kcNight Profile Joined September 2012 United States 24 Posts Last Edited: 2012-10-31 21:10:43 #1



Many people consider 2v2 to be a horribly imbalanced cheesefest, but most of the top ranked teams settle in to macro styles with various race compositions. I play primarily 2v2, and have multiple teams ranked in the top 10 globally using macro openings. I also play Random in the 2v2 random team format where I am currently ranked 2 in North America. Here's the idea behind a safe opening with the Terran-Zerg Composition



Idea behind the opening.



Many safe openings in 2v2 involve pressure builds with fast units. This allows the team to scout by applying pressure, and the fast units allow for retreats when your opponents are investing heavily in army. One of the best ways to open with the Terran-Zerg composition is with Ling-Helion. I will outline the openings and what to look for from each perspective.



The gas first opening (Terran)







Gas first is one of the most versatile openings for Terran in 2v2. It produces the fastest timing for reactor helions; helping to provide map control for your team. Map control is extremely important in 2v2s to help provide scouting and to split up your opponents. Furthermore, most cheese strategies will involve light units which are vulnerable to helions or slow moving armored units which are vulnerable to lings and banshees.



General build order:

-10depot

-12gas

-13barracks

-16factory

-16orbital

-16depot

(It is important to build the above in the order shown).

After this point, you should reactor swap for helions and build your starport as soon as you have 100gas. Transitions out of helions/what to make out of your starport will depend on the scouting information that I will reference later.



The speedling opener







Speedlings are great in both their ability to maintain map control and the fact that they can cover the helion's weaknesses. Armored units like roaches, stalkers, and marauders are easily dealt with by speedlings early game, and the total map control provided by the both the lings and helions makes it easy to decide between drones and zerglings.



There are 2 basic build orders as follows:

-14gas

-14pool

and

-16hatch

-16gas

-16pool



You should make about 10-12 lings to finish with your speed timing with 14gas, and about 18-24 lings to finish with your speed timing with 15hatch to help establish map control.



I will detail when to use each opening in the scouting section.



Scouting







Scouting is extremely important in 2v2 because the metagame isn't nearly as established as in 1v1. Here I will outline when to scout, what to look for, and how to transition based on what you have scouted early on.



The drone (or scv) scout timing



Drone scouting is extremely important due to the lack of early units provided by 15hatch and gas first. If you send your drone at ~0:45 in game seconds, you will reach your opponent's base in time on most maps to decide whether or not it is safe to 15hatch. (Slight adjustments should be made depending on the map.) Here are some things to look for when deciding how to react.



You should 14gas 14pool if:

-Protoss makes a forge

-Zerg makes an early pool (before 14 supply)

-Terran or protoss have missing (likely proxy) buildings

(NOTE: the terran should also make a marine before the reactor when scouting these openings)

You should 15hatch if:

-Protoss makes a gateway

-Zerg makes a pool at 14 supply or later

-Terran takes a gas or has a high scv count

Other things to note

-If a zerg mines more than 100 gas he is likely doing a roach or baneling allin

-If a protoss doesn't take a 2nd gas, he is likely doing a 4gate allin

-If a terran takes 2 quick gases, he is likely opening cloak or a 1 base tank push

-If a terran opens gas first, you should follow up your first banshee or medivac with an immediate viking, as they will likely be going banshee themselves.

Gas timings should be scouted by keeping your scouting drone alive as long as possible and positioning your overlords outside your opponent's gases. You should respond to the above my making a spine crawler, cutting drones, and delaying the terran expansion.



Transitions







Transitions should be made based on your opponents race compositions as well as further scouting information. I will briefly categorize style's based on zerg (at least 1 zerg) and non-zerg opposing teams.



Non-zerg opponents



You should make a medivac immediately out of the starport against non-zerg opponents. This will allow you to drop the first 4 helions in the back of an opponent's base while pressuring the front with about 20 speedlings. The first 4 helions aren't critical in defending the first push from non-zerg teams so feel free to trade them away for workers. Your opponents will be forced to reveal their entire army to deal with the helions and lings, which will give you valuable scouting information. It is also effective to scout with the medivac while the helions are attacking a mineral line, as they will need to focus the helions to avoid taking critical economic damage. In general, protoss is weakest to helion drop and also very important to scout when they are teching. If they open with 2 gases you should almost always prioritize the protoss player.



Zerg-based opponents



Zerg-based teams have much more early aggressive potential, so it is much more important to keep the first helions alive. Against these teams you should focus your early effort on maintaining map control and expansion denial of the opposing zerg. Since zerg lacks effective early AA, open with a banshee first from the starport. The banshee will allow you to maintain map control even after units like roaches begin to enter the field.



Mid to late game transitions are heavily dependent on your style of play, and almost anything is viable as long as your units complement each other well. Terran can transition into either mech or bio, while zerg can go for roaches, mutas, or a quick hive. The opening should put you in an economically solid position against both cheese and macro alike.



Conclusion



I'm sure there is much more i missed, and if you have any questions about specific openings you have trouble with i would be happy to give my 2 cents. I also have experience playing as many of the other race compositions, but I felt this post was long enough as it is. I'll try to upload some replays and/or vods for further guidance.



Thanks for reading if you got this far!

-Night

Hello Everyone!Many people consider 2v2 to be a horribly imbalanced cheesefest, but most of the top ranked teams settle in to macro styles with various race compositions. I play primarily 2v2, and have multiple teams ranked in the top 10 globally using macro openings. I also play Random in the 2v2 random team format where I am currently ranked 2 in North America. Here's the idea behind a safe opening with the Terran-Zerg CompositionMany safe openings in 2v2 involve pressure builds with fast units. This allows the team to scout by applying pressure, and the fast units allow for retreats when your opponents are investing heavily in army. One of the best ways to open with the Terran-Zerg composition is with Ling-Helion. I will outline the openings and what to look for from each perspective.Gas first is one of the most versatile openings for Terran in 2v2. It produces the fastest timing for reactor helions; helping to provide map control for your team. Map control is extremely important in 2v2s to help provide scouting and to split up your opponents. Furthermore, most cheese strategies will involve light units which are vulnerable to helions or slow moving armored units which are vulnerable to lings and banshees.-10depot-12gas-13barracks-16factory-16orbital-16depot(It is important to build the above in the order shown).After this point, you should reactor swap for helions and build your starport as soon as you have 100gas. Transitions out of helions/what to make out of your starport will depend on the scouting information that I will reference later.Speedlings are great in both their ability to maintain map control and the fact that they can cover the helion's weaknesses. Armored units like roaches, stalkers, and marauders are easily dealt with by speedlings early game, and the total map control provided by the both the lings and helions makes it easy to decide between drones and zerglings.-14gas-14pool-16hatch-16gas-16poolYou should make about 10-12 lings to finish with your speed timing with 14gas, and about 18-24 lings to finish with your speed timing with 15hatch to help establish map control.I will detail when to use each opening in the scouting section.Scouting is extremely important in 2v2 because the metagame isn't nearly as established as in 1v1. Here I will outline when to scout, what to look for, and how to transition based on what you have scouted early on.Drone scouting is extremely important due to the lack of early units provided by 15hatch and gas first. If you send your drone at ~0:45 in game seconds, you will reach your opponent's base in time on most maps to decide whether or not it is safe to 15hatch. (Slight adjustments should be made depending on the map.) Here are some things to look for when deciding how to react.-Protoss makes a forge-Zerg makes an early pool (before 14 supply)-Terran or protoss have missing (likely proxy) buildings(NOTE: the terran should also make a marine before the reactor when scouting these openings)-Protoss makes a gateway-Zerg makes a pool at 14 supply or later-Terran takes a gas or has a high scv count-If a zerg mines more than 100 gas he is likely doing a roach or baneling allin-If a protoss doesn't take a 2nd gas, he is likely doing a 4gate allin-If a terran takes 2 quick gases, he is likely opening cloak or a 1 base tank push-If a terran opens gas first, you should follow up your first banshee or medivac with an immediate viking, as they will likely be going banshee themselves.Gas timings should be scouted by keeping your scouting drone alive as long as possible and positioning your overlords outside your opponent's gases. You should respond to the above my making a spine crawler, cutting drones, and delaying the terran expansion.Transitions should be made based on your opponents race compositions as well as further scouting information. I will briefly categorize style's based on zerg (at least 1 zerg) and non-zerg opposing teams.You should make a medivac immediately out of the starport against non-zerg opponents. This will allow you to drop the first 4 helions in the back of an opponent's base while pressuring the front with about 20 speedlings. The first 4 helions aren't critical in defending the first push from non-zerg teams so feel free to trade them away for workers. Your opponents will be forced to reveal their entire army to deal with the helions and lings, which will give you valuable scouting information. It is also effective to scout with the medivac while the helions are attacking a mineral line, as they will need to focus the helions to avoid taking critical economic damage. In general, protoss is weakest to helion drop and also very important to scout when they are teching. If they open with 2 gases you should almost always prioritize the protoss player.Zerg-based teams have much more early aggressive potential, so it is much more important to keep the first helions alive. Against these teams you should focus your early effort on maintaining map control and expansion denial of the opposing zerg. Since zerg lacks effective early AA, open with a banshee first from the starport. The banshee will allow you to maintain map control even after units like roaches begin to enter the field.Mid to late game transitions are heavily dependent on your style of play, and almost anything is viable as long as your units complement each other well. Terran can transition into either mech or bio, while zerg can go for roaches, mutas, or a quick hive. The opening should put you in an economically solid position against both cheese and macro alike.I'm sure there is much more i missed, and if you have any questions about specific openings you have trouble with i would be happy to give my 2 cents. I also have experience playing as many of the other race compositions, but I felt this post was long enough as it is. I'll try to upload some replays and/or vods for further guidance.Thanks for reading if you got this far!-Night http://www.twitch.tv/kcnight