Hi, I am AiSieesch german Zerg and 2v2player of team AlienInvasion. I played 1v1 while beta, season 1 and half of season 2, then I switched to 2v2 and found a lot of new fun by doing that.
Actually I am worldrank 1 in 2v2 arranged team with my mainally AiLillekanin (Terran). I also got quite some topranks under my belt in 2v2 arranged and random team in recent seasons on EU and NA Server.
What is the goal of this thread?
I would love to share and discuss specific 2v2 related strategic knowledge. After I switched from 1v1 to 2v2 I realized that there are strategic concepts which are different to 1v1. The result is, that Casters and Viewers have quite a hard time when it comes to 2v2 tournaments and casting. So I want to change and maybe even grow the attention payed to 2v2 and introduce more people to the 2v2 scene.
About this thread
I will talk about the the most important topics of 2v2 and the difference to 1v1 first. I will take a look at the races and their strength and weakness after and explain some common 2v2 Builds related to map and matchup at the end of this Thread.
I. Scouting:
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Everyone knows that scouting is an important part of Starcraft2. But there are 2 reasons why in 2v2 scouting is even more important than it is in 1v1.
1. Timings you might know can get messed up caused by the fact that you can feed and defend each other. It is possible to get techunits up which you would not be able to with your economy or at that timing in 1v1.
![[image loading]](http://i.imgur.com/XchkX.jpg)
5 Factories at 6:45 on one base! You better scout that!
2. It is way harder to safely expand so you need to know if your opponents gets greedy (so you can punish them for that) or if they mass units (so you may cannot afford to safely expand yourself)
II. Expanding
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Many people may think 2v2 is always rush/cheese/allin. That is not the case, but it is true that it is way harder to safely expand and go into a macrogame in 2v2 than it is in 1v1 cause you have to defend your expansions against a two player army so in most cases you can not afford to expand both at the same time. But as long as you have a better saturation than your opponents you should not be worried going into a later game even if you are stucked on same amount of bases.
You should check out Time Buying concept to see how to expand as safe as possible.
You should check out Time Buying concept to see how to expand as safe as possible.
III. (Early) Aggression:
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There are many reasons for aggression in 2v2. First is obviously that you keep the mapcontrol, constantly be able to check their front and see what is up there, keep you opponents busy etc. as it is in 1v1 as well. But there are more specific reasons for early aggression in 2v2.
1. If you play a map with splitted Bases as Scorched Heaven early aggression keeps your opponents splitted and prevent them from joining there forces. So you force each off your both opponents to get a good amount of units or defense in his own base while you and your ally can join forces between them. There are two possibilities for you to engage now. This idea behind this is that you are in 1v2v1 position instead of 2v2.
There are two ways to engage in that case:
a) Attack one of your opponents 2v1 and do damage before his ally can move out and join the battle. You can delay the opponent who has to help even more if you set up something to block like a bunker.
b) Poke one of your opponents fronts 2v1 and as soon as the other one moves out to help turn back and kill off his moving out units 2v1.
![[image loading]](http://i.imgur.com/X63ZE.jpg)
![[image loading]](http://i.imgur.com/XHH21.jpg)
![[image loading]](http://i.imgur.com/LeWSg.jpg)
![[image loading]](http://i.imgur.com/VAxKc.jpg)
2. If you play a map with shared bases as High Orbit early aggression works pretty good as well. But you have other goals with it. You cannot split your opponents forces on a shared base map. But you still keep mapcontrol and see whats up at their front while they get no scoutinginformation of you at all. And you force your opponents with your aggression to stay in there bases and prevent them from expanding while you have the possibility to expand. You can use the information you gain at their front for two different ways to followup.
a) You see they just barely defend against your early aggression so they are probably teching behind, so you can mass more units and break their front before their tech kicks in.
b) You see they over commit to defense cause they are expecting you to try to break their front. So you can feel free to expand which they cannot cause they are stucked in their shared base. Your early aggression turns into a soft contain in that case.
You have to be aware that they will go allin or at least do a huge push to break out.
1. If you play a map with splitted Bases as Scorched Heaven early aggression keeps your opponents splitted and prevent them from joining there forces. So you force each off your both opponents to get a good amount of units or defense in his own base while you and your ally can join forces between them. There are two possibilities for you to engage now. This idea behind this is that you are in 1v2v1 position instead of 2v2.
There are two ways to engage in that case:
a) Attack one of your opponents 2v1 and do damage before his ally can move out and join the battle. You can delay the opponent who has to help even more if you set up something to block like a bunker.
b) Poke one of your opponents fronts 2v1 and as soon as the other one moves out to help turn back and kill off his moving out units 2v1.
![[image loading]](http://i.imgur.com/X63ZE.jpg)
![[image loading]](http://i.imgur.com/XHH21.jpg)
![[image loading]](http://i.imgur.com/LeWSg.jpg)
![[image loading]](http://i.imgur.com/VAxKc.jpg)
2. If you play a map with shared bases as High Orbit early aggression works pretty good as well. But you have other goals with it. You cannot split your opponents forces on a shared base map. But you still keep mapcontrol and see whats up at their front while they get no scoutinginformation of you at all. And you force your opponents with your aggression to stay in there bases and prevent them from expanding while you have the possibility to expand. You can use the information you gain at their front for two different ways to followup.
a) You see they just barely defend against your early aggression so they are probably teching behind, so you can mass more units and break their front before their tech kicks in.
b) You see they over commit to defense cause they are expecting you to try to break their front. So you can feel free to expand which they cannot cause they are stucked in their shared base. Your early aggression turns into a soft contain in that case.
You have to be aware that they will go allin or at least do a huge push to break out.
IV. Time Buying:
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In 2v2 there is not only the way you both get aggressive early. In some strategies just one of the team getting aggressive early is a good way to buy time for his ally. So one commits to early aggression while the other one rushes for higher tech or expands early. This idea is not just possible with early aggression it is as well later on.
Example: As P/Z Zerg goes for 10Pool Zergling aggression while Protoss can rush for really early DarkTempler without being scouted or loosing mapcontrol - so Zerg buys time for Protoss. As soon as Protoss has DarkTempler he keeps up the Aggression and Mapcontrol while Zerg can droneup and expand and/or get a higher Tech himself.
This buying time concept is one of the most basic concepts in Starcraft2 2v2 and has to be repeated several times in long games till the point you going for the kill. As soon as you decided you wanna kill your opponents you both have to get as much units as possible for your gameending push.
This concept has to be adapted as soon as you realize your opponents both get aggressive. Of course one Player alone cannot buying time by being aggressive against 2 Players being aggressive, but the same concept works with defending as well. So one Player of a Team invests a lot into defending to allow his ally to get a better economy or a higher Tech. The higher Tech can be either used to pressure back or finally end opponents aggression.
Example: P/T is vulnerable to early aggression so in many cases Terran defends with a wall and lots of bunkers against early aggression to buy time for Protoss to get Airtech or DT out to pressure back. Or Protoss defends with cannons and/or sentries to buys enough time for his allied Terran to get siegetanks out and finally defending opponents aggression.
Be aware that in some cases opponents go for that allin agression which one player cannot defend alone so you both may have to defend. (Especially when you are splitted by the map architecture)
To illustrate how well timebuying works out I recently tried a build I named the “Macro 7” that allows my ally to fast expand and get a ton of production which allows me to expand kind of fast myself.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240250
Example: As P/Z Zerg goes for 10Pool Zergling aggression while Protoss can rush for really early DarkTempler without being scouted or loosing mapcontrol - so Zerg buys time for Protoss. As soon as Protoss has DarkTempler he keeps up the Aggression and Mapcontrol while Zerg can droneup and expand and/or get a higher Tech himself.
This buying time concept is one of the most basic concepts in Starcraft2 2v2 and has to be repeated several times in long games till the point you going for the kill. As soon as you decided you wanna kill your opponents you both have to get as much units as possible for your gameending push.
This concept has to be adapted as soon as you realize your opponents both get aggressive. Of course one Player alone cannot buying time by being aggressive against 2 Players being aggressive, but the same concept works with defending as well. So one Player of a Team invests a lot into defending to allow his ally to get a better economy or a higher Tech. The higher Tech can be either used to pressure back or finally end opponents aggression.
Example: P/T is vulnerable to early aggression so in many cases Terran defends with a wall and lots of bunkers against early aggression to buy time for Protoss to get Airtech or DT out to pressure back. Or Protoss defends with cannons and/or sentries to buys enough time for his allied Terran to get siegetanks out and finally defending opponents aggression.
Be aware that in some cases opponents go for that allin agression which one player cannot defend alone so you both may have to defend. (Especially when you are splitted by the map architecture)
To illustrate how well timebuying works out I recently tried a build I named the “Macro 7” that allows my ally to fast expand and get a ton of production which allows me to expand kind of fast myself.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240250
V. Unit Composition:
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In Starcraft2 unitcomposition plays quite a big role cause there are hard counters in the game compared to SC/BW. That means even if you got the better economy if you use that only to build units which get hard countered by your opponent's forces you may end up loosing anyways. So the unitmix you get depends on your gameplan and the unitmix of your opponent in SC2.
In 2v2 your unitmix depends as well on your ally! You don’t have to counter what your ally already counters and you have to counter which your ally is vulnerable to.
Example1: You are P/Z vs T/Z and scout Ling Hellion agression, if your ally goes 3gate Stalker to save you against the Hellion aggression, you have to get something against the lings (i.e. banes) to save the stalkers from getting killed off by lings. So the Zerg does not have to get Roaches against the Hellions and the Protoss does not have to get Zealots against the Zerglings.
Example2: When you are T/Z vs P/Z and you see the opponent's protoss going heavy on colossus, you don't need to get Corruptors and Vikings, just one of you has to commit to deal with the colossi while the other one protects that anti-Colossi against the units the opponent's Zerg got. (i.e. you go Corruptor +Ghost vs Colossi and Infestor)
In 2v2 your unitmix depends as well on your ally! You don’t have to counter what your ally already counters and you have to counter which your ally is vulnerable to.
Example1: You are P/Z vs T/Z and scout Ling Hellion agression, if your ally goes 3gate Stalker to save you against the Hellion aggression, you have to get something against the lings (i.e. banes) to save the stalkers from getting killed off by lings. So the Zerg does not have to get Roaches against the Hellions and the Protoss does not have to get Zealots against the Zerglings.
Example2: When you are T/Z vs P/Z and you see the opponent's protoss going heavy on colossus, you don't need to get Corruptors and Vikings, just one of you has to commit to deal with the colossi while the other one protects that anti-Colossi against the units the opponent's Zerg got. (i.e. you go Corruptor +Ghost vs Colossi and Infestor)
VI. Mobility
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When talking about unit compositions you also have to think about mobility. Mobile units are important to keep mapcontrol, to poke front, to deny scouting, to do harassment as they are in 1v1. But in 2v2 you have to add the fact of joining forces really fast and doing early aggression.
Example: If your opponents see you moving out with slow roaches they got quite some time to react before you hit their front. But if you move out with Speedlings the time before you hit their front is way less. And your Speedlings may got you mapcontrol earlier so they actually may not even be able to see whats coming our of your base.
But I wont say slow units are bad in 2v2, they are pretty strong and allow you to control areas and in straight up fights they may be superior against mobile units. So especially to secure expansions, to split the map in half, to defend choke points or even set up a contain you will need strong but immobile units (i.e. Siegetanks). So depending on your gameplan there are two mobility aspects you should think about:
1. If you want to do early aggression to your opponents (i.e. to prevent them from joining forces on certain splitupmaps) you both will need fast units (i.e. Speedling and Hellion) especially to execute the in III. 1 a&b presented ways of engagement.
2. If you are in the midgame and you want to secure your bases against any kind of push but still not give up mapcontrol and possibility to harass, then one getting a really good deffensive (if possible at a chokepoint) and the other one get mobile units to harass and keep mapcontrol but still being able to fall back and join forces with his ally really fast if needed.
Example: You are T/Z vs P/T the your Terran gets a good set up with Siegetanks securing your both space and expansions against pushes while your Zerg harasses their economy and bases with Mutalisks. As soon as you see a push coming out the Zergplayer can fall back and join forces with his Terranbuddy quite fast and win the battle even if Mutalisks may not be that strong in a straightup fight against a Terran/Toss Deathball thanks to the fact the Terran got already a good setup at a good Mapposition.
You should note that the your Terran could only get a good setup on the map cause your Zerg harassed and kept your opponents in base to deal with the Mutalisk.
So you really should think about the mobility of your units in 2v2 depending on your gameplan. But you should not commit to much to mobile units in the later stages of the game, when you want to go for a final gameending push you need a strong deathball to break your opponent's forces and not a mobile harassment unit in 2v2 as well as in 1v1. (i.e. a Zerg who harassed with Muta may wanna transition into Broodlord/Infestor to do the final push at the end.)
Example: If your opponents see you moving out with slow roaches they got quite some time to react before you hit their front. But if you move out with Speedlings the time before you hit their front is way less. And your Speedlings may got you mapcontrol earlier so they actually may not even be able to see whats coming our of your base.
But I wont say slow units are bad in 2v2, they are pretty strong and allow you to control areas and in straight up fights they may be superior against mobile units. So especially to secure expansions, to split the map in half, to defend choke points or even set up a contain you will need strong but immobile units (i.e. Siegetanks). So depending on your gameplan there are two mobility aspects you should think about:
1. If you want to do early aggression to your opponents (i.e. to prevent them from joining forces on certain splitupmaps) you both will need fast units (i.e. Speedling and Hellion) especially to execute the in III. 1 a&b presented ways of engagement.
2. If you are in the midgame and you want to secure your bases against any kind of push but still not give up mapcontrol and possibility to harass, then one getting a really good deffensive (if possible at a chokepoint) and the other one get mobile units to harass and keep mapcontrol but still being able to fall back and join forces with his ally really fast if needed.
Example: You are T/Z vs P/T the your Terran gets a good set up with Siegetanks securing your both space and expansions against pushes while your Zerg harasses their economy and bases with Mutalisks. As soon as you see a push coming out the Zergplayer can fall back and join forces with his Terranbuddy quite fast and win the battle even if Mutalisks may not be that strong in a straightup fight against a Terran/Toss Deathball thanks to the fact the Terran got already a good setup at a good Mapposition.
You should note that the your Terran could only get a good setup on the map cause your Zerg harassed and kept your opponents in base to deal with the Mutalisk.
So you really should think about the mobility of your units in 2v2 depending on your gameplan. But you should not commit to much to mobile units in the later stages of the game, when you want to go for a final gameending push you need a strong deathball to break your opponent's forces and not a mobile harassment unit in 2v2 as well as in 1v1. (i.e. a Zerg who harassed with Muta may wanna transition into Broodlord/Infestor to do the final push at the end.)
VII. Feeding Resources
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In Starcraft2 2v2 you can give resources to your ally after 5 min in the game till end of game. A tool you really want to use cause it allows you to improve every build. There are builds out which only rely one feeding all ypu got as a team to one player, that might be a sneeky abuse of that but i dont like that too much. I think best way to use that is to allow each other to produce the hard counters you need to battle your opponents army.
Example: You playing T/Z vs P/Z and you have to deal with a ton of colossi during midgame, its not needed that you both counter colossi (upgrading vikings and corruptor getting starports and a spire etc.). So just one of you counters the colossi while the other one gives him some resources to produce a decent number.
Other situations where you feeding each other is a good thing is to get a high tech unit faster or to expand faster. Even when you get supplyblocked for a reason it might be a good idea to give resources to your ally.
Some builds and Unitcompositions also work the way that one player is building mineralheavy units
and the other one gets gas heavy, so you exchange that stuff.
Example: You playing T/Z vs P/Z and you have to deal with a ton of colossi during midgame, its not needed that you both counter colossi (upgrading vikings and corruptor getting starports and a spire etc.). So just one of you counters the colossi while the other one gives him some resources to produce a decent number.
Other situations where you feeding each other is a good thing is to get a high tech unit faster or to expand faster. Even when you get supplyblocked for a reason it might be a good idea to give resources to your ally.
Some builds and Unitcompositions also work the way that one player is building mineralheavy units
and the other one gets gas heavy, so you exchange that stuff.
VIII. Racespecifics in 2v2
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1. Terrans biggest strength in 2v2 is the Mule. I already told you, that in 2v2 you will be even in Bases most oft the time, so the mule allows the terran to mine more out of the same amount of bases. You should have that in mind when you go for a longer game, cause that means, that you may have to expand earlier as a non-terran to keep up in macro but it means also that terran bases will in general be mined out faster.
2. Protoss biggest strength in 2v2 is the Deathball in mid- and lategame. Toss can create scary Deathballs in 1v1 already, but if you add Units like Infestors/Thors or Siegetanks to a Tossdeathball there are many unitcompositions which can fight that in a straight up battle. Protoss biggest weakness is the earlygame. Before Warpgate tech is up its really hard as Protoss to leave the Base and help your ally especially on Maps with splitted mains. (Sidenote: I recommed Protoss to get a 10 or 12Gate against Zerg to be able to chronoboost out 1 Zealot in Time to deal with 10Pools which are quite common in 2v2, else you may loose the Pylon powering your first Gate and your Core.)
3. Zerg biggest strength in 2v2 is the possibility of early aggression and mobility, which means the possibility to gain mapcontrol as well. Zerg is also really good in techswitching cause every unit requires only larva not Rax/Fax count as it is for Terran.
The hardest thing about Zerg in 2v2 imo is to find the right dronetimings. In 1v1 you might be able to get enough units out in time when you see a push coming out off the opponents base, in 2v2 thats in general to late. So you really have to use your mobility to get enough scouting information to find the time to drone up.
The biggest weakness about Zerg in 2v2 is the limited number of save expansions on 2v2 maps, which hurts Zerg in mid- and lategame. There are many maps where you cannot be ahead in bases to other races during later stages of the game.
Also Zergunits are not very good in Deathballs (beside maybe Infestors and Broodlords), cause Zergunits have lowrange and thanks to the fact that a Lategamearmy of 2 Players is way bigger than a normal 1v1 lategamearmy you wont find a battlefield where you can engage in a concave which allows all your units to fight at the same time, at least on the most maps.
2. Protoss biggest strength in 2v2 is the Deathball in mid- and lategame. Toss can create scary Deathballs in 1v1 already, but if you add Units like Infestors/Thors or Siegetanks to a Tossdeathball there are many unitcompositions which can fight that in a straight up battle. Protoss biggest weakness is the earlygame. Before Warpgate tech is up its really hard as Protoss to leave the Base and help your ally especially on Maps with splitted mains. (Sidenote: I recommed Protoss to get a 10 or 12Gate against Zerg to be able to chronoboost out 1 Zealot in Time to deal with 10Pools which are quite common in 2v2, else you may loose the Pylon powering your first Gate and your Core.)
3. Zerg biggest strength in 2v2 is the possibility of early aggression and mobility, which means the possibility to gain mapcontrol as well. Zerg is also really good in techswitching cause every unit requires only larva not Rax/Fax count as it is for Terran.
The hardest thing about Zerg in 2v2 imo is to find the right dronetimings. In 1v1 you might be able to get enough units out in time when you see a push coming out off the opponents base, in 2v2 thats in general to late. So you really have to use your mobility to get enough scouting information to find the time to drone up.
The biggest weakness about Zerg in 2v2 is the limited number of save expansions on 2v2 maps, which hurts Zerg in mid- and lategame. There are many maps where you cannot be ahead in bases to other races during later stages of the game.
Also Zergunits are not very good in Deathballs (beside maybe Infestors and Broodlords), cause Zergunits have lowrange and thanks to the fact that a Lategamearmy of 2 Players is way bigger than a normal 1v1 lategamearmy you wont find a battlefield where you can engage in a concave which allows all your units to fight at the same time, at least on the most maps.
IX. Typical 2v2 Openings for each race:
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If you want to play or cast 2v2 you should know the most common openings for each race, so you know as soon as you scout A that probably turns into B or C.
1. Terran Openings:
(11Gas 13 Rax)Reactor Hellion into (cloaked) Banshee (+Hellion)
(11Gas 13 Rax)Reactor Hellion into 2Fax Blueflame Hellion
(11Gas 13 Rax)Reactor Hellion into 2 Rax Marauder (+Hellion)
(11Gas 13 Rax)Reactor Hellion into Tank (+Hellion)
(11Gas 13 Rax)Fast Siege Tank
(12Rax 13Gas)1 Reaper into 3 Rax Stim-timing
2 Rax Marauder with concussive(Aggression)
2-3 11Raxes(no Gas) into Allin or Expand
2. Zerg Openings:
14G/14P LingBane
10P/10G Speedling
13P/15G 8Roachrush
14G/14P/16G 1Base Muta
15H/15G/15P into LingBane or into small Lingagression+Macro
15H/15P/17G into Roach
3. Protoss Openings:
2 Proxygate Zealot
Cannonrush
4W-Gate (20Probe, with 1 Gas)
3 Gate Robo
Rush for early DT
2Gate Stalker Aggression into 3W-Gate Stalker delayed Blink after
Nexus first into 2 Stargate Phenix into Mass Airplay (only possible with T in shared base)
3 Gate +Stargate (Voids)
1 Fast Stargate Phenix
1. Terran Openings:
(11Gas 13 Rax)Reactor Hellion into (cloaked) Banshee (+Hellion)
(11Gas 13 Rax)Reactor Hellion into 2Fax Blueflame Hellion
(11Gas 13 Rax)Reactor Hellion into 2 Rax Marauder (+Hellion)
(11Gas 13 Rax)Reactor Hellion into Tank (+Hellion)
(11Gas 13 Rax)Fast Siege Tank
(12Rax 13Gas)1 Reaper into 3 Rax Stim-timing
2 Rax Marauder with concussive(Aggression)
2-3 11Raxes(no Gas) into Allin or Expand
2. Zerg Openings:
14G/14P LingBane
10P/10G Speedling
13P/15G 8Roachrush
14G/14P/16G 1Base Muta
15H/15G/15P into LingBane or into small Lingagression+Macro
15H/15P/17G into Roach
3. Protoss Openings:
2 Proxygate Zealot
Cannonrush
4W-Gate (20Probe, with 1 Gas)
3 Gate Robo
Rush for early DT
2Gate Stalker Aggression into 3W-Gate Stalker delayed Blink after
Nexus first into 2 Stargate Phenix into Mass Airplay (only possible with T in shared base)
3 Gate +Stargate (Voids)
1 Fast Stargate Phenix
X. Common builds of the most common Matchups
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If you have read the ideas I presented before you will know that you cannot randomly combine this openings as a team.
If your ally wants to go for a quick tech opening you have to buy some time for him by doing aggression or defending your both space if your opponents do aggression early.
So which opening you want to go for is related on the opening your ally does, the openings you scouted at the opponent's side and your overall gameplan.
P/Z
1. 4W-Gate+LingBane Frontbreak:
One of the strongest Semiallins in 2v2 is 4W-GateLingBane Frontbreak. The overall idea is that Zerg opens 14G/14Pool gets Slings and denies any scouting done by the opponents to keep them in their base while P goes for the 19-20Probes 4W-Gate and Z adds a banelingnest. You break your opponents wall with the banes and just do as much damage as you can with ling/bling/4Gate.
That can turn out in 3 different ways.
a) You kill of your opponents
b) You do a decent amount of damage so you can go to later stages of the game while being ahead or even.
c) You don't do enough damage so you kinda fucked (problem off Semiallins) and probably die to counter or be behind in terms of economy in the later stages of the game.
This build is good in punishing greedy people, but has quite some issues with Fast tanks/decent roach counts/mass bunkers/forcefields/Fast DT etc. If you don't scout any early aggression by your opponents your Z can open with 15H/15G/15P into LingBane, which allows you to have more Units with your push and easier transitions into macrogame after.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240254
2. Ling/DT
This build is not an allin by the slightest and uses the ideas of timebuying and early aggression. The overall Gameplan is to harass your opponents and keep mapcontrol while macroing to be ahead in terms of economy during the midgame.
Zerg opens with usually with 10P/10G and masses Speedlings. They maingoal of the Zerg is not to do much damage all he needs to do is to force the opponents to stay defensive, deny scouting and don't allow them to expand while P rushes for DT without caring about defense. As soon as DT are out Zerg can fall back and expand/transition into smth. else. P can expo as well as long as there is no mobile detection out for the opponents. A common transition for P is here to get chargelots and Archons. You should keep in Mind that Protoss can warp in DT directly into opp. Base with Pylon+Overlord vision, so you should be able to do some damage to the opponents economy as soon as DT-Tech is ready. Keep in mind that this Build does not allow your opponents to expo outside of there main, so they will probably go allin as soon as they got mobile detection.
This build overall works well against greedy or macrooriented players, and it is weak against two aggressive opponents cause your 10pool aggression will i.g. not be able to defend both of you against doubleaggression. You still can try by doing runbys etc. to keep your opponents long enough busy till DT tech kicks in and use the DTs for defense after.
Only Replay i just found was with 14G/14P but it shows that earlier agression by tz and early exanding would be possible, so 10P is the way to go imho.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240356
3. 2-4Gate Robo+X
3(2)Gate Robo for Protoss is at the moment the most midgame oriented strategy out there with a Zerg buddy. The Gameplan of that opening is to take an expand as toss as soon as possible without getting caught offguard by opponents aggression. So you scout with a probe early and as soon as you got an observer you scout again what your opponents are up to. The good thing about that is that even if you got no mapcontrol at all your early observer will give you all the information you need and your opponents cannot do anything against as long as they don't have detection themselves. The observer obviously saves your Team against cloak banshee and DT as well.
Your overall gameplan is to get with as much economy as possible into the midgame where the toss i.g. goes for Colossi Stalker and the Zerg adds Infestor to that deathball.
The Zerg can open up in quite different depending on your scoutinformation and the map. Remember: You want to get as much economy as possible for midgame, so hatch first if possible, if opp get aggressive just speedling(+defensive banes) or roach before you expo. You should be able to deflect most pushes cause you see them coming early and you can prepare, good forcefieldmicro is a good talent toi have in that case. If you are able to get into midgame with beeing even or ahead in terms of economy a deathball made of colossi+inf+stalker+stuff will win you the game cause there are not to many costeffecient ways to fight that.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240351
P/T
Protoss/Terran is a Matchup which became more and more popular recently when there were more shared base maps added to the 2v2 laddermappool and splitup base maps got replaced.
Most of the PT build rely on the fact, that you can wall of fast together to be OK against early aggression and get a scary deathball later on. The big weakness of P/T is that you have to give up mapcontrol early in most cases so its hard for you to figure out if your opponents go for an allinpush to break your front or if they get greedy on macro. Anyways there are some scary builds out you should know about.
1. Tanks+Tossair
The most common build out there is to open with tanks and phenix. The overall gameplan is to have a wall against really early aggression and get Siegetanks asap (~5:40 is fastest) to deal with any kind of frontbreak. The Phenix on the other hand are very mobile and give you the opportunity to gain mapcontrol, harass your opponents and force them to stay in their base to deal with that, while you can siege out of your base and take expansions.
Your followup depends on what the Protoss scout with the phenix, adding marines or blueflamehellions to your mass tank both is possible while Protoss can stick with Air(Phenix/Carrier/Motherhsip) or transition to ground(Blinkstalker/HT or Colossi). When out maxed out once you will have a really scary deathball anyways!
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240354
2. Feed all to one
With P/T its quite common to feed all resources you got to one player. The idea behind is that only one of you guys has to invest in production buildings/upgrades etc. So it allows you to have a decent armysupply quickly in the Game. That strategy gets played as micro/macro or Builder&Fighter in SC/BW. So one focuses on the Economy and Basemanagement and the other on your Army. The biggest weaknessof that play is, that you will falling apart as soon as the Armyplayer is maxed out. And your Armycomposition wont be to scary and is easier to counter cause its only made out of Terran or Toss units. So your opponents can counter you way easier
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240340
T/Z
Terran/Zerg was the most common Racecombination in 2v2 with the older Laddermappools. It is still a strong Matchup, here are common buildorders/gameplans:
1. Ling/Hellion Opening
This is more and Opening than an overall Gameplan but it is so common that I have to tell you about it. The main idea is that Zerg is going for a 10Pool/Overpool or 11Pool Speedling(Early Pool needed to save your allies Reactor/Factor against 10Pool Lingaggression) while Terran goes 11Gas 13 Rax Reactor Hellion without building a Marine at all. This gives you total Mapcontrol early on and prevents your opponents forces from joining each other on maps with nonshared mains.
You can commit to that aggression and go for the kill but you can also drone behind and go for a macrogame. Terran can transition into nearly everything he wants after first aggression.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240360
2. Tank+Marine/Roach Infestor OR Muta
The usual way to go into a macrogame as T/Z is to open with fast Tanks+Bunkers, which shuts down most rushes and allows his Z-buddy to expand quite early. The overall idea is to get save with a good economy into the midgame. The problem with that Build is that you give up mapcontrol so its hard to decide how much economy you can effort and when you have to Build Units.
If your opponents don't get aggressive early Zerg can straight for Lair and decide if he chooses Muta or Roach/Infestor tech. Muta do better with harassment and mapcontrol while Roach/Infestor is better in straight up fight/contains with the Terran Siegetanks. If the game goes on to the later stages switching to Broodlord/Infestor and Tank/Viking is the way to go.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240364
3. Mutafeed
This Build is designed to catch you opponents offguard by rushing for Mutalisks. Basic idea is to get as many Muta as fast as possible (~7Muta at /Minmark) and use them for eco damage and Mapcontrol, your Terranbuddy has to bunker as hell in case of any early aggression by your opponents. Zerg goes for 14Gas 14Pool 15 Gas 16Lair Queen and Spire as soon as Lair finished. Terran goes for early walloff with 2-3Rax and adds gas than to feed it to his Zergbuddy
As soons as Muta hits you will have the Mapcontrol and expand while transition into Marine/Tank+Muta or Marine/Tank+Roach/Inf. This Build obviously works only on shared base Maps, and it works especially against non-protoss-teams.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240337
Of course, there are way more game-ideas out there. But these few are quite common and you should know about. Overall you can combine kind of everything to a gameplan as long as you keep in mind which i told you at the start about.
If your ally wants to go for a quick tech opening you have to buy some time for him by doing aggression or defending your both space if your opponents do aggression early.
So which opening you want to go for is related on the opening your ally does, the openings you scouted at the opponent's side and your overall gameplan.
P/Z
1. 4W-Gate+LingBane Frontbreak:
One of the strongest Semiallins in 2v2 is 4W-GateLingBane Frontbreak. The overall idea is that Zerg opens 14G/14Pool gets Slings and denies any scouting done by the opponents to keep them in their base while P goes for the 19-20Probes 4W-Gate and Z adds a banelingnest. You break your opponents wall with the banes and just do as much damage as you can with ling/bling/4Gate.
That can turn out in 3 different ways.
a) You kill of your opponents
b) You do a decent amount of damage so you can go to later stages of the game while being ahead or even.
c) You don't do enough damage so you kinda fucked (problem off Semiallins) and probably die to counter or be behind in terms of economy in the later stages of the game.
This build is good in punishing greedy people, but has quite some issues with Fast tanks/decent roach counts/mass bunkers/forcefields/Fast DT etc. If you don't scout any early aggression by your opponents your Z can open with 15H/15G/15P into LingBane, which allows you to have more Units with your push and easier transitions into macrogame after.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240254
2. Ling/DT
This build is not an allin by the slightest and uses the ideas of timebuying and early aggression. The overall Gameplan is to harass your opponents and keep mapcontrol while macroing to be ahead in terms of economy during the midgame.
Zerg opens with usually with 10P/10G and masses Speedlings. They maingoal of the Zerg is not to do much damage all he needs to do is to force the opponents to stay defensive, deny scouting and don't allow them to expand while P rushes for DT without caring about defense. As soon as DT are out Zerg can fall back and expand/transition into smth. else. P can expo as well as long as there is no mobile detection out for the opponents. A common transition for P is here to get chargelots and Archons. You should keep in Mind that Protoss can warp in DT directly into opp. Base with Pylon+Overlord vision, so you should be able to do some damage to the opponents economy as soon as DT-Tech is ready. Keep in mind that this Build does not allow your opponents to expo outside of there main, so they will probably go allin as soon as they got mobile detection.
This build overall works well against greedy or macrooriented players, and it is weak against two aggressive opponents cause your 10pool aggression will i.g. not be able to defend both of you against doubleaggression. You still can try by doing runbys etc. to keep your opponents long enough busy till DT tech kicks in and use the DTs for defense after.
Only Replay i just found was with 14G/14P but it shows that earlier agression by tz and early exanding would be possible, so 10P is the way to go imho.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240356
3. 2-4Gate Robo+X
3(2)Gate Robo for Protoss is at the moment the most midgame oriented strategy out there with a Zerg buddy. The Gameplan of that opening is to take an expand as toss as soon as possible without getting caught offguard by opponents aggression. So you scout with a probe early and as soon as you got an observer you scout again what your opponents are up to. The good thing about that is that even if you got no mapcontrol at all your early observer will give you all the information you need and your opponents cannot do anything against as long as they don't have detection themselves. The observer obviously saves your Team against cloak banshee and DT as well.
Your overall gameplan is to get with as much economy as possible into the midgame where the toss i.g. goes for Colossi Stalker and the Zerg adds Infestor to that deathball.
The Zerg can open up in quite different depending on your scoutinformation and the map. Remember: You want to get as much economy as possible for midgame, so hatch first if possible, if opp get aggressive just speedling(+defensive banes) or roach before you expo. You should be able to deflect most pushes cause you see them coming early and you can prepare, good forcefieldmicro is a good talent toi have in that case. If you are able to get into midgame with beeing even or ahead in terms of economy a deathball made of colossi+inf+stalker+stuff will win you the game cause there are not to many costeffecient ways to fight that.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240351
P/T
Protoss/Terran is a Matchup which became more and more popular recently when there were more shared base maps added to the 2v2 laddermappool and splitup base maps got replaced.
Most of the PT build rely on the fact, that you can wall of fast together to be OK against early aggression and get a scary deathball later on. The big weakness of P/T is that you have to give up mapcontrol early in most cases so its hard for you to figure out if your opponents go for an allinpush to break your front or if they get greedy on macro. Anyways there are some scary builds out you should know about.
1. Tanks+Tossair
The most common build out there is to open with tanks and phenix. The overall gameplan is to have a wall against really early aggression and get Siegetanks asap (~5:40 is fastest) to deal with any kind of frontbreak. The Phenix on the other hand are very mobile and give you the opportunity to gain mapcontrol, harass your opponents and force them to stay in their base to deal with that, while you can siege out of your base and take expansions.
Your followup depends on what the Protoss scout with the phenix, adding marines or blueflamehellions to your mass tank both is possible while Protoss can stick with Air(Phenix/Carrier/Motherhsip) or transition to ground(Blinkstalker/HT or Colossi). When out maxed out once you will have a really scary deathball anyways!
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240354
2. Feed all to one
With P/T its quite common to feed all resources you got to one player. The idea behind is that only one of you guys has to invest in production buildings/upgrades etc. So it allows you to have a decent armysupply quickly in the Game. That strategy gets played as micro/macro or Builder&Fighter in SC/BW. So one focuses on the Economy and Basemanagement and the other on your Army. The biggest weaknessof that play is, that you will falling apart as soon as the Armyplayer is maxed out. And your Armycomposition wont be to scary and is easier to counter cause its only made out of Terran or Toss units. So your opponents can counter you way easier
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240340
T/Z
Terran/Zerg was the most common Racecombination in 2v2 with the older Laddermappools. It is still a strong Matchup, here are common buildorders/gameplans:
1. Ling/Hellion Opening
This is more and Opening than an overall Gameplan but it is so common that I have to tell you about it. The main idea is that Zerg is going for a 10Pool/Overpool or 11Pool Speedling(Early Pool needed to save your allies Reactor/Factor against 10Pool Lingaggression) while Terran goes 11Gas 13 Rax Reactor Hellion without building a Marine at all. This gives you total Mapcontrol early on and prevents your opponents forces from joining each other on maps with nonshared mains.
You can commit to that aggression and go for the kill but you can also drone behind and go for a macrogame. Terran can transition into nearly everything he wants after first aggression.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240360
2. Tank+Marine/Roach Infestor OR Muta
The usual way to go into a macrogame as T/Z is to open with fast Tanks+Bunkers, which shuts down most rushes and allows his Z-buddy to expand quite early. The overall idea is to get save with a good economy into the midgame. The problem with that Build is that you give up mapcontrol so its hard to decide how much economy you can effort and when you have to Build Units.
If your opponents don't get aggressive early Zerg can straight for Lair and decide if he chooses Muta or Roach/Infestor tech. Muta do better with harassment and mapcontrol while Roach/Infestor is better in straight up fight/contains with the Terran Siegetanks. If the game goes on to the later stages switching to Broodlord/Infestor and Tank/Viking is the way to go.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240364
3. Mutafeed
This Build is designed to catch you opponents offguard by rushing for Mutalisks. Basic idea is to get as many Muta as fast as possible (~7Muta at /Minmark) and use them for eco damage and Mapcontrol, your Terranbuddy has to bunker as hell in case of any early aggression by your opponents. Zerg goes for 14Gas 14Pool 15 Gas 16Lair Queen and Spire as soon as Lair finished. Terran goes for early walloff with 2-3Rax and adds gas than to feed it to his Zergbuddy
As soons as Muta hits you will have the Mapcontrol and expand while transition into Marine/Tank+Muta or Marine/Tank+Roach/Inf. This Build obviously works only on shared base Maps, and it works especially against non-protoss-teams.
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=240337
Of course, there are way more game-ideas out there. But these few are quite common and you should know about. Overall you can combine kind of everything to a gameplan as long as you keep in mind which i told you at the start about.
XI. Doubleraceteams (edited)
+ Show Spoiler +
Ok because it got requested I will talk about Mirrorraceteams as well:
Z/Z
Double Zerg is imho the weakest 2v2 racecombo. The Reasons why I think so:
1. Double Zerg biggest strenght is the early game, compared to the other races zerg is able to get 3 different units really early: Roach/Ling/Baneling. So if you got 2 Zergs in a team you can abuse that fact for strong allins:
10P/10G Speedling+ 12Pool/12Gas Baneling(No Speedling!) or 13Pool/15Gas 8Roachrush+10P/10G Speedling or 13Pool/15Gas 8Roachrush+14G/14P Speedling/Baneling or 7Pool 1Spinerush+10P/10G Speedling (only vs Z) etc.
All those allins are damn strong but the problem with it is, that every decent 2v2 Team knows about the fact that double Zerg has those strong allins and will scout really fast and get urbar defense if needed. By the way these allins are way less scary with the new mappool with mostly shared base maps.
2. Zerg has no early antiair so if there is 1 Zerg in a team against doublezerg he can spread his overlords all the way to doublezerg bases and will always see what double zerg trys to do, even if he has no mapcontrol by ground.
3. Zerg needs to stay one base a head to a nonzerg to be even but with the current 2v2 mappool it is hard to secure a third on the most maps.
![[image loading]](http://i.imgur.com/I57ZN.jpg)
If you take a look on a map like scorched heaven you will see there is only 1 safe third per team which is easy to defend cause you have lots of reaction time when you see your opponents moving out for it. so you can crush opponents forces or go for a counter cause the will be out of position when they attack this third base.
But with a double zerg you have to get a third for both zergs in your team which is kind of impossible because all the other bases are as far away from your main as they are from your opponents main, they are all open and goldbases also got a cliff behind the mineralline. So as Zerg/Zerg in 2v2 you will often lack in expansions because of maparchitecture and the number of expansions overall.
4. The biggest weakness Zerg imho has in 2v2 is the lack of rangeunits during the midgame. Units like Roach/Ling/Hydra etc. all need space to engage. A Zerg in 1v1 has to think about where he enages to get a good concave and make all his units fight at the same time. (i.e. Roach/Hydra Corrupter vs Stalker/Sentry/Zealot/Immortal/Colossi).
This is even more important in 2v2 because the midgamearmy of 2Players is even bigger so it is kind of Impossible to find a good spot to fight a Army of Nonzerg+Nonzerg or Nonzerg+Zerg as Doublezerg. So even when your armyvalue is even or slightly more during midgame as doublezerg you will end up loosing in engagements, cause not all of your Roaches/Lings/Hydra etc will be able to fight at the same time and they will never reach the Highrange Highdps Terran or Toss Units (i.e Siegetanks or Colossi)
Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241043
The Problems of midgame aregood shown here, Doublezers cannot get a safe third and arent able to reach the tanks so the are falling apart during midgame even when it was even before
So the best way to deal with double Zergteam is - scout early - defend really hard if needed - go for a midgame 2-3 base timing - kill the vurnable thirds of doublezerg and go for the finishmove before tier3tech hits.
Replays: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241038
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241039
That shows how you just hard defend allins when scout early and how having overlord on the map helps you to see everything coming early without having mapcontrol.
5. In lategame doublezerg is ok again, because they Broodlords got a good Range and with support of Roach/Infestor it can get really hard to kill them off.
If you try to play Zerg/Zerg serious same concepts as i told you at the start of this thread about are good way to do. i.e. One hatch first other gets early pool to buy some time when expo first player got units the other can expand and so on... still you will have trouble securing a third on most maps and have the weakest army in the midgame especially if the opponents are not a doublerace team as well.
P/P
Double Protoss can be tricky. No doubt – it is strong in a specific way but it is scoutable, predictable and easy to abuse.
P/P Teams recently became a more viable teammatchup caused by the fact that the mappool changed to maps with sharedbase mains when you want to play this mtachup you have to use the at the start of the guide presented concepts. The concept of timebuying might be more important than in every other racecomposition. Because with you wont win a game with only warpgateunits so you have to buy the time to get higher tech. As I presented when i looked at te racespecifics of protoss, P is really vurnable to early aggression, to deal with that one of you has to buy time by going forge first! If you try to open with Gateway both you probably just loose your wall and the game to 2Rax Marauder or things like that.
So you have to open forge first and it might even be good to try a cannonrush. This cannonrush will fail against decent teams no doubt but it keeps them busy, so they don't attack you early and it forces them to get units early. Else they got just go really greedy against double protoss cause there is no other thread of early agression than cannonrush or proxygate which a double protoss team can do.
The next problem 2P have is to secure expansions, cause they arent mobile and they have to give up mapcontrol early on. So it is really hard form them to expo.
What a PP Team has to do to win a game:
1. One opens forge to keep you both safe against early aggression and buy the time for his ally to tech. - As i said fake or even do a small cannonrush/block expos to prevent your opponents from outmacroing you to early is good with that forge first as well.
2. Try to hide at least 1 Probe so you can scout what your opponents are up to – cause you wont have mapcontrol at all.
3. If there is a safe expo (Boneyard/Tyrador Keep) take it asap.
4. Be carefully what you spent your Gas on – because you have limited expos you want to use your gas as best as possible which is upgrades as Blink/Charge/Attack, cause its only a small investment in Gas and many units get a profit of that. All other Gas you want to feed to one of you to get a high number of one high tech unit i.g. colossi
5. Get an observer asap to see whats going on – remember you dont have any mapcontrol at all.
When you did all that you want to do a timing push and secure new expansions behind, or if your observer saw your opponents did not macro to much and went for lots of units instead just move out slowly and secure expanions one by one while massing more units.
How to deal with double Protoss:
1. If they went for the safe way (one forge first one gateway first) you have to be aware of cannonrush, deny that and kill all probes on the map to get mapcontrol. You should go for macromode after and just keep some units outside there front so they cannot scout before observer.
2. Try to scout them whenever you can to figure out what kind of timingpush they go for. Good ways to scout are saccing Overlords, using Scans/Overseer/Observer. Reaper is one of the most powerful ways to scout and even harass P/P-Teams, because they have to invest a lot to defend their front early so a reaper in the back can do real pain.
3. When you figured out what their tech is and what timing they go for just hardcouter their techunits: Ghost vs Hightempler, Viking, Corruptor, (Colossi) vs Colossi etc. and get tons of stuff (your economy should always be ahead of them already so if you do fine against the push and they cannot secure new expos you just win.)
Btw if they did not went the safe way and opend Gateway first both, you can simply kill them off early, marauder stalker roach doing fine against a wall with only stalkers behind it...
Replays showing that if you know what they do and just counter it hard its not to hard to beat PP:
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241034
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241035
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241036
For those who want to see doublerace vs doublerace I got 2 ZZ vs PP, in that case I as a Zerg play just like I would in 1v1 ZvP:
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241050
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241051
T/T
Double Terran is imho the best of all doublerace teams, because of the diversity of terran units. Protoss and Zerg have the issue that there arent to many different kind of units which add well to a deathball push later on. Terran got these units and so double Terran is a really good way to play 2v2.
There are 3 overalls ideas how a terran can play.
1. Heavy on Mech (Tanks few Thors and blueflame Hellions)
2. Bio Marine (Marauder Medivac some ghost later on)
3. Air (Banshee Viking Raven even Battlecruiser later on)
imho 1 Terran should always go for Heavy mech cause thats pretty good in most matchups, you can easily secure expos and keypositions with high tanknumbers and you still have the possibility of harass with blueflamehellions which are damn fast and do really well with runbys especially later on in the game when your opponents are more spread out.
The decision between Bio and Airplay for the second Terran is a though one.
Bio does well in killing oponents bases and drones when you go for dropplay, but Airplay is better in terms of Mapcontrol and can give your mech ally the vision he needs is there is a meachplayer on the other team as well. Both ways seem really viable to me, but Airplay+Mech is Gasintense while Bio+Mech line up better economywise. So the Bioplayer can feed Gas to the Mechplayer.
When you look at this overall ideas you will see these are really macro and midgame oriented, so you defend early on with bunks till first tank and siege is out etc.
But there are other ways toplay double Terran if you want to go for quick games or just like an aggressive earlyplay more.
2x2Rax(11) if you both go for double 11 Rax you can do an insane pressure with marines early on and still transition if you did enough damage (it's semiallin so you have to do at least a decent amount of damage)
Double 1-1-1, the strength of 1-1-1 is that you can easily swap your addons later and just transition into everything with that bio, rine+tank+viking, heavy mech+hel drops etc.... So if you both do a 1-1-1 opening you want to do something like that:
One of you guys goes for Reactor Hellion Harass at the front into cloackbanshe at the back and the other one does reaper at the back into marine drop. That pressures your allys extremly so they kinda have to be safe at the front and at their mineral lines against gorund as well as against air and even need detection. That way of pressure can you give an early lead or just end the game quickly.
The good thing about 1-1-1 is that you can swap your addons and trasition into everything you want.
Blueflame Hellion+Marauder(Marine)
The idea of that is pretty simple Marauder do well against armored units and Hellions do well vs light units. A usual Stimtiming hits around 7:30 a usual Reactorhellion+second Factory Blueflame hits around 7:20. So if you combine both you get an insanly strong timing push. But you are kind of allin, because you have to cut SCVs here and there to get a Marauder heavy Stimtimeing and to do constant Hellionproduction. This build dies to Mutafeeds, tinyramps with wall and early Siegetanks or immortals+forcefields. Banshees arent to big of a problem cause he will only have around 2 when you hit and you will have some marines so he cant kill your units off before the blueflame roasted his economy.
I have this build only faced like 1 or 2 times ar all and i cant find the replays, its overall hard to find good replays for doublerace teams as PP/TT/ZZ cause the lack of arragend teams playing that combinations.
TT-Replays: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241052
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=241053
I hope you enjoyed this guide and I would love to see you in the 2v2Ladder.
If you are interested in more 2v2 content check out my Stream: http://de.twitch.tv/sieesch
(also listed on tl.net as 2v2Alienrage)