Friday, July 30, 2010

Time for Some SC2 2v2 Strategy



I think i have almost moved on from WoW... I guess ill just wait til the next expansion, until then... SC2!

Vs Zerg

The problem with vs Zerg is that they expand out too dam quick, and have superior mobility to keep the other player on defence the whole game.


VoirDire from Sweden said:

The build/strat goes something like this:
One zerg 14 hatch into 14 pool and techs to mutas fast with 4 gases.
Other zerg 13 pool into fast roaches until deemed safe from a rush.
When mutas are up, harass to keep other team in their bases while expanding.
If other team builds lots of static defence to hold of the harass, tech to broodlords.

The first in-base expo is easy to hold due to the shared bases and the long distances so that at least one zerg can 16 hatch and pump 4 gases worth of mutas super fast. The other zerg can easily defend agains a fast rush from two players due to the long rush distance and the fact that roaches own all tier 1 units. The other team on the other hand has to account for all the rushes avaliable to zergs (Like double 8-pool/One zerg banelings, other zerg speedlings/roach+3 queens-attack etc) and can't safely fast expand.

The zerg team then has superior mobility all game long with muta/speedling and near complete map information due to overlords and creep tumors. They can expand safely and deny the other team from ever advancing/attacking due to the fact that no expos has any common chokepoints and cannot be properly defended without a large portion of the army posted there.

The zerg team can see if the other team fast expands with their first overlords and then just expand more while harrasing with mutas.

If the other team invests in a lot of static defences one zerg just techs up to brood lords and destroys it.

If the other team invests in air units the zerg team just build a lot of corruptors which is the best antiair unit in the game.



Drops/sneak attacks can easily be spotted in with two players worth of overlords and creep tumors scatterd across the map and the superior mobility of mutas/speedlings/nydrus.

Anyone's got any good strategies/theories on what would work against a double z-team on Twilight Fortress?

Thors should work as mineral line defenders against mutas... I have yet to try that, but teching to, and building, thors gives the zergs even more time to expand.


I have countered this strat with terran by just, massing troups and doing all upgrades. He actually just send down a lot of flyers and after this i just built lots of turrets and then started building goliaths, usually about 4 will do it, and take out a while army of flyers easy.

Then i just keep pumping out the supply depo's cos u need like 1 for each two goliath's almost.just be chaining these, and try and get a second command center out and pump up the mineral harvesting to keep up.


789 said:

The main problem with combatting your strategy would definitely be mobility. I can think of some good compositions to fight against it - most of them including thors (since I play terran). A few thors completely neutralizes the mutalisks - but it is so hard to move out with them unless you get medivacs to carry them lol. Something like MMM + Thor (some vikings if broodlords out) with protoss ground + storm would work okish. Stalkers/Marines can do a decent job of protecting vikings from corruptors. Thors will neutralize any muta and do okish against broodlords. The rest of your combined ground forces + storm should be able to handle the zerg ground army. I think the composition would work well - but mid game mobility would be a problem.


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