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How to counter pure Marauders as protoss

Forum Index > StarCraft 2 Strategy
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folke123
Profile Joined February 2010
Sweden133 Posts
Last Edited: 2010-05-02 02:51:00
April 30 2010 11:51 GMT
#1
So, I've just lost a game where my terran opponent just got pure marauders and crushed me.

I tried to get imortals and zlots (with speed later on)

He could just slow my Zealots and stim to get away and just demolish my army.

The only thing I can think of that would help me is getting some sentries and trying to trap the marauders, but since sentries are gas heavy, that would mean alot fewer imortals.

Teching to air wouldn't have worked cause I was under to much pressure and he could just switch to rines.

I would like to know a good way to counter pure marauders as protoss.

here is the replay of me getting owned

http://www.sc2rc.com/index.php/replay/show/2800

EDIT: In this match I tried to go Speedlots, Sentries, Immortals which acording to most people seem to be the way to go (or go voidrays)

But could someone please watch the replay and give me some pointers? what did I do wrong? the more obvious the better
Frenzied_Tank
Profile Joined October 2009
Germany100 Posts
Last Edited: 2010-04-30 11:55:19
April 30 2010 11:54 GMT
#2
try void rays, they "hard" counter pure marauder play, i havent lost using voidrays yet. Charge them up on a proxy pylon and then just snipe the ppls buildings or marines.
Nitron
Profile Joined April 2010
Singapore177 Posts
April 30 2010 11:54 GMT
#3
if he is going pure marauders, the best way is seriously void rays. Im in plat league and a lot of terran like to go for marauder seige tank combo, 2 - 3 voidrays is enough to demolish the entire army in that battle and then u rush in and counter attack. He will not be able to pump marines fast enough to counter because of the tech lab add ons and a fully charged voidray will take out marines too easily.
bLah.
Profile Joined July 2009
Croatia497 Posts
April 30 2010 11:57 GMT
#4
pure marauder build is easily countered by 1gate robo with immortals and stalkers. immortals just totally own marauders.
folke123
Profile Joined February 2010
Sweden133 Posts
April 30 2010 12:06 GMT
#5
Well, if you check my replay, you could see that after killing my drone I had no good way of getting intel until my observer was out. And when I saw the marauders I had to constantly replenish my army. There was just not enough money to get up a stargate :/
go4it
Profile Joined March 2010
Croatia91 Posts
April 30 2010 12:12 GMT
#6
Im testing speedlots + HT with few immortals against mass marauders.... Maybe that can work..
iSTime
Profile Joined November 2006
1579 Posts
April 30 2010 12:14 GMT
#7
On April 30 2010 20:57 bLah. wrote:
pure marauder build is easily countered by 1gate robo with immortals and stalkers. immortals just totally own marauders.


Only in small numbers. Immortals cost-for-cost are utterly worthless later on against marauders. You need colossi or void rays.
www.infinityseven.net
bLah.
Profile Joined July 2009
Croatia497 Posts
April 30 2010 12:36 GMT
#8
On April 30 2010 21:14 PJA wrote:
Show nested quote +
On April 30 2010 20:57 bLah. wrote:
pure marauder build is easily countered by 1gate robo with immortals and stalkers. immortals just totally own marauders.


Only in small numbers. Immortals cost-for-cost are utterly worthless later on against marauders. You need colossi or void rays.


they only lose their value if there are ghosts emping them because they lose hardened shield then, otherwise they completely rape marauders and if terran is going for pure marauders you win with 1gate robo build. Only build which can counter 1gate robo is 1rax-FE-4rax-4bunkers with mass marine and then marauders/ghosts/vikings etc
Nitron
Profile Joined April 2010
Singapore177 Posts
April 30 2010 12:51 GMT
#9
Do take that marauders deal a lot of damage to immortals, and immortals are slow, bulky units, whereas immortals when stimmed are pretty damn fast. If you allow the terrans to mass up marauders ur army will not be able to withstand it so u need either HT or DT or Voidrays.
KOFgokuon
Profile Blog Joined August 2004
United States14910 Posts
April 30 2010 12:52 GMT
#10
11-12 marauders only need 2 rounds of shots to kill an immortal, if they have stim then you don't even have time to run your immortal back, and it's not like that's enuogh time for your other troops to really do that much damage
saying 1 gate robo is the way to go is over simplifying things
TotalBiscuit
Profile Blog Joined March 2010
United Kingdom5437 Posts
April 30 2010 13:21 GMT
#11
On April 30 2010 21:52 KOFgokuon wrote:
11-12 marauders only need 2 rounds of shots to kill an immortal, if they have stim then you don't even have time to run your immortal back, and it's not like that's enuogh time for your other troops to really do that much damage
saying 1 gate robo is the way to go is over simplifying things


Indeed. This is not a case of a hard counter destroying 10 of the unit it counters on it's own, that doesn't happen. Focussing fire will kill those Immortals and each one you lose has a far larger impact on your DPS than each Marauder he loses.

On the matter of scouting, bear in mind vs Terran, that while you cannot get into the base early, you can against some players, get an impression of what they have by running a probe right up to the top of the ramp at the very edge of their block. Many Terran players will mass whatever unit they're... well massing, just behind the block to repel attacks, so if you see a ton of Marauder missiles coming at your probe, then you know what he's planning.
CommentatorHost of SHOUTcraft Clan Wars- http://www.mlg.tv/shoutcraft
RoboFerret
Profile Joined March 2010
United States70 Posts
April 30 2010 13:22 GMT
#12
Immortals are more of a "I'm going to rush immortals and then push into the terran base" after that, stop producing immortals. There (QUICKLY) becomes a time when immortals become terrible against the marauder ball, even without ghosts. With ghosts there's just nothing they can do. Zealots + Sentries, or any ground army with high templar/voidray/colossus support is needed to fight them. Void rays can be used to harass too, while high templar and colossus will just destroy their army.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2010-04-30 13:40:35
April 30 2010 13:39 GMT
#13
Two Words: VOID RAYS.

This morning a bunch of really good SC2 players hung out together (*1) and tried to create an aggressive Marauder build which would NOT be killed easily by Void Rays. All they managed to do was kill lots of Probes, but once the first Void Ray is out the Terran is as good as dead. You only get one or two Warp Gates and a few Stalkers to keep the Marauders busy. If they die it doesnt matter, just getting the Void Ray out is important. Day[9] tried about 4 times to beat Azz, but didnt manage it and others kinda complained about this tactic being too easy as well.

(*1) Chills channel, roughly 9 am CET, friday April 30th ...
If you cant say what you're meaning, you can never mean what you're saying.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-30 13:46:18
April 30 2010 13:43 GMT
#14
obviously a few immortals vs a huge amount of marauders is no matchup.. that's true with any unit combo. Immortals really can't be massed because of the high mineral demand, that's the real issue.
It is not enough to conquer; one must learn to seduce.
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
April 30 2010 13:51 GMT
#15
this situation aoe or voidray best... larged massed ranged units of ANYTHING is going to kill your shit super fast
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
Slayer91
Profile Joined February 2006
Ireland23335 Posts
April 30 2010 13:53 GMT
#16
Immortal zealot sentry --> add HT's works amazingly for me. Stalkers make little sense since they die as fast as sentries do similar DPS and are more expensive than everything else.
2 stalkers<1 immortal
1 sentry 2 zealots < 2 stalkers
vs marauders assuming you forcefield well and guardian shield.
Jandos
Profile Blog Joined December 2003
Czech Republic928 Posts
April 30 2010 13:54 GMT
#17
sentries ! + speedlots + stalkers
go4it
Profile Joined March 2010
Croatia91 Posts
April 30 2010 14:21 GMT
#18
On April 30 2010 22:39 Rabiator wrote:
Two Words: VOID RAYS.

This morning a bunch of really good SC2 players hung out together (*1) and tried to create an aggressive Marauder build which would NOT be killed easily by Void Rays. All they managed to do was kill lots of Probes, but once the first Void Ray is out the Terran is as good as dead. You only get one or two Warp Gates and a few Stalkers to keep the Marauders busy. If they die it doesnt matter, just getting the Void Ray out is important. Day[9] tried about 4 times to beat Azz, but didnt manage it and others kinda complained about this tactic being too easy as well.

(*1) Chills channel, roughly 9 am CET, friday April 30th ...



I also watched this. I expect they will nerf void rays soon when Terran players start to vine about it.

This build is very strong if not OP atm.
Dr_Strange
Profile Joined April 2009
United States80 Posts
April 30 2010 14:28 GMT
#19
On April 30 2010 21:12 go4it wrote:
Im testing speedlots + HT with few immortals against mass marauders.... Maybe that can work..



HT are not very good vs marauders. They have too much hp. Also, your lots will be in the storms.
I am the sorcerer supreme.
ac9
Profile Joined April 2010
Canada19 Posts
April 30 2010 14:45 GMT
#20
On April 30 2010 23:28 Dr_Strange wrote:
Show nested quote +
On April 30 2010 21:12 go4it wrote:
Im testing speedlots + HT with few immortals against mass marauders.... Maybe that can work..



HT are not very good vs marauders. They have too much hp. Also, your lots will be in the storms.

Yea dont do this...
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