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iNcontroL
USA29055 Posts
blackjack and i are a z/t 2v2 team that did very well in Div 1 and in BWCL div 1.
vs zz you need to expect pressure. Top zz teams will do 1 9pool and the other macro 2 hatch or 12 pool to muts while the other puts constant pressure on you hoping for you to fall behind in production so early muts can make it a 2v1. In this scenario get in survivor mode, you dont need to be offensive, if you can make sunk./lings and even spore if needed so as to live long enough for your t partner to get his rine/medic/bat force up you will have a huge advantage. The 9pooling - pressure z is far behind and shouldnt be able to handle the t's force, from there the game is in your control, than macro to muts and expand etc...
vs dual 9pool, again survivor mode. Basically the gist of this is you are to survive, with a t partner. If your tp is another z or a p early offense is an option, but with a t partner u simply dont have the team speed to be effective.
If you face a t/p team 2 hatch and be flexible. If they sair/rine you can make a spore and macro to expo while your tp helps you turtle to macro as well. Most t/p teams do 1 of 2 things, they either early rush with zealot/rine/medic in which case you need to have hatch ramped and made 2-3 sunks or they will turtle to macro in which you need to either double up on one of em or macro yourselves.
With t = survive with z/p = decide on style, early offense or reactionary tactics.
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On September 28 2005 17:57 -=SWM=- wrote: 12 hatch at natural, 12 pool, keep 1 ovvie near choke to see for rush, build sunkens (2-3) for D if u feel they gonna rush or a few lings if u feel u can micro well, Fast lair, Spire, Muta harass pwns mm + vult just keep harassing his mineral line
if he starts wasting too much money on D for his workers check if he has expanded if he has, hit mineral line then while constantly making more mutas, if he starts wasting on then pull back regroup quickly with freshly hatched ones and rush him again.
I also prefer to start upg air immediatly +1 attack usually first.
This is just my suggestion and works for me alot. Also if your attacks are successful expand after each attack. hmmm this is a common zvt build.. he was asking for 2v2 BOs.. :p
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On September 28 2005 22:58 Gandalf wrote: vs PP: Hatch at ramp. Pool before hatch is advisable, esp if you're at 12 or 3 and the other position is occupied by the enemy. 9 pool into three hatch lings while your ally techs to vultures is the safest build in my opinion. If both toss went zealot rush to try and kill you and failed, game and map control will shift heavily in your favor once your ally gets vultures. Only way toss can survive that is cannoning their ramps, which they probably will, but that will let you get map control and expo.
This is something I tried quite a view times and it worked extremely well as ZT vs PP: You go 9 hatch expo, 9 pool, 9 ovi (so the standard 9hatch 9ovi 9pool build with pool first). The tosses will scout your expo and most likely go 2gate both, expecting to run you over, but if you play it right, they won't be able to do it and just suffer great losses while the T can comfortably expo (being save with mines vs lots), drop tech, etc.. With this build you will have like 6-8 lings + 1 sunken, when the first lot of each of them arrives. If they continue the rush, just add sunkens and lings as needed. Don't gas, as long as the rush continues, you need all the mins. When they give up, build up your eco + 2 gas and start whatever tech.
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If they don't have a Zerg, 5 pool them while your ally either vultures or DTs. It works quite well, actually, though it may become predictable. PZ vs TP, lings go to toss, TZ vs TP lings go to toss still I'd say.
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zergs the easiest race to play 2v2 with...everysingle game is basically hatch ramp, hold w/ a few lings and sunkens, go into mutas. Unless its vs TP you can expo first sunken whore since they wont want to waste all their shit unless they have tanks. Depends on your ally too, show some reps...
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yes, lets 5 pool every game, ggogogoog
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