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! [Q] P/T 2v2 Team Strategies

Forum Index > Brood War Strategy
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PersonMan
Profile Joined March 2006
United States113 Posts
November 11 2006 06:28 GMT
#1
Can anyone give me and my partner advice on playing 2v2 as P/T on maps like LT and Luna? I don't play 2v2 often, but from the little experience i have is that this team sucks at rushing early. >< So its prolly best to tech for something midgame. So what are some good strategies and unit combos vs the other teams?

P/T vs P/Z
P/T vs T/Z
P/T vs Z/Z
P/T vs T/T
P/T vs P/P
P/T vs P/T

On another thread someone once said that Mass Goons+Mass MMs is good vs P/Z

If theres a Z should the T always go MM?



joohyunee
Profile Blog Joined May 2005
Korea (South)1087 Posts
Last Edited: 2006-11-11 10:26:32
November 11 2006 10:23 GMT
#2
for P/T, you probably want to have one of you guys to do a early rush (6 gate///m&m) while the other guy techs to DT/Mech... mainly cuz it's too risky for both of you guys to do midgame tech from the start. If the other team decides to rush one of you 2, then that person's scrwed and 1v2 is kinda hard cuz the other guy's not gonna have anything for a while... then you're screwed =) that's how me and my friend usually play =p
NullHK
Profile Joined August 2004
China340 Posts
November 11 2006 09:04 GMT
#3
woah 6 gate? :0
does that actually work? haha
so would you put down a pylon at 5?
NullHK
Profile Joined August 2004
China340 Posts
November 11 2006 09:05 GMT
#4
o wait... or do you mean 6 gates??
OneOther
Profile Blog Joined August 2004
United States10774 Posts
November 11 2006 09:25 GMT
#5
6 gates early game rush?

good luck with that
-he means 6 population gate, which I have never seen before.

9 gate should be fine
funkie
Profile Blog Joined November 2005
Venezuela9376 Posts
November 11 2006 10:14 GMT
#6
I do not think PT is a good pair up, If you can pull it up, is because, you are too gosu, or the other team just wasted time. Early game is a problem in PT...

I've played some PT 2v2 games, but I usually, hold on, block the ramp, and keep making marines to survive or at least gain time so my part can come or he can counter.

;p.
CJ Entusman #6! · Strength is the basis of athletic ability. -Rippetoe /* http://j.mp/TL-App <- TL iPhone App 2.0! */
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
November 11 2006 10:36 GMT
#7
This isn't actually that good, but having medics heal zeal/temp is a bit hot.

But there are probably some good reasons why teams go P/T in proleague rarely, if at all. Lack of early game map control and lack of free detection come to mind, but I'm less experienced than you at the combo so I can't think of anything else not map/matchup-specific.
[jOyO]
Profile Joined July 2006
United States920 Posts
November 11 2006 10:36 GMT
#8
a good thing for toss to do is cannon the ramp+2 zlot then tech to either reaver or dt depending on the races. terran can just go mech after the cannon is up. zlot/marine rush i pretty good if terran switches to tank after and toss goes speedlot/arch (vs z and anything)

pt vs zt is the hardest due to the effectiveness of ling/rine. i remember on pgt playing a TP team (we were tz) and the toss went reaver drop while the terran got bio/tank. the reaver drop slowed me down alot because i went vults and then the tank/biuo just overran my ally who was zerg and went muta.

tp is a good team mid game and scary late game, but eraly its terrible. TZ or ZZ is the best team imo.

vs tz as tp you can go goon+MM (aforementioned) which is devastating because you can rush the terran ramp.
You must notta heard me PARTNA!
8882
Profile Blog Joined December 2003
2718 Posts
Last Edited: 2007-10-18 18:52:40
November 11 2006 11:17 GMT
#9
PT has some problems with the start of the game IMO:

ZZ, they might go for the P using drone drill (or rarely vs the T)
they also might mass mutas which can be devastating, despite your having marines and medics+corsairs, however mutas usually can be stoppnd (the average bnet player is not july..)
waepons of choice: ->zealot+cors vs muta/ov, mnm+tank+DROPSHIP+turrets on enemy cliff


ZT - they might BUNKER rush the protoss...
unit combo: expect the zerg to go muta and the terran to drop tanks on your cliff (considering LT)
toss-corsairs +zealots? terran - tanks vs enemy tanks, metal in general

ZP - they can just attack your protoss ally, marines are quite slow to come and save him, perhaps you need to build a bunker at P base?
unit combo: cors vs mutas, metal vs P


TT - they have more metal?
unit combo: usual PvT stuff + TvT stuff
IMO PT team is fucked, unless toss makes some sort of nice harrass early game

PP - they might double zealot rush the protoss. how can the terran save him? they might also do all the typical PvT strats but twice as fast

protoss has to survive
slow push+take the islands if you have any
perhaps expect pretty early cariers (make your own as a counter?)
I have returned
PersonMan
Profile Joined March 2006
United States113 Posts
November 11 2006 12:14 GMT
#10
Ima go see if my training partner wants to 2v2 tonight. I'll try some of this out, see what happens.
(6 gate ^^ ;p)
mcmascote
Profile Joined September 2004
Brazil1575 Posts
November 11 2006 13:18 GMT
#11
6gate pvz build:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=25603

I really like this build ^^
I do it when I'm ready to play pvt and the idiot changes to random in the last second, so I 6gate his ass! cause im a T player..
The smallest minority on earth is the individual. Those who deny individual rights cannot claim to be defenders of minorities.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
November 11 2006 13:54 GMT
#12
Can't say much here but if your opponent has 1 Z, kill Z first.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
PersonMan
Profile Joined March 2006
United States113 Posts
November 11 2006 22:42 GMT
#13
Im thinking of just going MM+Tanks vs any team with a Z while my partner does the tricky stuff like reavers, dts, and corsairs. Then drop happy Terran vs the non Z teams while my partner goes Goon+Obs.

Oh yeah here are some problems we ran into:

Is it wise for a T to wall at all in 2v2? 9 pool is hard enough to defend without their partner joining in.
Same thing for P, is it wise to 1 gate?
Detonate
Profile Blog Joined September 2006
Iceland578 Posts
November 11 2006 23:08 GMT
#14
um a strat I made up during the time of chameleon on PGT:

P/T vs Z/T is probably the hardest MU for P/T

mainly because zerglings/mutas/vultures is fucking gay mid game.

so we made a rush where I 2 gate and he 2 fac tanks with marine support and tanks rip up vultures while zealots defend from mines/zerglings. best on maps without ramps but i suppose it could work vs greedy zergs especially who take nat.
inept @ west always up for TMM and 1vs1. TLT3 goGOgOG
True_Spike
Profile Joined July 2004
Poland3426 Posts
Last Edited: 2006-11-11 23:41:47
November 11 2006 23:39 GMT
#15
vs PZ - 3/4 rax M&M + 3 gate zeal, you attack the toss, unless Z is expanding, which he should not really do.
vs TZ - 3 rax M&M + 3 gate zeal to ranged goons (you start with a normal 2 gate build, but take gas after the 2nd zeal, you build additional zealots, if you need them and than start the 3rd gate + core), add a robo later on for obs.
vs ZZ - either hardcore rush, since one of the zergs will early expand, or 4 rax M&M + 1gate/forge to reaver/goon or reaver/sair, depends on the situation.
vs TT - instant win, no need to explain anything. Either tech or apply zealot pressure, depends on the situation.
vs PP - same, just be sure to watch out for zealot rushes, since you won't get any help from your team partner.
vs PT - 3 gate ranged goons + M&M to drops or M&M to mech. Don't open with tech if you're terran, you'll force a M&M or vult opening from the opponent but will be able to apply early pressure and gain early map control if he screws up.

Basically, don't get too cocky, don't attack before you're ready, never attack without your team partner, alway's meet his forces in the middle first, don't leave your ramp unprotected vs X/Z, scout , scout, scout, fast scan is priceless.
If you do gain map control watch out to not overexpand if you're toss (since P is supposed to macro the hardest, T is fine with consuming).
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 11 2006 23:45 GMT
#16
humiliating strat vs ZP (guess it would be fine vs ZZ as well):
DT + blind. Blind the OL(s) at the zerg ramp.
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
November 16 2006 17:26 GMT
#17
Is this before or after the Z/P combo kills your toss teammate while you research blind? And who won't have lurkers against M/M by the time you research blind and get DTs, especially with a ramp?

Strategy for 2v2 P/T:
M/M/Zealot while teching to archons and sci vs Z/P or Z/Z
2 gate zeal/goon into mass gate + marine/vult/tank vs PT/TT/PP (more goon if TT, more zeal if PT, equal if PP; more vult if PP and more Tank if TT, about equal if TP)
2 gate speed zeals into templar tech or robo/range goons, depending on what T does + 3 fact vulture with rine support, tanks if T goes metal or Z goes lurks vs ZT
With any strat, Tanks and Sci are always useful.
Last second Zerg switch by both players if any combination of Z, P, T, or Random.
I live in perpetual fear of terrorists and studio gangsters
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 17 2006 09:39 GMT
#18
ive always liked sair/reaver + tank push against any combo of races...
Administrator~ Spirit will set you free ~
LuMiX
Profile Blog Joined October 2006
China5757 Posts
November 18 2006 04:47 GMT
#19
yea....u realize that the opp toss will dt/storm vs your "3/4 rax mm and zealot" rite? so in which case this is bad advise! plus its too hard switching to tech if u get 4 raxes and they r useless once storm is out.


On November 12 2006 08:39 True_Spike wrote:
vs PZ - 3/4 rax M&M + 3 gate zeal, you attack the toss, unless Z is expanding, which he should not really do.
vs TZ - 3 rax M&M + 3 gate zeal to ranged goons (you start with a normal 2 gate build, but take gas after the 2nd zeal, you build additional zealots, if you need them and than start the 3rd gate + core), add a robo later on for obs.
vs ZZ - either hardcore rush, since one of the zergs will early expand, or 4 rax M&M + 1gate/forge to reaver/goon or reaver/sair, depends on the situation.
vs TT - instant win, no need to explain anything. Either tech or apply zealot pressure, depends on the situation.
vs PP - same, just be sure to watch out for zealot rushes, since you won't get any help from your team partner.
vs PT - 3 gate ranged goons + M&M to drops or M&M to mech. Don't open with tech if you're terran, you'll force a M&M or vult opening from the opponent but will be able to apply early pressure and gain early map control if he screws up.

Basically, don't get too cocky, don't attack before you're ready, never attack without your team partner, alway's meet his forces in the middle first, don't leave your ramp unprotected vs X/Z, scout , scout, scout, fast scan is priceless.
If you do gain map control watch out to not overexpand if you're toss (since P is supposed to macro the hardest, T is fine with consuming).
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
January 24 2009 16:23 GMT
#20
This is an old post, but I'd like to add that

ZT - they might BUNKER rush the protoss...
unit combo: expect the zerg to go muta and the terran to drop tanks on your cliff (considering LT)
toss-corsairs +zealots? terran - tanks vs enemy tanks, metal in general

LT has a terran advantage for terran here, and terran can go mech vs zerg now....

And the 6 gate part, that's a 6 pylon, 6 gate, 6 gate build. I've seen someone use it on another toss w/ success live match, it's kinda an all in cheese build though, so only if you've practiced zealot micro
+ Show Spoiler +

How do I start a thread?
I'd like to ask some questions about 3v3 or 4v4 games. Strats like all counter, or all rush. When they work in game with little coord, they're beautiful. But how would one coord such a match or play them? Take out one player for a 3v2 advantage? Then there's bnet lag, how to play those. Vult micro and muta micro are different for sure.

I know TL is more for competitive players, maybe I'll go to ggplay for this thread.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
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