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[D] PvT -- What gateway units vs marauder? - Page 2

Forum Index > StarCraft 2 Strategy
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Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-04-25 21:34:13
April 25 2010 21:32 GMT
#21
Zealots are the key to beating Marauders. Zealots cause the Marauders to either

A) kite and shoot down the Zealots, making them do literally no damage to your Immortals/Stalkers/Sentries in the meantime

B) Try to gun down Immortals, Stalkers and Sentries sitting at max range while getting battered in by Zealots.

Try any unit composition you want out of GW units and Immortals. The ones that have a handful of Zealot tanks are going to be the most successful.

Zealots alone aren't going to do shit. Neither is a blob of Sentries, Stalkers and Immortals. Zealot tanks with some ranged backup are the proper way to beat Marauders.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 25 2010 21:50 GMT
#22
On April 26 2010 06:32 Bibdy wrote:
Zealots are the key to beating Marauders. Zealots cause the Marauders to either

A) kite and shoot down the Zealots, making them do literally no damage to your Immortals/Stalkers/Sentries in the meantime

B) Try to gun down Immortals, Stalkers and Sentries sitting at max range while getting battered in by Zealots.

Try any unit composition you want out of GW units and Immortals. The ones that have a handful of Zealot tanks are going to be the most successful.

Zealots alone aren't going to do shit. Neither is a blob of Sentries, Stalkers and Immortals. Zealot tanks with some ranged backup are the proper way to beat Marauders.


Yep. It takes a keen balance of all these units to do the trick against mass marauders. Don't over-produce anything from the gateway and don't sink too many resources into immortals either. Massing immortals won't work at all when stim is researched. The best you can do is force them to kite zealots which buys you time for a relatively low price (at least they don't cost any gas =/) while you tech up to something scary like colossi or HT (not quite as scary, but i'd get them if he's adding ghosts to the mix).
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
h4rvey
Profile Joined December 2008
Canada249 Posts
April 26 2010 15:02 GMT
#23
I also keep getting run over by Mass Marauders.

I usually get a couple immortal mixed with Sentry / Zealots (with speed)

By the time i have these units ready the terran has so many marauders he over takes me.

Im trying to learn the best timing to push out or to find out when Terran are the weakest.
Back 2 SC2. Working my way back up again!
puril
Profile Joined April 2010
United States43 Posts
April 26 2010 15:22 GMT
#24
against pure mass marauder, mix zealot/sentry/immortal early/mid-game with soft tech to collosus (with range upgrade) late-game. stalkers help too, but you never want them to get in the way of your immortal firing. you got to be at least decent with FF and collosus micro, fyi.

i dont see too many terrans go marauder all-in anymore though...this is an old post.
Bibdy
Profile Joined March 2010
United States3481 Posts
April 26 2010 15:45 GMT
#25
I don't see what's so great about Collossus vs Terrans, to be honest. I much prefer getting Psi Storm, with DT harassment first, then Void Rays. Collossi only seem worth it if they have a ton of Marines, and let's be honest, what Terrans do you see getting Marines these days?
Stropheum
Profile Joined January 2010
United States1124 Posts
April 26 2010 15:58 GMT
#26
Sentry/Zealot. I think it's already been established by now though. You can use stalkers but it's too risky cause they're expensive and marauders blow em up somethin' fierce
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 26 2010 16:04 GMT
#27
On April 27 2010 00:45 Bibdy wrote:
I don't see what's so great about Collossus vs Terrans, to be honest. I much prefer getting Psi Storm, with DT harassment first, then Void Rays. Collossi only seem worth it if they have a ton of Marines, and let's be honest, what Terrans do you see getting Marines these days?


Storm doesn't really dent marauders that much either. Honestly if the went really marauder heavy, to the exclusion of marines, colossi with a zealot/ff wall is one of the best ways to deal with the pile, using range to just constantly whittle down the marauders. That being said, they're both semi-effective means of skinning the marauder mass cat. I think colossi come up more often because terran need an excuse for loosing to P, and colossi is the most infamous of our aoe units post storm nerf.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
April 26 2010 16:04 GMT
#28
You really do need robo or templar tech in order to really decimate them
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-04-26 16:30:32
April 26 2010 16:19 GMT
#29
On April 27 2010 01:04 WorkersOfTheWorld wrote:
Show nested quote +
On April 27 2010 00:45 Bibdy wrote:
I don't see what's so great about Collossus vs Terrans, to be honest. I much prefer getting Psi Storm, with DT harassment first, then Void Rays. Collossi only seem worth it if they have a ton of Marines, and let's be honest, what Terrans do you see getting Marines these days?


Storm doesn't really dent marauders that much either. Honestly if the went really marauder heavy, to the exclusion of marines, colossi with a zealot/ff wall is one of the best ways to deal with the pile, using range to just constantly whittle down the marauders. That being said, they're both semi-effective means of skinning the marauder mass cat. I think colossi come up more often because terran need an excuse for loosing to P, and colossi is the most infamous of our aoe units post storm nerf.


Well what I mean is, why would you get Collossi against Marauders? Just mass Stalkers, Sentries and Immortals to deal with them, plus the Zealot wall. You get Collossi or Psi Storm to deal with everything else. And HTs are a lot more versatile than Collossi, I find. Its anti-Banshee, Viking, Ghost, Medivac, Marine and makes the Marauders have to move a lot. Getting Collossi just means you end up fighting Vikings, which gives him a good harassment tool and now you have to mass more Stalkers to get rid of them in the big fight, which is very dangerous when that fight involves massed Marauders.

Plus, its a lot easier to get your ass-kicked and come back with a giant gateway army, than it is a big Robo army.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
April 26 2010 16:36 GMT
#30
psi storm is more micro intensive, easily dodgable, is in limited quantity, and emp completely nullifies it. Plus, you need robo anyways, so its just easier to go immortal then transition into colossus because it is great against bio AND mech.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 26 2010 16:42 GMT
#31
I dont get why toss sometimes forgo robo tech. The robotics bay may be costly but extra gateways are so too so why not get the robo bay. Immortals produce relatively quickly still so the robo bay can really be counted as more then a extra gateway anyway.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-04-26 16:49:35
April 26 2010 16:47 GMT
#32
On April 27 2010 01:36 DragonDefonce wrote:
psi storm is more micro intensive, easily dodgable, is in limited quantity, and emp completely nullifies it. Plus, you need robo anyways, so its just easier to go immortal then transition into colossus because it is great against bio AND mech.


That's a skill issue, dodging means you're hitting him and he's not hitting you, you don't need many shots to get the desired effect and you can Feedback Ghosts dead before the start of the fight (admittedly Feedback has a range of 9 vs EMP having a range of 10, but I haven't been totally screwed by it, yet).

I find Collossi to be a bigger penalty than a boon. Trying to keep my Collossi safe from Vikings without Psi Storm (they're insanely slow, so they get torn to bits by PS), when there's a gigantic ball of Marauders there is incredibly hard and takes even more micro than Psi Storm. Keep Collossi out of Viking range, but still firing and having your Stalkers shooting Vikings instead of the Marauder ball before they kill all the Stalkers...urgh. Rather just Feedback the Ghosts, and cast Psi Storms all over the place. If I combine Collossi and HTs (very long game), then I'd put a little Psi Storm focus on the Viking blob.

Plus, it lets you add Void Rays. Their choice of counter to that is either Marines or Vikings, which Psi Storm can handle quite well, too.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 26 2010 17:39 GMT
#33
On April 27 2010 01:47 Bibdy wrote:
I find Collossi to be a bigger penalty than a boon. Trying to keep my Collossi safe from Vikings without Psi Storm (they're insanely slow, so they get torn to bits by PS), when there's a gigantic ball of Marauders there is incredibly hard and takes even more micro than Psi Storm. Keep Collossi out of Viking range, but still firing and having your Stalkers shooting Vikings instead of the Marauder ball before they kill all the Stalkers...urgh. Rather just Feedback the Ghosts, and cast Psi Storms all over the place. If I combine Collossi and HTs (very long game), then I'd put a little Psi Storm focus on the Viking blob.

Plus, it lets you add Void Rays. Their choice of counter to that is either Marines or Vikings, which Psi Storm can handle quite well, too.


I think the biggest penalty of colossi is how predictable they are. As you can tell from reading "AND THEN HE WILL GET COLOSSUS..." in almost every TvP thread, they pretty much assume they're going to show up eventually.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
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