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[G] Harlem Heat 2v2 Build (Double Terran)

Forum Index > StarCraft 2 Strategy
Post a Reply
stoic87
Profile Joined September 2011
Germany9 Posts
Last Edited: 2012-08-16 15:05:19
August 15 2012 18:40 GMT
#1
Hi everyone!

I'm stoic (my current b-net nick is eterNo), a dedicated 2v2 gamer from team Megashock, always trying to find new builds and strategies for the PT and TT teams, that are struggling with the mobility of Zerg and especially the dominating position of the TZ lineup. Usually I play with my Protoss ally Luisbor (we are ranked #1 worldwide on blizz ladder at the moment) but the following I developed together with my friend Lukking, a mid diamond player and the inventor of the so called "Falcon Punch"

Now I want to present you a specific 2v2 build for double terran teams. What makes this build viable, interesting and also fun to play is that you'll improve as a team every time you perform it. It contains harassing, mapcontrol and especially both players microing the same army at the same time.

The Basic Idea ex ante:
The goal is to get 4 medivacs before the 7 minute mark and a Bio Ball with Combat Shields done and Stim research at about 60%. That's possible, if one player rushes to medivacs and shares control. This is a build that makes you commit to some point but should not be regarded as an all-in. There are several ways to follow up.

[image loading]

But first of all the Build orders. For reasons of simplicity we call player one "bio" and
player two "medic/medivac".

There are 2 different build orders for every player, you will have to decide on your own which ones you might use/combine considering maps and matchup. You gain some insights into our thoughts and decisionmaking if you continue reading.

bio1 (pretty standard 2rax with addons)
10 depot
12 rax - build one marine - add reactor after asap - constant rine production
13 gas
15 OC
16 rax - add techlab when finished - constant rauder production
17 depot - this scv keeps making depots
26 combat shield - start stim shortly before CS finishes
~40 rax - add techlab - constant rauder production

bio2 (reaper into 3 rax)
10 depot
12 rax - instant techlab - one reaper - two marines - then constant rauder production
13 gas
15 OC
16 add 2 rax - produce one marine out of each - add 2 reactors
18 depot - this scv keeps making depots
21 combat shield - stim after

medic1 (standard hellions into reactored Starport)
10 depot
12 rax - build two marines - add reactor asap after starting the factory
13 gas
15 OC
16 depot
18 factory
20 depot - scv keeps making depots
21 gas
23 swap factory and rax - make 4 hellions
27 starport - swap with factory after the 4 hellions are made - make 4 medivacs
~32 build 2nd reactor at the factory - constant hellion production

medic2 (low eco hellions into reactored Starport)
10 depot
11 gas
12 rax (cut one scv here) - add reactor asap after starting the factory
16 factory - use the worker that made the rax if possible
16 reactor at rax
16 OC
16 depot
17 swap factory and reactor - make 4 hellions
22 gas
22 depot
23 starport - swap with factory when finished - produce medivacs
28 add another reactor at the factory - constant hellion production

From this point on the build order will differ from game to game. You should push
(or at least start poking/harassing) before the 8-minute-mark. The 4 hellions should provide mapcontrol before, therefore have to be microed properly. Stim might not be finished yet, but that shouldn't prevent you from moving out. Based on the damage you can do, you'll have to decide either to go into a macro-orientated game or gear up for a second, bigger, all-inish push.

Before we come to some thoughts on how to play this strategy, we'll eventually need the map discussion first:

We veto
- Scorched Haven
- Ruins of Tarsonis

We are still arguing about vetoing either Molten Crater or Tyrador Keep. Anyway one of these maps has to be included. Reaper helps a lot on these maps so I'd always choose the reaper opening for player 1 (bio2) on these maps. All other maps are quite okay for "non-zerg Teams".

Next thing i want to do is to state some points that might help you get into this build.These may even make you recognize the viability and variablility of this build:

- Never (!) open fast hellions AND reaper against ZX teams on maps that are not
Molten Crater or Tyrador Keep. Cannon rush and/or 6/8/10-pool, which is quite common in 2v2, would kill you right away

- The medivac player has to share control before the first hellions are coming out. This helps to keep the hellions alive, which is quite important. The bio player might also share control, but that's a matter of taste, some people may experience this as hindering.

- Scouting has to be done by the medivac guy, send out an scv early enough to detect early aggressions/allins like Baneling bust, Cannon rush, early pool etc. You have to rely on bunkers and adding more marines than given in the bo's above as a response.I feel like sending out the scv after the first depot done is the righttime to scout. Check for pool, gas timings/skips , expos (in exactly this order). Also the reaper often provides useful scouting information.

- Once the medivacs are on the field, try to keep "in contact" with your opponents army, get advantage of the fact, that your army is healed and his is not. Try to poke here and there, get an edge in army supply, stim and stomp him only when you feel confident, very often it makes no sense to commit, even with medivacs behind you :-).

- Notice that you cannot load your bio army in "foreign" medivacs, this would make it even more ridiculous. Players might need time to get used to it.

- We use the reaper opening primarily against PT and TZ teams on maps with big cliffs. Those teams are playing quite greedy these days. one reaper is often not just able to scout their tech but also to kill a bunch of workers. It also has a good synergy with the initial hellions, since you can poke at two fronts at the same time

- Always try to wall off, even though there can be problems with adding techlabs and reactors. It denies scouts sometimes and helps against early aggression with offgates, lings or/and CR involved.

- You can almost instantly switch to vikings if they go Air or Colo. Use your scans to find out. You should switch to vikings anyway after 6-8 medivacs since you will be running out of gas then. But try to refill the medivacs that got lost.

- This does not rely too much on the income of the mules, so save at least one scan for moving out, burrowed
banelings and dts can be hard counters to this build if you don't pay too much attention to it.

- The medivac player is the one to expo first, he usually expos right behind the first push with 4 medivacs. The Standard transition should be Hellion+Tank+Viking. The bio player usually expos later at about 70-80 supply.

- While keeping the pressure at the front up, load up 4 hellions in one medivac and drop in their eco line.

- I'll add more and more points to this list over time

Replays:
This is a collection of replays containing all matchups and all maps, victories and defeats. Most interesting are those, where we delay/change our gameplan due to early aggression or the ones where we get punched very hard because of not sticking
consequently to the rules we imposed ourselves.

http://drop.sc/238997
http://drop.sc/238998
http://drop.sc/238999
http://drop.sc/239000
http://drop.sc/239001
http://drop.sc/239002
http://drop.sc/239003
http://drop.sc/238996
http://drop.sc/239112
http://drop.sc/239115
http://drop.sc/239114
http://drop.sc/239113
http://drop.sc/239111
http://drop.sc/239400

Enclosed, the visualization via YT:


And finally some related stuff:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=359497
- well written thoughts on gameplans and safe openings for PT/TT Lineups, thanks to Vega62a

Stream:
See us perform the build on Lukkings Stream :
http://www.teamliquid.net/video/streams/2Vs2Lukking

Lukking and I had a great time working on this strategy and writing this guide, hope you enjoyed reading it. We are thankful for any criticism and suggestions on how to improve this. You can also message us on EU server. Add eterNo#285. Greetz to Geiko, Luisbor, Richy, xeno, killver, EnDeR, Gaemtoss, aNai, seedor, ManBearPig, doLife, TaShadan, atan, Prochobo, West and PYMPLee.

regards, stoic1987 & Lukking












AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
August 15 2012 19:13 GMT
#2
why is it called the harlem heat build, the heat are obviously not from harlem
Thats "Grand-Master" SMURF to you.....
Guerilla
Profile Joined January 2011
Germany5 Posts
August 15 2012 19:13 GMT
#3
awefull music ~~
Skillver
Profile Joined November 2010
Austria1309 Posts
August 15 2012 19:30 GMT
#4
greets back

nice to see some new strats!
Weeds
Profile Joined April 2011
Switzerland29 Posts
August 15 2012 19:37 GMT
#5
I bet that's how Booker T plays 2v2. Nice tech. And don't hate the player, hate the game!
stoic87
Profile Joined September 2011
Germany9 Posts
Last Edited: 2012-08-15 19:46:17
August 15 2012 19:40 GMT
#6
On August 16 2012 04:13 AGIANTSMURF wrote:
why is it called the harlem heat build, the heat are obviously not from harlem


its referring to the name of my first 2v2 team with ManBearPig , we had great succes during the beta and season 1 with innovative 2v2 play.
originally its referring to one of the greatest wrestling tag teams of all times! BookerT and SteveRay
xen0
Profile Joined May 2011
Germany5 Posts
August 15 2012 20:18 GMT
#7
hey thank u for metoning me... :D
if i get better with my terran, i can try it with lukking. but until this (far far away) point we will keep FALCON PUNCHING :D
u can see a guide here. the strat is for a PT team and a little bit more risky. but u get your reward. xD
http://www.teamliquid.net/forum/viewmessage.php?topic_id=326235
Geiko
Profile Blog Joined June 2010
France1939 Posts
August 15 2012 23:50 GMT
#8
<3 you eterno
geiko.813 (EU)
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2012-09-01 21:30:26
August 16 2012 00:16 GMT
#9
I wrote an unsubmitted 2v2 guide similar to this but never had a good partner to test out it's viability on the ladder... still it was a lot of fun in customs!

Heres the rough draft + Show Spoiler +

[image loading]

'A punch to the back of the head that can cause injury or death.'

Overview      
    Inspired by 2Vs2Lukking's Falcon Punch 2v2 Guide, I decided to invent a resource sharing build of my own.
    After much experimentation and failure (resource sharing builds are extremely fragile!), I settled on the idea of highly upgraded bio in a double terran team; as its viable in all match ups and scales well thoughout the game.
    One player is responsible for holding off early aggression while the other techs as hard as possible; once resource trading is enabled, the defending player feeds all resources to the teching player and then concentrates purely on macro and helping to micro marine drops.

Summary
  • Fastest possible upgraded bio with medivacs
  • One player feeding at 5 minutes, with shared control
  • Bunker and marines for early defence against rushes
  • Get Combat Shield first to hold off attacks at 5.30
  • Stim timed to complete with first medivacs
  • Do economic and tech damage via drops when 1/1 is complete
  • Trade as much as possible, bio is stronger in smaller engagements
  • Kill move when 3/3 completes with maxed army

[image loading]

Feeder Role
    Build order
    Wall off the ramp with Depot and Barracks to ensure their scout is denied.
    While the Barracks is building, send an SCV to scout (and check proxy locations).
    Build at least 3 marines for early game defence.
    Depending on scouting information, build bunkers and extra marines.
    Build an in base Command Centre and take both gas if opponents are teching or expanding.
    Constantly scout for expansions or early aggression.
    Hotkey SCVs for bunker repair if needed.
    Cut SCVs at 41 on 2 bases (16 patches * 2 + 3 gas * 3), or 30 on 1 base (8 patches * 3 + 2 gas * 3)
    Begin feeding at 5 minutes (keep the resource window open and use the scroll bar to send resources faster).
    • Approximately 500 minerals and 200 gas if 1 rax fe
    • 900 minerals, 100 gas if 1 rax, 3 marines, 2 depots, scout, 1 bunker, 1 gas (delayed) and 23 supply
    • 700 minerals, 300 gas if 1 rax, 1 gas, 4 marines, 3 depots ,1 bunker and 27 supply

[image loading]

Builder Role
    Build order
    + Show Spoiler +
    10 Depot
    12 Refinery
    13 Barracks
    17 Orbital Command
    17 Tech lab
    17 Refinery (use SCV from Barracks)
    17 Combat Shield
    17 Engineering Bay
    17 Engineering Bay
    17 Depot
    20 Infantry Weapons Level 1
    20 Infantry Armour Level 1
    20 Factory
    ------- Feed begins ------
    20 Barracks
    20 Barracks
    20 Barracks
    20 Barracks
    20 Barracks
    20 Depot
    21 Stimpack (when Combat Shield completes)

    Start marine production at 5 minute mark.
    Make Starport when Factory completes (use the same SCV).
    Make reactor on Factory and swap when Starport completes.
    Make Armoury when upgrades are at 90/160 (approx 50% complete).
    [image loading] Combat Shield completes at 5.30 minutes.
    Add additional barracks when expansions are taken or there are excess resources.
    If the income feed is erratic, add tech labs and reactors to catch up with production.
    [image loading][image loading] 1/1 completes at 7:20 minutes.
    [image loading] Stimpack completes at 8:20 minutes
    [image loading][image loading] 2/2 completes at 10.30 minutes.
    [image loading][image loading] 3/3 completes at 14 minutes.

Additonal Notes
    If map has a wide ramp, the Builder should help wall off but ensure that the tech lab is not exposed.
    If early tier 1 rush, delay barracks and add additional bunkers.
    Use the Factory to create add ons.
    Stop SCV production at 26 for optimal saturation.
    If minerals are almost mined out, add SCVs to army and sack them (to allow a stronger overall army).
    If the initial scout SCV was denied, add a Reaper to the build, this may delay the Factory slightly.
    Add Concussive Shells upgrade if Marauders are added.
    Upon army reaching max, add reactors and tech labs to all naked barracks.

Opening Game Adjustments
  • DT rush: Build a turret at ramp and save scans.
  • Greedy play: Pull SCVs, build offensive bunkers and attack with whole army.
  • Baneling bust: Make at least 4 marines, extra bunkers and spread marines.
  • Marine rush: Make at least 4 marines and mass repair the bunker.
  • Tank rush: Pull scvs, flank from 2 sides and away from chokes.
  • Early 4 gate: Make at least 4 marines and extra bunkers
  • Cloak Banshee rush: Build a turret in the mineral lines and save scans.

Mid Game Adjustments
  • Collossus: Add marauders and vikings.
  • Broodlords, Void rays, Carriers, Warp Prisms, Medivacs, Overlord drops, BCs: Add Vikings.
  • Banelings, Tanks, Thors, Hellions, Roach, Ultras, Stalkers: Add Marauders.
  • Banshees, Mothership: Add Ghosts and Vikings.
  • HTs, Infestors, Archons: Add Marauders, Ghosts and extra Medivacs.
  • DTs, Phoenix: Add Ghosts.

Late Game Adjustments
    Bio player transitions into fully upgraded Sky Terran or Ghost Medivac.
    Feeder transitions into Mech.
    Build extra Orbital Commands and sack SCVs for a larger army.

GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
paddyz
Profile Joined May 2011
Ireland628 Posts
August 16 2012 02:24 GMT
#10
Thx for making the guide, will definately try it out whenever i get around to doing 2v2 TT AT
stoic87
Profile Joined September 2011
Germany9 Posts
August 16 2012 11:02 GMT
#11
@iHiro, very interesting guide there , add me on EU bnet, we might fool around with some TT builds.
MicroMonkey
Profile Joined April 2012
95 Posts
Last Edited: 2012-08-16 22:33:17
August 16 2012 16:29 GMT
#12
Have to say I like the video!!! gj

but this is only a timed all-in. And I have seen stronger. And when you learn to hold it...
luisbor
Profile Joined February 2012
Spain1 Post
August 16 2012 17:21 GMT
#13
Yeahhh good job!!!! very good strategy
GaeMtOsS
Profile Joined December 2005
Germany18 Posts
August 16 2012 21:23 GMT
#14
ah thats why u wanted to play with me

gonna read that shit tomorrow hopefully its not to op
2Vs2Lukking
Profile Joined April 2011
Germany103 Posts
August 18 2012 14:26 GMT
#15
its not to op... its basically a standart game...
http://de.twitch.tv/lukking
Durp
Profile Blog Joined September 2010
Canada3117 Posts
August 18 2012 14:33 GMT
#16
I don't know if your build would work on Tyrador Keep, but I have no idea why you would veto that map with two terrans. The ability to siege push the natural of your opponent is so powerful on that map, and with terrans ability to get early flying units/float a building it's exceptionally difficult for your opponents to hold.

This build seems pretty good, I will definitely give it some games to try it out. Thanks for the post
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
Thylacine
Profile Joined August 2011
Sweden882 Posts
August 18 2012 15:14 GMT
#17
Seems like a legit build. Like it.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
stoic87
Profile Joined September 2011
Germany9 Posts
Last Edited: 2012-08-18 19:39:32
August 18 2012 19:38 GMT
#18
Yes, just vetoed Molten crater instead of Tyrador Keep one week ago and i really feel like Tyrador is a quite good map for Double Terran. I was still thinking too much out of a PT's point of view when writing the guide.
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