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[D] 4v4 Strategy LotV

Forum Index > StarCraft 2 Strategy
Post a Reply
meadbert
Profile Blog Joined October 2010
United States681 Posts
November 09 2015 19:02 GMT
#1
So there has been no 4v4 in Legacy of the Void yet, but that should change tomorrow and I will be playing with some friends.
We used to open with rush builds like 10 pool, BF Hellion and 4 Gate.
What strategies and build orders are likely to be strong?

I realize that we do not know the answer yet, but I am curious to hear guesses or suggestions.

Here are some questions?
How many fast expansions might be safe?
Will early speedlings still be mandatory?
Give the warp nerf is Protoss better off going Oracle harass or Phoenix instead of Gateways?

Pure Speculation on my Part:

In 4v4 mobility is extremely important so I think relatively early speedlings will still be mandatory, but I wonder if a Hatch first into mass speedling build might be viable now that we start with 12 workers.

For Terran I am guessing that Hellions will be still be best if there are 3 non Protoss. If Protoss players mostly rush adepts then Hellions will almost always be best. What will the good follow ups be?
Banshee is an obvious choice, especially if Stalkers because less common. If Protoss players prefer 1 Oracle into Phoenix then Banshee is much less effective.

For Protoss:
Gateway only builds seem weaker with the 16 second warp in nerf.
Options are:
1) Just warp in 11 seconds later.
2) Proxy a Warpgate next to your forward pylon. (Teammates must defend it)
3) Rush Warp Prism
4) Rush mass Phoenix or Oracle into Phoenix.

Note that for mobility Adept might be an improvement over Stalker, but Lings + Hellions + Adepts means you are wide open against air.


Nymphaceae
Profile Blog Joined November 2010
United States350 Posts
November 11 2015 01:30 GMT
#2
You have 579 posts, and you're talking about 4v4 strategy. :\
TheDougler
Profile Joined April 2010
Canada8304 Posts
November 14 2015 22:52 GMT
#3
played a few 4v4s today with some buddies. Adepts are still very strong.

There's one really fascinating map in 4v4s where three players get a shared base and the other is in a different base with gold minerals at his natural. Been really enjoying playing that one. As Zerg dropping some lings in if they wall off there has been effective for me.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
rafter
Profile Joined November 2015
16 Posts
November 17 2015 20:58 GMT
#4
Early pressure seems to be more effective than in HotS, and when executed right, usually wins us the game in low masters/high dia.
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
November 17 2015 22:15 GMT
#5
On November 15 2015 07:52 TheDougler wrote:
played a few 4v4s today with some buddies. Adepts are still very strong.

There's one really fascinating map in 4v4s where three players get a shared base and the other is in a different base with gold minerals at his natural. Been really enjoying playing that one. As Zerg dropping some lings in if they wall off there has been effective for me.


that map also has one of the shortest rush distances ive ever seen
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 17 2015 22:19 GMT
#6
I love 4v4 because you can try very unconventional builds. For example in WoL I used to do an in-base hatch into mass speedling into expand off 16 drones, or a modified 4 gate where you put your chronos into probes and delay your first warp in until after you plant your natural. (I play random and was high masters in WoL)

These things worked because expanding early without having unit production meant almost always dying to early attacks. The map pool exacerbated this since it's very hard to put a decent number of expansions for 8 players without making the map stupidly big or giving away free bases. Judging by the LotV map pool for 4v4 and by the new economy I think early pressure will still be quite strong. I will be experimenting with adopting early rush builds as a means to defend early expansions. In other words, make 3 rax before putting down a second CC, but with the goal of playing economically. The good thing about these builds is they can also be turned into attack builds if your opponents go for too-fast early expansions.
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