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Double Trouble: An Introduction to 2v2 in StarCraft 2

By Lynskey - 25th December 2010 - 15:13 PM

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Match-ups


IPB Image IPB Image Double Terran
Dual Terrans, like all teams with one faction, play best if one player specialises in one type of unit, be it Mech, Bio or Air. This means that upgrades can be funnelled into just that unit type, making the team collectively stronger than if both players built a standard 1v1 army. Dual Bio pushes can be strong, but with both players being able build bunkers and wall off early on this combination favours building a strong, diverse midgame army and looking to attack from that point onwards.

IPB Image IPB Image Protoss and Terran
Protoss and Terran together can be a very potent combination. Zealots and Marauders with Concussive Shells make for a formidable early game force, Bunkers and Siege Tanks can provide safety to allow fast teching from Protoss, SCVs can repair Protoss mech and Observers can spot for Siege Tanks. Both factions have units and abilities that can make their allies units stronger when used together and should look to use these combinations whenever possible.

IPB Image IPB Image Zerg and Terran
A Zerg and Terran team can face problems in the early game, with the Terran required to wall off the whole of a shared ramp. It’s generally a better idea for the Terran to forgo walling and build near his mineral line to fend off any early attacks if playing a passive early game. Early aggression, with Zerglings and Bio is very strong but the Zerg player should generally wait for the slower Terran to catch up. A 6pool is usually not as strong as 10pooling if the team is looking to attack as soon as possible as this gives the Terran more time for his units to reach the frontline. The team’s mid-game options are quite diverse, the Terran can sit and hold the main base area while his ally harasses with Mutas, or they can build up a strong ground army. Zergling and Baneling can be very difficult to co-ordinate with the Terran and the difficulty in creep spread due to the large map sizes can make it less effective than normal. It’s worth noting that as all Zerg units are classed as Bio they can all be healed by Medivacs. This is often underused and can make the Zerg army incredibly strong.

IPB Image IPB Image Protoss and Zerg
Protoss and Zerg have the most potent early game combination; Zerglings backed by Stalkers, and generally favour aggressive play. The midgame can be tricky and the team should decide whether to macro up a large mid or late game army or concentrate on aggression and harassment as this combination can be quite weak until some higher tier units begin to appear. Resource trading can be an answer to this problem, enabling one player to maximise production of a higher tier unit while the other supports them with a large army of lower tier units. The Protoss player should be wary of Zerg’s problems in taking a third base and if possible leave any easy to take expansions for his ally.

IPB Image IPB Image Double Zerg
Double Zerg has double the trouble with third bases, creep spread and playing a passive early game, but they can excel in other areas. A double 6-pool can be a nightmare for a Protoss player but be wary that his ally will be strong and you’ll both need to transition to a standard game quickly in order to beat him. Unit diversity is key as with any team using only one faction. A double Zerg midgame army that contains every type of low and mid tier Zerg unit can be incredibly strong. Zerg’s scouting problems can make a passive, reactive game problematic, so bearing that in mind and the difficulty in taking a third base it’s best for this combination to be as aggressive as possible and take the fight deep into their opponents territory.

IPB Image IPB Image Double Protoss
A team comprising of two Protoss players’ main problems are defending an early push and facing units, such as Ghosts, that counter both players armies. Again it’s vital that both players go in different tech directions to maximise diversity and make the most use of upgrades. Just like a double Zerg team, a midgame Protoss army comprising of every unit type available can be very strong, a force equivalent to a late game 1v1 Protoss army can be roused pretty quickly, with Colossi backed with High Templars and Chargelot or Blink Stalker support being achievable very early.