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Active: 23316 users

[H] PvT How to deal with early Mass Marauder

Forum Index > Closed
Post a Reply
HolyKnight1121
Profile Joined July 2010
15 Posts
Last Edited: 2011-08-15 17:45:17
August 15 2011 17:44 GMT
#1
I am having a hard time dealing with early mass marauder when vs-ing terran. I usually go 4 gate and by the 6:30 game time, I would have at least 8 units of stalkers, zealots, and 2 or 3 sentries. By that time some terrans use to early 2 gas to mass marauders and I'd be vs-ing some 4-6 marauders and a few marines. Any suggestions on how to face early mass marauder?
Dusty
Profile Blog Joined December 2010
United States3359 Posts
Last Edited: 2011-08-15 17:50:19
August 15 2011 17:49 GMT
#2
need a replay and to tag your thread and give a whole lot more info, including your analysis.
Hossinaut
Profile Joined June 2011
United States453 Posts
August 15 2011 17:55 GMT
#3
FE...
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
Profile Blog Joined July 2011
4482 Posts
August 15 2011 17:57 GMT
#4
Not FE, but 3 gates robo, use FF properly. If you can stop the push, just expand and go straight to colossus.
Hossinaut
Profile Joined June 2011
United States453 Posts
August 15 2011 18:06 GMT
#5
I was kidding haha, FE is not something I consider safe when dealing with early aggro <3
It generally just results in the loss of a bunch of mins and time you could have been doing something else.
galivet
Profile Joined February 2011
288 Posts
August 15 2011 18:24 GMT
#6
You're wasting too much money on stalkers. They suck.

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
Profile Joined June 2011
United States207 Posts
August 15 2011 18:33 GMT
#7
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
xbankx
Profile Joined July 2010
703 Posts
Last Edited: 2011-08-15 18:42:13
August 15 2011 18:41 GMT
#8
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
Profile Blog Joined December 2010
Poland560 Posts
August 15 2011 18:46 GMT
#9
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).
zezamer
Profile Joined March 2011
Finland5701 Posts
Last Edited: 2011-08-15 18:54:35
August 15 2011 18:52 GMT
#10
stalkers are way better than sentries in the early early game,dealing with 3 marauders 2 marines with 2 zealots 2 stalkers instead of 2 zealot 1 stalker 1 sentry is a lot easier, since 1 force field is pretty much useless and you can always fall back with stalkers when your zealots are dead.

Sentries become better once you can have +2-3 forcefields
Plutonik
Profile Blog Joined April 2011
Canada329 Posts
August 15 2011 18:53 GMT
#11
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
Nyovne
Profile Joined March 2006
Netherlands19133 Posts
August 15 2011 18:54 GMT
#12
Please follow the strategy forum guidelines when opening a topic in this section.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
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