SC2 4v4 Team Game Strategy - Part 3 - Maps
Part 3 - Maps
Maps are generally being less talked in regards to strategies on 4v4 matchups. What is most misleading is most players often deemed that the same strategies will always work on all the 4v4 multiplayer maps. This works only to the certain extend. However this whole article will purely considering the ins and outs of 4v4 player maps.
4v4 maps are generally being divided into the major categories. Btw Thanks for Phillydilly from US for pointing out on maps.
I) Everyone has their own base, so each team has four bases
Lava Flow, Sand Canyon, Toxic Slump
The three maps above is generally designed with each players having their own bases. Players doen't share bases with their allies and the maps are clearly being divided almost symmetrically. On these types of maps generally, Strategies involving a timing push is really strong. Such as 3 Rax bio by Terran, 4 Gating by Protoss and Roach or Lings by Zerg. This is done by rushing on a specific player during a timing push such as the 6 mins mark. It is often hard for a single player to handle the pressure from four opponents. If you are being rushed by 4 opponents, your best bet is just to hold and die as slowly as possible while waiting for your ally reinfocements.
Another strategy often used is the 2v2 strategy, where both players on top of the map takes on top 2 opponent of the map. Do pay a lot of attention to the amount of armies your opponent has. If there are 3 opponent armies on top against 2 of our armies pull back. Let the bottom 2 ally armies push and kill one of them. Determining the outcome of battles comes from experience. Good players can always hand armies larger than his with great micro. I have no problem handling 3 armies with 2 in general.
II) Two players share one base, so each team has two bases
High Ground, Outpost
Both of these maps comes with two players sharing the same base. What is really good on these type of maps are you can always get the Terran player to wall the front for you. Having a wall on team games are generally very important. On the other hand, say the Protoss is behind the Terran; the terran will wall the front while the Protoss will try to get Warpgate research as soon as possible while building no units( no zealots, stalkers) in between. This will boost the Protoss macro immensely.
As for strategy, 2v2 top and bottom works very well. However, strategy such as 4v2 works wonders too. Four armies against two with a timing push can often end the game right there before their ally reinforcement arrive. Extinction is the crazy map here for its travel distance between ally bases.
III)Everyone shares one base, so each team has one base.
Extinction, Megaton
And finally maps where every allies sharing one base. These type of maps clearly are designed for the defender advantage. General timing push and rushes don't work very well here due to the maps design. Often time, timing push will fail miserably and most obvious such as on Megaton. The best strategy being utilized on Megaton is just to prevent your opponent from taking their expos while your team take yours. If you can achieve this point, the game is yours to take.
The expos on High FLow is easier to take as compared to Megaton. Thus, 2v2 top and botom works very well on High Flow and often always a preferred strategy. Finally, you are always welcome to try out different strategies with your allies and enjoy the 4v4 matchup. Stay tuned for the next series.
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