How to counter pure Marauders as protoss - Page 2
Forum Index > StarCraft 2 Strategy |
NightOne
Canada215 Posts
| ||
Kyzardin
United States13 Posts
or you know... void ray... but i hate em | ||
Ilithyium
Denmark88 Posts
| ||
Luddite
United States2315 Posts
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 ... link to this please? | ||
abominare
United States1216 Posts
| ||
NightOne
Canada215 Posts
On May 01 2010 00:47 abominare wrote: I would note that if youre going to use immortals on marauders you need to really commit to that. Your one robo is not going to hold off 7 raxes with tech labs. Youre going to want 2-3 robos vs pure rauder, which is why most people rather grab void rays. voidrays are good to startoff with.. rushing immortal early game is good too... however if the terran expands you should already have an expansion and on your way to templars... | ||
Trowabarton756
United States870 Posts
On April 30 2010 23:28 Dr_Strange wrote: HT are not very good vs marauders. They have too much hp. Also, your lots will be in the storms. Absolutely terrible advice. My standard tvp build against bio is stalker/sentry/zealot(charge)/ht | ||
bountyface
United States95 Posts
On April 30 2010 21:12 go4it wrote: Im testing speedlots + HT with few immortals against mass marauders.... Maybe that can work.. you're joking right edit: nm everybody commented on this lol | ||
suckerfish
United States31 Posts
On April 30 2010 23:21 go4it wrote: 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. I'm not sure I understand why this is considered OP. Yes, Void Rays are the counter to massed Marauders, but as far as I know, there's nothing forcing a Terran player to go massed Marauders in the first place. If you're going to go with a mass of a single unit type, then you shouldn't be surprised if the enemy scouts you and you lose to a mass of counter units. | ||
Fantus
United States14 Posts
On April 30 2010 20:54 Frenzied_Tank wrote: 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. Wow, that's brilliant. | ||
rackdude
United States882 Posts
| ||
folke123
Sweden133 Posts
I wonder how you scout this only Marauder build. Because the first probe get shot down before knowing if it is going to be MMM or massed marauders or anything else. All you see is 1-2 raxes. and that could be anything. And asuming you do like 13 gate to 15 core and then like 2 more gateways and a robo facility for some sort of imortal push. If you do that kind of build, your observer is going to be too late, you will see alot of Marauders coming to your base, and you wont be able to counter it cause the stargate+ one void ray takes some time to build. So what I guess I want to say with this post is, how do you scout massed marauders? | ||
Nitron
Singapore177 Posts
On April 30 2010 23:21 go4it wrote: 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. It is the terran player's fault to have an over aggressive marauder build in the first place. For god's sakes terran has the most accessible anti air units in the game it is your own fault for not having enough anti air in your army to combat those void rays. Also voidrays are pretty dmg dealing rubbish damage until they are charged up it is up to the terran to take it down before it charges for to stim and fall back and attack again when the charge finishes. Going very heavy marauder you are already taking the risk assuming that the protoss is not going for air units, most of the time the terran blindly builds marauders just because they are strong and the concussive shells rock, and they dare not waste energy to scan sweep the corners of the protoss base to check of any hidden tech. | ||
Iron_
United States389 Posts
After watching Nony's rec pack, I gave the Phoenix a solid go. It does in fact counter this build. You need to get out a Z and a couple of sentry to keep him from killing you straight off while you make the stargate (this is no different than when you keep yourself alive while you make the Robo). What tends to happen is this: You counter his first army, lift up 3 or 4 of his mauraders while your couple of z's and sentry pack do the rest. Also, you can snipe a couple of the mauraders as he is walking over to your base. Once your first army > his first army, this provides a nice window to expand, and get your second base fully saturated by 10-12 minutes (depending on how hard he decided to come at you). At this point is where I come to some problems, as I am not yet sure what to transition into after my phoenix start with z's and sentry. I saw Nony in his recs going Z's and sentry with even more phoenix, but I have experienced that it takes a pro level of micro to make that army work. My days of pro gaming were 10 years ago so I need to simplify a bit ![]() I believe after you win the first battle, expand, and force him into making vikings or marines, you are in a good position. What to do with that good position is something I am still working out. Any advice from people that have been in this position is appreciated. One idea that I have not yet tested, is building a second stargate and going Voidrays at this point to act as my seige. Are they too expensive and slow building or do you think this may work? | ||
Aelfric
Turkey1496 Posts
| ||
Rakanishu2
United States475 Posts
| ||
Cloak
United States816 Posts
| ||
WorkersOfTheWorld
United States619 Posts
On April 30 2010 21:14 PJA wrote: Only in small numbers. Immortals cost-for-cost are utterly worthless later on against marauders. You need colossi or void rays. This is correct. On April 30 2010 21:36 bLah. wrote: they only lose their value if there are ghosts emping them because they lose hardened shield then, This is a myth. Marauders -do not need- emp to crush immortals once they have stim and exceed early game numbers. This should not be news to anyone. Please stop fabricating how great the immortal is in comparison to the marauder. @OP Use void rays. Spend the extra money you have on 2-3gates cranking out zealots and a couple sentries (as gas allows). Send your first 2 rays to the terran main and power up on an outlying building then hose down any anti-air you can see. At this point you'll have the attention of the marauder pile. If it runs to your base, meet them at your ramp, block with FF and start melting them with the VR's. If he stays in his base, keep sniping buildings and units with your rays while you contain outside his base and take your own natural expansion. He'll probably be massing something like marines and vikings now, so feel free to throw down a bunch more gateways and spam stalker until he falls over. Two things to keep in mind with VR build: 1. Proxy rax marauder will kill you if you're not careful. Always 10gate, fast cyber, and build a zealot, followed by a stalker, and then a sentry. The first zeal will get the marauder's attention, hopefully surviving until the stalker is out. Make sure you always have zeals AND stalkers out to deal with marauders. Stalkers die fast, but are the only way to hurt marauders much. Zeals get kited, but are the only way to soak their massive damage. Make sentries when he's not pressuring your base. Once you have a few you can just FF block him out. 2. If you scout the terran building a cc early or building a lot of barracks with no addons (or reactors, though i've never seen it done that way), do not build rays, I repeat, stick with gateway units if you want to be agressive. He'll be ass-deep in marines and bunkers, so your void rays won't be very effective. GL with the RBG's. | ||
Bibdy
United States3481 Posts
If you try to fight them on the ground, with your partial air-army, its going to get utterly rocked, and your Void Rays probably won't deal enough damage to the wad before they start rampaging through your expansions and main base. Without tons of Zealots (to soak damage) and Immortals (to deal damage) the Protoss army gets rocked by Marauders on the ground. I always bring along Void Rays, because even if I lose a truly epic fight on the ground, he's probably got nothing left to kill my Void Rays, so I just clean up the Marauders and fly straight towards his base. | ||
DuneBug
United States668 Posts
Anyway void ray harrass and void ray with your main army works well. The trouble is vikings, which will also counter colossus so the next best transition (in my opinion) is to blink stalkers, which leads well into templar/dark templar. I've avoided the robo bay completely in this build and usually use hallucinations with sentries to scout. I'm not even sure if psi storm is worth getting, it's good enough just to feedback the medivacs. DT's will force him to make ravens or waste countless scans, and they work pretty well against mmm. | ||
| ||