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PvT help: The Marauder Issue

Forum Index > StarCraft 2 Strategy
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1 2 3 Next All
Cokephone
Profile Joined August 2009
United States27 Posts
February 18 2010 16:55 GMT
#1
I'm getting my ass handed to me too often in PvT, mainly against huge marauder armies.

Just wondering if any baller 'Toss player has found a solid answer to them, yet, especially when they're coupled with other units.

Stalkers get raped by them, as do zealots (even with charge, it seems). Colossi seem to be an option, but they're super expensive and you'd need 3 or 4 before you could really put a dent in them.

I tried void rays one game, which worked for a little... until he got about 8 marines and raped all of them.

Psi storm SHOULD like the best option... but stimmed marauders don't die as fast as 40 HP marines to it, and they can often dodge most of the damage.

I'm unsure if the immortals hardened shields activate on marauder shots... as they do 10 damage, right on the cutoff? If so, they might be the most solid option??
ITS CALLED HOLD POSITION, BRO!
cuteFayth
Profile Joined January 2006
Canada1167 Posts
February 18 2010 16:56 GMT
#2
what's the unit that would replace reaver? is that colossi?
emikochan
Profile Joined July 2009
United Kingdom232 Posts
February 18 2010 16:58 GMT
#3
10 damage is full damage to immortals unfortunately. I'm guessing mass storms and cutting them off might work out. If you could get some zealots behind his army...
Probes need love too.
cuteFayth
Profile Joined January 2006
Canada1167 Posts
February 18 2010 16:59 GMT
#4
wat about dark templars?
520
Profile Blog Joined April 2009
United States2822 Posts
February 18 2010 17:01 GMT
#5
The Zatic build, or any Marine Marauder strategy, is very hard to deal with as Protoss. The build is very mineral intensive though, so Dark Templar may work as many Terrans will eschew the Orbital Command, or if they get it, use the energy on a MULE instead of a Scanner Sweep. I'm not sure how the timings work for that though.
Writer
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
February 18 2010 17:06 GMT
#6
I dont have beta but i can see a number of situational strategies working.

Try to lay down some forcefields to block his retreat while laying down storms or sending in zealots.

Also, colossi and zealots with the disruptor guardian shield sounds good (-2 damage per shot i think) so those marauders are just going to have a harder time of it.

Immortals might take 10 damage from marauders, but with guardian shield, they would take 8, and also, they dish back 50 a shot at a decent attack rate (from what ive seen in videos). Marauders would be fucked esp. with decent support.

Cant help you with specifics, but you might think about those.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Augury
Profile Blog Joined September 2008
United States758 Posts
February 18 2010 17:08 GMT
#7
I've had the most problems dealing with well timed DTs
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
February 18 2010 17:09 GMT
#8
As Terran I can say Marine/Marauder rape shit. If you add Nukes or Reaperraids, Protoss is fucked. Big Zealot/Templar/Stalker/Immortal armies should work, but Marauder/Marine and if terran is serious and adds 12 medivacs you are down.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
February 18 2010 17:10 GMT
#9
On February 19 2010 01:58 emikochan wrote:
10 damage is full damage to immortals unfortunately. I'm guessing mass storms and cutting them off might work out. If you could get some zealots behind his army...


Marauder do 10 base damage, +10 vs heavy armor. Is the immortal heavy armored? ^^
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2010-02-18 17:12:53
February 18 2010 17:12 GMT
#10
On February 19 2010 02:01 scintilliaSD wrote:
The Zatic build, or any Marine Marauder strategy, is very hard to deal with as Protoss. The build is very mineral intensive though, so Dark Templar may work as many Terrans will eschew the Orbital Command, or if they get it, use the energy on a MULE instead of a Scanner Sweep. I'm not sure how the timings work for that though.


As Terran I usually go:

Supply -> Rax -> Gas -> Rax - Supply -> 1 Rax with reactor, 1 with tech lab.
Then you build up a few marines/marauders and expand. You can go up to 4 Rax with reactor and 3 with tech lab to build MASSIVE amounts of marauder/marine.

Its insane... its mineral heavy yes, but you can easily support it. I sense that it will be nerfed oo;


Edit: lol fuck it, tripple post-____-
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Jazriel
Profile Joined April 2008
Canada404 Posts
February 18 2010 17:27 GMT
#11
I can't imagine any large ground based army is a threat when you have Sentries (name?) with Force Field thingy.

Obv it sounds like Terran ball goes for contain/game, so I would think just try turtling until you get mass storm or something.
#1 LoL player
aLt)nirvana
Profile Blog Joined September 2004
Singapore846 Posts
February 18 2010 17:27 GMT
#12
i agree, maruders are so tough

oot> do any protoss players have problems with anti air?
i had the hardest time just killing 4 mutalisks
sc2sea.com - The SEA / ANZ community
Spike
Profile Joined October 2003
United States1392 Posts
February 18 2010 17:29 GMT
#13
Anyone tried immortals or are they too expensive?
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
February 18 2010 17:39 GMT
#14
On February 19 2010 01:55 Cokephone wrote:
I'm getting my ass handed to me too often in PvT, mainly against huge marauder armies.

Just wondering if any baller 'Toss player has found a solid answer to them, yet, especially when they're coupled with other units.

Stalkers get raped by them, as do zealots (even with charge, it seems). Colossi seem to be an option, but they're super expensive and you'd need 3 or 4 before you could really put a dent in them.

I tried void rays one game, which worked for a little... until he got about 8 marines and raped all of them.

Psi storm SHOULD like the best option... but stimmed marauders don't die as fast as 40 HP marines to it, and they can often dodge most of the damage.

I'm unsure if the immortals hardened shields activate on marauder shots... as they do 10 damage, right on the cutoff? If so, they might be the most solid option??

Ok, let's start from the beginning. Marauder shots do NOT do 10 damage, depending on the target they're hitting. If you have any doubts as to the specific stats of a unit, check out http://www.sc2armory.com/

Once you realize that marauders do 10 damage (+10 vs. armored), you can see that they'll hit stalkers much harder than zealots (who have armor type light and therefore only take 10 damage total) and Immortals (who will only take 10 damage per shot as long as their shields last, thanks to Hardened Shields).

Zealots should easily overpower a resource-equivalent Marauder force, if they have Charge and unless the Marauders have a huge tactical advantage (i.e. fighting on a choke point so only a few zealots can attack at any given time). Stalkers are a decent unit to make, as they deal bonus damage vs. Armored units like the Marauder, but only if Zealots are tanking for them. Bringing along a Sentry or three for their Guardian Shield ability can't hurt either, making Zealots significantly tougher to Marauder fire (assuming +1 attack upgrade on the Marauders, this will reduce damage taken from 11 to 9 on psi shields, and from 10 to 8 on the Zealot's health).

A zealot-oriented army should crush Marauders until they get to really large numbers and form a huge ball. If that happens, Psi Storm is your best friend. Make sure to have 3+ psi storms available, because one storm (80 damage) is not enough to kill any marauders (125 health), and two are still insufficient if the Terran does a decent job of dodging the storms.

I am making these suggestions without ever having played any version of Starcraft 2, and yet I'm confident they will work. Such is the power of looking at unit stats
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
zee
Profile Joined January 2010
201 Posts
February 18 2010 17:50 GMT
#15
Air.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2010-02-18 18:03:50
February 18 2010 18:02 GMT
#16
Blink Rush + 3 zealots has worked vs. every Terran so far. You need to rush to keep them busy defending. Don't try and be cute with using later tier armies.... instead use the sentry's (only get 1 maybe 2) to block passageways so your stalkers can deal the most damage and you can reinforce quickly. Keep pylons at a close distance to your chokes to utilize warp gate as well. Maybe even make a couple of photon cannons. God I just want to play is it 4 PM yet? >:O

And for the love of god MAKE UP TO 3 GATEWAYS ON 1 BASE... you can macro correctly like this!
"We have unfinished business, I and he."
nimbim
Profile Blog Joined June 2009
Germany985 Posts
February 18 2010 18:05 GMT
#17
i suggest keeping 1-2 sentries with your army at all times. the shield it can cast (-2dmg to all units affected) works wonders. they helped me win some early game battles at least
Response
Profile Blog Joined April 2004
United States1936 Posts
February 18 2010 18:10 GMT
#18
I wish I would have played players that were competetent, I havent had trouble v anything yet
the REAL ReSpOnSe
Cokephone
Profile Joined August 2009
United States27 Posts
February 18 2010 18:29 GMT
#19
Thanks boys. I'll see what I can do. I totally forgot about sentries... it should make zealots do a decent job. Hopefully.

So weird that PvT functions so differently from SC1. Terran seem like the aggressors, now. FLIPPED THE SCRIPT, DID THEY?!
ITS CALLED HOLD POSITION, BRO!
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
February 18 2010 18:32 GMT
#20
On February 19 2010 03:02 Amber[LighT] wrote:
Blink Rush + 3 zealots has worked vs. every Terran so far. You need to rush to keep them busy defending. Don't try and be cute with using later tier armies.... instead use the sentry's (only get 1 maybe 2) to block passageways so your stalkers can deal the most damage and you can reinforce quickly. Keep pylons at a close distance to your chokes to utilize warp gate as well. Maybe even make a couple of photon cannons. God I just want to play is it 4 PM yet? >:O

And for the love of god MAKE UP TO 3 GATEWAYS ON 1 BASE... you can macro correctly like this!


No one tried that vs me, but my build usually defends of all early rushes. I get marines / marauders early, and to be save you can expand with a bunker, not much Protoss can do.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
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