Staredit Network > Forums > SC2 Melee > Topic: 2v2 T+P
2v2 T+P
Apr 29 2010, 3:41 am
By: ImagoDeo  

Apr 29 2010, 3:41 am ImagoDeo Post #1



Me and a friend have formed a pretty good 2v2 team - toss and terran - with me as toss. We need more strategies to try besides void ray rushing. Anyone got something that works well or is so wacky/crazy/freaky that I just have to try it?

Post has been edited 1 time(s), last time on May 17 2010, 9:08 pm by ImagoDeo.



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Apr 29 2010, 3:48 am Centreri Post #2

Relatively ancient and inactive

T: RUSH BANSHEES
Z: RUSH MUTAS
P: RUSH DTs

Oh, and if medivacs can heal zerg units, that'd be an awesome combo. And if you can share unit control with each other, do that.



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Apr 29 2010, 7:37 pm phlemhacker Post #3



Medevacs can indeed heal friendly zerg.



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May 1 2010, 5:13 pm Vi3t-X Post #4



I had this done to me yesterday: Reaper rush. Follow up with a medivac and vikings. Micro your reaper around his mineral line. Vikings fend off anything else.

Although, depending on the map, strategies will vary.

Usually I go random, but...

Terran opening with Reapers is usually effective. Follow up into Banshee or Siege Tank/Viking, and throw in a few infantry units and Ravens.
Zerg early expand is useful if you know the enemy wont rush. 14 pool into Spire/Speedling or Roach/Hydra works too. On maps like Twilight Fortress, I have pulled off a "fast Broodlord". Worked on plat players. :P



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May 17 2010, 10:51 am MillenniumArmy Post #5



Me and my roomate play 2v2 with me Terran and him Zerg (he's more skilled than me.)

I always always go for the reaper rush, but I won't completely go all the way with it (like, the main point is to kill most of his workers and not necessarily destroy him.) I don't know zerg very well but in all the games we've played my partner always uses a combination of zerglings, roaches, and hydras. I mass M+M+M to back him up.

These strategies also really depend on the map. I can't remember the map names off the top of my head but for the ones where your starting bases are close together he would sometimes muta rush along with my reaper rush. In maps where we share the same entrance, I wall for us and he'd build up his army first (games like this are where I tech up and do special operations like banshee/viking harass.)

Essentially, none of our games last very long (because we'd always destroy our opponents with relative easy.) To me it seems as though there isn't as much of a pressing need to tech up really fast.



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May 17 2010, 6:42 pm UnholyUrine Post #6



Rushing w/ Reapers are fairly easy, especially against an unsuspecting protoss.

So far.. mass roaches are pretty hard to beat. I've played a game where we've nearly ruined one of the two foes, and it was late game enough that my ally has battlecruisers... But suddenly we were attacked by mass roaches.. and we couldn't hold them back at all.



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May 17 2010, 9:05 pm ImagoDeo Post #7



All right, so my friend finally got Beta and it turns out that we don't actually play TZ - we play TP. I found out that I'm best as toss instead of Zerg.

Thanks for the help anyway. =/

And about reaper rushes - my ally usually does that to delay the enemy economy and just disrupt them in general while I rush void rays or use the fast robo -> immortal push strat. Immortals are incredibly powerful; occasionally they can totally destroy an entire enemy base even with a few mutalisks or a battlecruiser shooting at them. It's because of their extreme bonus vs. armored. I love 'em. :wub:



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May 18 2010, 1:45 am Aristocrat Post #8



T/P is unfortunately not optimal for a team because they have bad sync. No, repairing toss units is a novelty and not a function.

Suggest T/Z or P/Z.



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May 18 2010, 9:29 pm ImagoDeo Post #9



Quote from Aristocrat
T/P is unfortunately not optimal for a team because they have bad sync. No, repairing toss units is a novelty and not a function.

Suggest T/Z or P/Z.

Bad sync? What does that mean?

I'll try doing T/Z with him but traditionally my 2v2 Z hasn't been very good at all. I'm still experimenting with various builds trying to find what works and what sux ping-pong ballz.



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May 19 2010, 6:55 pm Valug Post #10



Quote from Aristocrat
T/P is unfortunately not optimal for a team because they have bad sync. No, repairing toss units is a novelty and not a function.

Suggest T/Z or P/Z.

What evidence do you have that T/P is not viable? I play T/P and I easily reached top 10 plat and could easily go higher if we played more. Also, many more top 2v2 teams play duel random, so I don't see any evidence that ANY comp is just plain not viable and should be avoided. Also, these are somewhat new players (as he said his buddy just got beta) so balance is even less of an issue. Let them play what they want. The game's balance is based around 1v1 anyways, so 2v2 will always be for fun.

Regardless, T/P has plenty of ways to sync. Repairing toss air is awesome. Early void ray harass is so much better when you have a handful of scvs nearby on auto repair. Ive had some very fun games that have reached endgame where a group of scvs repairing the mothership had made the difference. Also, T/P can have tons of synergy with the toss going anti-ground and the terran going anti-air. Viking/thor/immortals + standard ground is very power in the midgame.



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May 19 2010, 8:36 pm ImagoDeo Post #11



Quote from Valug
Quote from Aristocrat
T/P is unfortunately not optimal for a team because they have bad sync. No, repairing toss units is a novelty and not a function.

Suggest T/Z or P/Z.

What evidence do you have that T/P is not viable? I play T/P and I easily reached top 10 plat and could easily go higher if we played more. Also, many more top 2v2 teams play duel random, so I don't see any evidence that ANY comp is just plain not viable and should be avoided. Also, these are somewhat new players (as he said his buddy just got beta) so balance is even less of an issue. Let them play what they want. The game's balance is based around 1v1 anyways, so 2v2 will always be for fun.

Regardless, T/P has plenty of ways to sync. Repairing toss air is awesome. Early void ray harass is so much better when you have a handful of scvs nearby on auto repair. Ive had some very fun games that have reached endgame where a group of scvs repairing the mothership had made the difference. Also, T/P can have tons of synergy with the toss going anti-ground and the terran going anti-air. Viking/thor/immortals + standard ground is very power in the midgame.

Wait whut! :wut: Toss vehicles can be REPAIRED?! I thought Aristo was being sarcastic!

Yeah, me and my buddy have had extremely little success with T/Z. My main two strategies when we do T/P are void rays and immortals, and immortals is slowly winning out as the more successful. Occasionally we do T/T, and recently we had some decent success with him going all vikings and me going all out on marauders, but that kind of cheese only works against people who have no clue how to counter it (infestors + hydralisks). Overall our T/P is working best so far and now it'll pick up a lot since you've told us about repairing toss vehicles. Thanks!



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May 25 2010, 11:03 pm Vi3t-X Post #12



Use your awesome mothership to recall an army of battlecruisers. Thats always fun. :P



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May 28 2010, 10:31 pm Koltz Post #13



Was 2200+ Platinum pre-patch 13 as T/P combination (I was T). (only about 60 games played)

Depending on who you're playing, obviously it would change.
T/P vs Anything is actually quite easy, you get the tanks and marines, he gets the sentries for force fields. You can push out so early (first tank) and then set up a contain with bunker and end the game within 2-5 minutes from there.

vs ZZ is much harder, the threat of baneling busts or mass speedling into muta is harder to deal with. I like opennng helion/tank and let my partner get sentry/zealot. scouting is really important for this matchup. If they both 16 hatch instead, or dont go for speedlings, you change your strategy accordingly.



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May 29 2010, 1:47 am ImagoDeo Post #14



Quote from Koltz
Was 2200+ Platinum pre-patch 13 as T/P combination (I was T). (only about 60 games played)

Depending on who you're playing, obviously it would change.
T/P vs Anything is actually quite easy, you get the tanks and marines, he gets the sentries for force fields. You can push out so early (first tank) and then set up a contain with bunker and end the game within 2-5 minutes from there.

vs ZZ is much harder, the threat of baneling busts or mass speedling into muta is harder to deal with. I like opennng helion/tank and let my partner get sentry/zealot. scouting is really important for this matchup. If they both 16 hatch instead, or dont go for speedlings, you change your strategy accordingly.

I have been hit by baneling busts before and it's not pretty. Plus terran isn't my strongest race (I'm not truly sure which is), and sometimes it's hard to react accordingly. Of course, I'm working on this and soon I might be moving up to Diamond in random 2v2s. It's hard to say.

Thanks for the help, though.



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