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Allied games
Allied games have 2 or more teams of 2 or more people each.  Use the
"melee" game type. 
  - Make sure you set allies, shared vision, and messages at the very beginning of the game.
      It's important to turn on vision quickly, so that your Zerg allies won't start an
    overlord scouting toward you instead of toward a blank space on the map.
 
  - Try to find a regular partner, someone you can play with frequently, preferably someone
    better than you, so you can learn from him.  If you play with the same person long
    enough, things really start to click and your teamwork flows naturally; you can develop
    and practice strategies together.
 
  - Don't abandon your partner -- EVER!  If you let your partner die, you will die soon
    after.  If your partner asks for help, you help him.  There is no room for
    debate on this issue.
 
  - Don't skip early troops to go for techtree advances thinking that your partner will pick
    up your slack.  The tech rush may work against incompetent opposition, but if it's a
    2v2 game against competent players and you skip early troops, you leave yourself open to
    an early double-team AND you have no way to help your partner if he needs it.  It's a
    bad idea; just don't do it.  Besides, in the early game you don't have the resources
    to make many advanced units.  Wait until after the rush to climb the tech tree.
 
  - Don't turtle in and play defense; this is tantamount to abandoning your partner.  
    How can you help your partner if you've built nothing but bunkers and missile
    towers?  You need to be aggressive and work together to kill the enemy, and this
    means making troops and controlling the map.
 
  - Communicate with your partner.  When something important happens, tell him!  
    Some important events to report: you get your first barracks/gateway/spawning pool; you
    find an enemy base or expansion; you expand; you see a group of enemy troops; you get
    attacked; you need help; etc.  Also let your teammate know about changes in your
    long-term plan: "he's got bunkers and tanks...i'm going guardians".
 
  - Have a team plan.  It could be as simple as "double-team the first guy we
    find," or it could be more complex.  But you must have a plan and you must both
    agree on it.  Don't fight with your partner over control of the game; if you partner
    wants to attack something, help him.  Don't waste time debating. 
 
  - Pick a joint target. If your partner says "let's kill purple's expansion" and
    you agree, then until purple's expansion is down or some other target is named (or there
    is an emergency), both of you focus on killing the expansion.  When it becomes
    obvious that the target is dying, pick another target.  Avoid lulls where there is no
    objective; always have a short-term goal.
 
  - Concentrate on one opponent at a time; if you can eliminate one of your opponents, the
    game is usually over.  However, be careful not to let the remaining opponent get too
    strong; switch targets if the original one proves too tough a nut to crack.
 
  - Don't just send troops to the target; attack WITH your ally.  Allied games are all
    about double-teaming (and triple- and quadruple-teaming).  Wait near the target until
    you have a combined army.  When you're ready, say "ready?".  When your
    partner says yes, say "go" and rush in together.  Fancier versions can
    include front-door-back-door coordination, diversionary attacks, or whatever you and your
    partner practice and feel comfortable with.
 
  - Keep your armies together.  If you and your partner keep your forces united, you
    will roll over any force that a single one of your opponents can construct.
 
  
Use troops that are compatible with your partner's -- you want the
    allied armies to fit well with each other.  Use ranged units (hydras, marines) with
    melee units (zerglings, zealots) so that both unit types can fight at the same time (see
    screen shot of zealots and hydras ripping up zerglings).  Air units can provide the
    same advantage -- mutalisks and marines are a better combination than hydras and marines,
    because the unit types don't get in each others' way. 
  - Watch out for splash damage that can hurt your allies' troops.  Firebats are murder
    on opposing melee troops, but they do huge amounts of splash damage to allies; don't use
    them if there are allied zealots or zerglings around.  Reavers also have this
    problem.
 
  - Don't compete with your partner for expansion space; expand away from your partner if he
    needs your preferred spot.  If your partner has nowhere to expand, help him take over
    an enemy expansion.
 
  - Anticipate your partner's needs.  If you see an enemy force heading his way, send
    your troops to his place.  This has the extra benefit of uniting your armies.
 
  - Don't ask for help unless you really need it.  When you do ask, be specific:
    "five mutas at my exp...can you send marines?"  This will allow your
    partner to divert the right amount of troops from the front line over to the trouble spot.
      The idea is to avoid having too many troops running from place to place; troops in
    transit are troops that aren't killing the enemy.
 
  - If your partner is being attacked, you may want to hit his attacker's base instead of
    coming to help defend.  Often when you hit your partner's attacker, he'll run his
    troops back toward home; this saves your partner and kills your opponent's base at the
    same time.  We in Clan Burning Blade call this the punchingbag/enforcer scheme.
      Don't do it unless your partner tells you to; if he wants you to help defend at his
    base, then defend with him!!
 
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