
On November 01 2012 09:55 PowerDes wrote:
gas first fast factory every game regardless of opposition's matchup!


<3 power. What can I say its a good opener :D
http://www.twitch.tv/kcnight
oZe
Profile Joined January 2011
Sweden492 Posts
November 01 2012 04:46 GMT
#9
I like gas first for terran in 2v2 3v3 4v4. However if there is a wide ramp and one or more Z opponents. I usually go 2rax into marine tank, just for the security of a nice wall. Not really sure if that's considered bad, it's worked well for me.

The only real issue I've found with gas first is my multitasking ability ^^ Micro some helions/banshees into double expo or mass rax marine tank is way to common...

In XvX I often tailor my build to my allies and since many players go ez mode bio. I mech a lot which works really well and almost automatically puts you on top of the score screen. Which doesn't mean much but it feels nice ;-) One big drawback is that people are clueless how to support tanks and to some extent thors. Often they just run or stutter and let the tanks die instead of buffering or baiting and winning the game right there. People don't understanding making trades either. They seem to think that their easily replaceable units are worth saving at the cost of sacrificing the mech player.

Ps. Thanks for making a post outside of the "only 1v1 matters" category.
The worst kinds of organized crime are religion & government.
MicroMonkey
Profile Joined April 2012
95 Posts
Last Edited: 2012-11-07 16:48:39
November 07 2012 16:48 GMT
#10
Nice post.
Lobotomist
Profile Joined May 2010
United States1541 Posts
November 16 2012 19:05 GMT
#11
What gives you the most trouble, with this opening, against ZP teams?
Teching to hive too quickly isn't just a risk: it's an ultrarisk
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