[H] PvT How to deal with early Mass Marauder
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HolyKnight1121
15 Posts
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Dusty
United States3359 Posts
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Hossinaut
United States453 Posts
But really, I don't think this meets strategy forum guidelines. If you want to provide a rep, that would be good. To address the actual post though, a Terran that goes 2gas for marauders is going to have left over gas if he's only producing out of 2-3 rax. And no minerals. So, you can assume he's teching. Now that theres a likely idea of what he's going to do, we can deal with what he is doing now. He is attacking with marauders. Immortals "counter" marauders. Try a 2gate robo to get zealots, a FEW stalkers, and an immortal or two up. 3gates might be more effective, but I'd prefer to save those mins and expand faster. Thats just me though. Note that I don't play toss, but I do play Terran and Zerg (main Zerg). Toss is really gooey to marauders, but a better unit comp than the only gateway unit that takes extra damage from marauders would be good. A few sentries (like it sounds like you get) is always a good idea too. Remember though, that the same reason Hydras are really good against Toss is the same reason Marauders are- they have the same range as the longest-ranged gateway units (stalkers) so FF doesn't do so much in that case. Also, do the marauders have conc shell or are they just marauders? | ||
tuho12345
4482 Posts
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Hossinaut
United States453 Posts
It generally just results in the loss of a bunch of mins and time you could have been doing something else. | ||
galivet
288 Posts
In standard PvT you want to get away with building as few stalkers as possible. Once stim is researched, the only terran unit that stalkers hard-counter is the reaper. Early-game stalkers are most commonly used to plink at MM when they're kiting back against your slow zealots. A better solution than using stalkers is to flank with a second group of zealots so that they can't kite backwards anymore (meaning, keep your zealot/sentry army split from the very early game). Or use FF if you can manage it. Zealot/sentry with good flanking beats MM. In the early game you want one stalker in your mineral line to defend against a possible reaper. Once medivacs are out and you need drop defense, the only thing that Stalkers have over cannons is that they can move; personally i'd rather have my mineral line covered by 3 cannons than three stalkers (450m vs 375m 150g). If you get collosus, stalkers are still pointless. Your collosus will certainly die to vikings unless you build so many stalkers that the terran could own your whole army even without the vikings (by stimming forward to snipe your collosus). Again, you want to use zealot/sentry and try to flank with a portion of them so that you get a good surround. If terran shows up with banshees, just warp in stalkers reactively to kill them. They're still terrible though; it takes two stalkers to kill a banshee -- three if the banshee is upgraded or you mismicro. If your opponent is building more than a couple of banshees you need phoenixes to kill them. In conclusion: Avoid building stalkers in PvT no matter what, but especially against mass marauder. | ||
GleaM
United States207 Posts
1. No terrans get 2 gas and don't tech at leagues higher than gold. 2. Don't get more than 1ish stalker PvT for initial stalker scouting poke. Your earlygame composition should be zealot sentry mostly, with maybe an immortal. 3. This OP doesn't meet fourm guidelines and will prolly be locked. <3 | ||
xbankx
703 Posts
On August 16 2011 03:33 GleaM wrote: Masters P here. 1. No terrans get 2 gas and don't tech at leagues higher than gold. 2. Don't get more than 1ish stalker PvT for initial stalker scouting poke. Your earlygame composition should be zealot sentry mostly, with maybe an immortal. 3. This OP doesn't meet fourm guidelines and will prolly be locked. <3 Pretty much summed it up. Mainly zealot+sentries+1-2 stalkers(only for chasing when he runs away) FF wall behind his units then let the zealots hack away. Most toss in high diamond or higher should not have any problem dealing with early marines/marauder pressure even if they go 1 gate expo into 3 gates. Without a replay, I can't really tell you what you did wrong. | ||
NewbieOne
Poland560 Posts
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zezamer
Finland5701 Posts
Sentries become better once you can have +2-3 forcefields | ||
Plutonik
Canada329 Posts
On August 16 2011 03:46 NewbieOne wrote: New gold terran here, so possibly below your skill level. If I try to go early mass marauder it doesn't generally end well for me (unless I'm lucky with a really early marauder push, like way before 6:30). When I have many marauders, I tend to find the lack of support rines with constant minigun fire to be a hindrance (rines being crucial in Terran's infantry army), especially when facing a decent Protoss unit mix, most particularly from up a ramp (which is pretty much the purpose of early mass marauder from my point of view), where I have sight and range problems and he doesn't. Also, if I saw a decent number of immortals there, I would go back to base right away. The worst thing is still forcefields, which I hate (they make me want to cry imba). without forcefields, we would barely (if) be able to hold early aggression | ||
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Nyovne
Netherlands19133 Posts
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