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How to counter pure Marauders as protoss - Page 2

Forum Index > StarCraft 2 Strategy
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NightOne
Profile Joined March 2010
Canada215 Posts
April 30 2010 15:07 GMT
#21
one voidray...
Kyzardin
Profile Joined April 2010
United States13 Posts
Last Edited: 2010-04-30 15:10:37
April 30 2010 15:10 GMT
#22
With the nerf to psi storm, 2 area to 1.5 which is like 40% damage... , i find that HT's are not cost effective any longer against marauder balls, colossi is a much better option imo, sentry speed-lots and colossi works well, the marauders don't get their +>9000 dmg vs armor and you'll have lots for canon fodder, sentries for force fields either blocking their escape, splitting their force or preventing a push with the colossus in the back tearing it up. however if the teran starts getting vikings, which they will, you'll find that blink stalkers become more valuable and are worth mixing with your force. its all about mixture, the marauders are not as strong against this sorta build because if you cut off the escape with force fields the ai will target the lots and colossus melt them away very effectively, they if they try and focus down your colossi its down to your micro vs theirs but colossi have a range advantage and your lots and sentries should be able to slow them down very effectively. What i tend to do is ill do a 1 gate robo build into a timing push with my immortals while I'm getting colossus tech and depending on how successful the push is you can expand and macro up or all in push. the thing with the 1 gate build is it tends to counter the common teran builds pretty well, if they go for the early reaper harass you'll have your early stalker to thwart it, you can get the immortals for early offensive and it gets your early obs and quicker colossus. The builds you'll have trouble against are ones which don't hurt their own econ by going for the reapers because they will be out macroing your 1 gate build.
or you know... void ray... but i hate em
Ilithyium
Profile Joined April 2010
Denmark88 Posts
April 30 2010 15:20 GMT
#23
HT arent that good as AC9 said, they need back up either with colo or Zealots with charge.. that will do some damage
Boxer Flash MMA Polt MVP Taeja MKP Fanboy Terran Fighting!
Luddite
Profile Blog Joined April 2007
United States2315 Posts
April 30 2010 15:40 GMT
#24
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?
Can't believe I'm still here playing this same game
abominare
Profile Joined March 2010
United States1216 Posts
April 30 2010 15:47 GMT
#25
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.
NightOne
Profile Joined March 2010
Canada215 Posts
April 30 2010 15:50 GMT
#26
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
Profile Blog Joined May 2008
United States870 Posts
April 30 2010 15:50 GMT
#27
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.


Absolutely terrible advice. My standard tvp build against bio is stalker/sentry/zealot(charge)/ht
http://www.teamliquid.net/video/streams/Trowabarton756
bountyface
Profile Joined February 2010
United States95 Posts
April 30 2010 15:53 GMT
#28
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
Profile Joined April 2010
United States31 Posts
April 30 2010 16:00 GMT
#29
On April 30 2010 23:21 go4it wrote:
Show nested quote +
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.


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
Profile Joined April 2010
United States14 Posts
April 30 2010 16:01 GMT
#30
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
Profile Blog Joined January 2010
United States882 Posts
April 30 2010 16:06 GMT
#31
I also heard air hard counters marauders. Void rays work but I've found phoenixes to be a lot more fun and exciting than "yeah, I flew a void ray into your base and you had no AA."
Sweet.
folke123
Profile Joined February 2010
Sweden133 Posts
April 30 2010 16:12 GMT
#32
But, if they do a normal MMM my void rays are basicly worthless against the main army?

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
Profile Joined April 2010
Singapore177 Posts
April 30 2010 16:13 GMT
#33
On April 30 2010 23:21 go4it wrote:
Show nested quote +
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.


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_
Profile Joined April 2010
United States389 Posts
April 30 2010 16:14 GMT
#34
First, I have watched tons of records PvT and I have *never* seen HT be more effective then colossus, and generally they have sucked pretty hard. If someone disagrees kindly provide a rec of HT not sucking and I'll gladly change my line of thinking. If the Terran sucks and doesnt move any of his units and lets you just storm him to death, then that is not helping us.

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
Profile Blog Joined March 2010
Turkey1496 Posts
April 30 2010 16:18 GMT
#35
Pure maraudres can be countered by zealot+sentry army so easily. Just field the back so he won't be able to micro and release your zealots to the ball since marauders hit less to light units your zealots will make some slaughter there.
Tomorrow never comes until its too late...
Rakanishu2
Profile Joined May 2009
United States475 Posts
April 30 2010 16:31 GMT
#36
Getting out voidrays is great, forces him to make vikings or marines, which are easily countered by your standard protoss ball. Just build 1-2-3 voidrays, force him to counter, then macro up your gateway ball, if the game goes longer, get a 3rd and make collosus.
10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
Cloak
Profile Joined October 2009
United States816 Posts
April 30 2010 16:32 GMT
#37
Zealot/Sentry alone can handle it if you FF properly. Zealot/Sentry/Immortal definitely works. Sentry/Colossus works. Voids work. My favorite is Immortal drop. I think there's a Phoenix build floating around -haha- that can handle Terran standard play, too.
The more you know, the less you understand.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
Last Edited: 2010-04-30 17:00:37
April 30 2010 16:50 GMT
#38
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.


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.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Bibdy
Profile Joined March 2010
United States3481 Posts
April 30 2010 16:58 GMT
#39
Sentries and Void Rays. Bait them into attacking and Force Field them back then send in the Void Rays. They'll probably pop Stims and rush forward, only to find they can't do anything with those Force Fields up and now your Void Rays have plenty of time to clean house.

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
Profile Joined April 2010
United States668 Posts
April 30 2010 17:08 GMT
#40
phoenix build? why would you do that when the VR is at the same tech level and doesn't have any of the weaknesses that the phoenix has.
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.
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