How do I counter double - terran in 2v2 with zerg?
The inquiry remains in the title. I play as zerg a lot of the moment and also I have virtually no suggestion what to do versus the terran aquatic - marauder - paramedic combination in 2v2. The regular 1v1 approach (banelings, primarily) does not appear to antagonize these masses.
Usually the looking in twos is so negative you can escape a baneling breast. If they have a strong wall surface (no activators, techlabs or supply depots as important parts of the wall surface) you will certainly need to consider hydras. The MMM round is a great deal extra reliable than your hydras yet you have the macro benefit. See to it you have another exp than the terrans which you spread out creep almost everywhere. You will certainly require that creep as the terran round will certainly relocate much faster than your hydras off creep. If your macro is any kind of excellent you need to have a greater food matter than the terran. Additionally mix in some infestors and also fungal development as several marines as feasible.
You can not attack a container placement with hydras though. So if there are containers you will certainly need to consider ruin going down to destroy their manufacturing.
It is not mosting likely to be very easy, and also it will certainly seem like the terran military is a lot far better. Simply bear in mind that you will certainly have far better manufacturing and also even more developments.
Marines in SC2 appear to be virtually difficult to defeat when there suffice of them, specifically with marauder assistance, so your ideal opportunity is to destroy his supply and also his supports with declines, mutalisks or nydus worms while gradually eliminating his soldiers with suprise banelings (do not neglect they can delve, fairly harmful if they leap out in the center of a round of marines) and also struck - and also - run methods. Infestors function fairly well, also, yet if he has adequate paramedics it will certainly simply reduce him.
An MMM Ball relocates reasonably gradually so bugging his employees with some mutas and also eliminating the marines that relocate from his base to his major device round need to function fairly well to stop him to get sufficient supports to load his losses. In the most awful instance he needs to maintain half his military in his base to stop your bug, which offers you a substantial benefit at the front.
I do not advise a frontal attack, also if you have a large round of devices on your own. It will certainly set you back a whole lot and afterwards every one of you simply need to load your losses and also repeat from action 1. It is less costly to strike - and also - run, also if you need to give up a development, simply see to it you constantly have extra developments than your adversary.
If the various other group is collaborating their bioballs, after that you will certainly require to collaborate your baneling/speedling strike. if you mass up a number of blings after that strike on your own, while your pal does the very same point a minutel later on, you'll remain in problem. if you struck at the very same time, the m+m will certainly have much less opportunity to eliminate all the blings prior to the detonate.
You really did not state what race your colleague plays, yet my Zerg close friend suches as to construct Infestors to stop the countless Terran kiting. If I take care of to construct quickly sufficient, I'll have psionic tornado by the adversary is mid - video game push which definitely tears apart MMM given that Fungal Growth stops them from relocating. It additionally makes it a lot easier to assail them with banelings.
Obviously this relies on what your group friend is doing, you individuals need to be interacting with looking and also connecting what the adversary is sending out at you. If it is marine/marauder banelings and also speedlings need to most definitely function if implemented effectively. Additionally infestors can transform the trend of a fight promptly. Past that, attempt to straight target the medivacs with some anti - air to make sure that the recovery assistance can be removed.
What you can do is get Infestors. Numerous of them would certainly be excellent. When the MMM mass number up, decline fungal development on them. After that delve your infestors so they do not take damages and also spam ravaged marines as promptly as feasible (they are economical power so numerous infestors can create a mass of them promptly). Additionally, delved infestors can still generate Infested Terrans. This is additionally thinking you have various other devices with your infestors. Cockroaches get kited rather conveniently with Mauraders yet if you make use of fungal development that will not take place.
If they are a larger Maruader construct with couple of marines after that Mutalisks will certainly be the most effective counter. Yet do not pass on greatly on them after you obtain the first wave of Marauders due to the fact that a clever challenger will certainly switch over to hefty marines and also vikings if he sees you've gone mutas.