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How to counter pure Marauders as protoss - Page 5

Forum Index > StarCraft 2 Strategy
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folke123
Profile Joined February 2010
Sweden133 Posts
May 02 2010 02:48 GMT
#81
Kay guys, the opinions seems to be that you a)
build some voidrays
or b)
build speedlots with sentries and some imortals.

If you check my replay, you can see that I try to do alternative b

Could someone please give me some advice on what I do wrong?
Opti
Profile Joined April 2010
United States155 Posts
May 02 2010 04:05 GMT
#82
Couple of things I notice. Mainly I think you were just out played to be quite honest. You sit at 500+ mins/gas for a large portion of the game (even after you get a 2nd robo and 5 total gateways, by the way, 2 robo + 5 gate is waaaaayyy too much for one base, you can easily use up all of your resources by going 3 gate + robo (or even 2 gate + robo if you know the trick to using both gateway and warpgate swapping). The main thing i notice is that you tend to forget to use up your warp gate cooldowns and so your # of units tends to be lower than his most of the game, and your unused resources are higher. A player that does good macro usually doesn't let his money get over 300 in most of the early/mid game. If you find it hard to remember to use up your warpgate cooldowns, maybe you could try just using gateways instead? the time for building units is the same, you just get to frontload them with a gateway (so you get them at the beginning, rather than at the end).

I also want to note that your opponent has very good marauder control. Stim, shoot, move, shoot, move, shoot, this makes immortals damn near ineffective against them when used correctly. Better FF usage and more zealots would have helped (and you had the minerals for more zealots).

Something else, zeals really need charge to be effective at all against marauders, and rather than getting your citadel when you had 3 gate + robo and continuing to pump units + getting charge, you add another robo and 2 more gates. That's a huge money investment that you should not have had to make had you kept up on your unit production. If you notice, the terran keeps his unit production very steady and keeps adding rax until he gets to 4 rax and just keeps the pressure on, eventually expanding. Zealots in enough numbers with charge will easily take down marauders. They are tougher and do more dmg vs marauders than they take since they are light. Colossus may have been a wise move as well (rather than going 2nd robo, get a robo bay for it to get colossus + range upgrade) while continuing zeal production and getting charge, and also continuing immo production. 11 Marauders is the critical mass iirc, which means that they will take down your immos shield in 1 or 2 volleys, then kill it in a volley, while they only lose maybe 1 marauder.

Around the 15 min mark you push him back (surprise, once charge finishes!) but because he has such good macro and is on 2 base, with a 3rd gold expo coming up, at this point he is simply out producing you because you were contained and your min fields are running out. At this point its basically already good game.

*had you spent less on going nuts with 5 gateways and 2 robos (which you only utilize them about half the time, namely when you are being pushed hard, rather than continuing production on them) and more on getting charge upgrade early on, you may have stood a chance.

*had you had better force field micro and continued to produce sentries later on (i notice you going nuts with zealots later on after they get hte charge, but if you had just gotten a few sentries and gotten a few FF off at your ramp behind his units, it may have made a big difference) you might have stood a better chance as well. I notice at this point when you are trying to mass zealots that you have lots and lots of extra gas and cooldowns on your warpgates that you arent able to use due to mineral shortage. Making sentries at this point is not a bad thing, they will reduce the damage that your zealots take considerably with guardian shield and force the marauders to stand and fight with force field (although this can become difficult with someone who has good micro).

*Research and use hallucination. If you hallucinate a few immortals or even colossi, it makes your army much more intimidating than it really is, and it will lead to him trying to focus fire your hallucinated immortals down every time. Even if he realizes they are hallucinated, it might deter him from attacking your real immortals b/c it is a waste of his time to kill the hallucinated ones. If he uses a scan to check which are which, you have deprived him of a mule and therefore he loses ~270 minerals. Any way you look at it here, the hallucinations are a victory for you.

Best of luck in your future matches! Hope this critique helps. Im definitely not a mater of this game myself, so take everything i am saying with a grain of salt.
Opti
Profile Joined April 2010
United States155 Posts
May 02 2010 04:07 GMT
#83
Oh yeah, and of course, 40 apm vs 80 apm, the higher amp is going to tend to have an advantage with macro/micro. Don't sweat it, it comes with time, my apm is shitty too.
BanelingXD
Profile Joined April 2010
130 Posts
Last Edited: 2010-05-02 04:24:16
May 02 2010 04:22 GMT
#84
The tough thing for protoss is that we have to add an extra tech building to get someplace that lets us counter the marauder* while the Terran can usually hold off any of our counters with his existing tech by pumping marines or tanks.

P is inherently disadvantaged vs mass marauder by their tech tree. I'm not sure there's an easy solution.


*The widely advocated speedlots always get raped by missiles for me :/
0 harvesters, 2700 minerals per minute. Mules are totally balanced!
Chronopolis
Profile Joined April 2009
Canada1484 Posts
May 02 2010 04:47 GMT
#85
Basically you have to hold your choke with pretty much pure stalker/immortal (those 2 units side by side in a concave, makes for easier micro and prevents clogging) until you can get the charge upgrade and balance your army. Positioning is extremely important, if you can stop your immortals from getting sniped just that bit less, thats can make a huge difference. After, when you get charge lots, just go for the epic broodwar flank.
folke123
Profile Joined February 2010
Sweden133 Posts
May 02 2010 21:14 GMT
#86
Thank you very much opti I will try to think of better using my gates, and keeping the resources low in the future
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
May 02 2010 21:17 GMT
#87
This is my army vs pure marauders

~6 zealots
As many stalkers as I can get
2-3 sentries
As many immortals as one robo can pump

It works every time vs pure marauders, or any marauder heavy army.
Opti
Profile Joined April 2010
United States155 Posts
May 02 2010 21:51 GMT
#88
This is my army vs pure marauders

~6 zealots
As many stalkers as I can get
2-3 sentries
As many immortals as one robo can pump

It works every time vs pure marauders, or any marauder heavy army.


Yeah stalkers aren't as bad as people think but they require very good micro to use. you'll need to have your zealots up front and then a good amount of space between your stalkers+ sentries and your front line of zealots, this prevents him from just kiting your zealots while owning your stalkers. Marauders with very good macro will have an advantage if they have stim though.
folke123
Profile Joined February 2010
Sweden133 Posts
May 02 2010 22:57 GMT
#89
Isn't it better to just get the zealots, sentries, and immortals? instead of getting the stalkers I mean? what are the benefits of them?
Louder
Profile Blog Joined September 2002
United States2276 Posts
May 02 2010 22:59 GMT
#90
Anything? Void rays... Immortals... mass sentry + zeals... literally anything you'd like to do?
Louder
Profile Blog Joined September 2002
United States2276 Posts
May 02 2010 23:00 GMT
#91
On May 03 2010 07:57 folke123 wrote:
Isn't it better to just get the zealots, sentries, and immortals? instead of getting the stalkers I mean? what are the benefits of them?


Stalkers aren't the best choice but with immortals you could make just about anything and it would rape marauders.
folke123
Profile Joined February 2010
Sweden133 Posts
May 03 2010 00:29 GMT
#92
On May 03 2010 07:59 Louder wrote:
Anything? Void rays... Immortals... mass sentry + zeals... literally anything you'd like to do?


I tried to go mass sentry + zeals+ some imortals and fails, but then I am not very good.

I am just in the silver leauge atm
xDaunt
Profile Joined March 2010
United States17988 Posts
May 03 2010 01:09 GMT
#93
On May 03 2010 09:29 folke123 wrote:
Show nested quote +
On May 03 2010 07:59 Louder wrote:
Anything? Void rays... Immortals... mass sentry + zeals... literally anything you'd like to do?


I tried to go mass sentry + zeals+ some imortals and fails, but then I am not very good.

I am just in the silver leauge atm


Half of fighting the marauder ball as toss is pre-engagement positioning. You don't want to send everything head on at the marauders from one direction. You need to split your forces up. I usually bait with my ranged units in one group and then come in from a different angle with my zealots. Once the zealots in engage, I pin the marauders with forcefields.
DamageInq
Profile Joined April 2010
United States283 Posts
May 03 2010 12:49 GMT
#94
-Scout it early.
-Build Cannons at your exp.
-Turtle up and tech up to Collosi.
-Get Charge, Thermal Lance and Hallucinate.
-Upgrade
-Build a couple of Void Rays to harrass.
-After (or during) your harrass, push foward with a group of Collosi lead by a decent sized, sentry -heavy ground army.
-Charge Lots to absorb damage. They're the best meat shields as they cost 0 gas.
-Stalkers for extra DPS and to focus down any vikings.
-Sentries for the Force Fields and Hallucinations.
-Use your Force Fields to keep the Marauders out of range of the collosi.
-Use Hallucinate to make a few Collosi Illusions.

Mixing in Immortals never hurts.

"Scissors are OP. Rock is fine." -Paper
Feefee
Profile Joined November 2009
Canada556 Posts
May 03 2010 14:23 GMT
#95
Opti's pretty spot on. Your opponent was definitely better than you. You should be glad that you were capable of defending against his attacks for so long when he had 500 minerals worth of units more than you right at the start.
One thing that was only briefly touched upon was your lack of/bad forcefield usage. There was at least one instance during the first attack where, if you had used your two forcefields, you could've trapped his entire marauder force in between a wall, a pylon, and your zealots. Zealot/sentry/immortal definitely does great against marauders, but when you're immortal light you do need to use good forcefields so the zealots don't just get kited to death like they were.
The very first engagement (right before your first immortal pops) went all wrong for you too. Half your army chased after the marauders and basically it put most of your zealots at half health without having done anything. Definitely wasn't a fault of the unit combo that you lost, just a fault of unit control
SoleSteeler
Profile Joined April 2003
Canada5420 Posts
May 03 2010 15:03 GMT
#96
I've been having trouble PvT recently too... (I random so it doesn't come up THAT often.) I won one of them just mixing in Void rays into my main army of zeal/stalker/sentry. He brought a lot of marines, but once you get 5+ voids, they're not going down easily unless he has pure marine, and then the chargelots would clean up nicely.

Still, that was one game. Going to keep trying it though to see how well it works.

But I definitely need to work on my FF usage. I always forget about it... Somehow?
Sandstorm9
Profile Joined January 2011
41 Posts
January 15 2011 21:32 GMT
#97
To those of you saying chargelots + sentry, do you realize how much gas it takes for both? And how much time charge needs to finish? Marauders need 60 seconds and 50/50 for shells while we need Twilight Council (150/100) and then the upgrade which takes 200/200 and about an hour?

And you want sentries on top of that? How about a mothership too?
Kinch
Profile Joined August 2010
United States258 Posts
January 15 2011 21:49 GMT
#98
Sand, this thread is from beta, so it's a huge necro.
Piledriver
Profile Blog Joined August 2010
United States1697 Posts
January 15 2011 21:50 GMT
#99
Nice necro of a thread from beta lol. (and on your 1st post lol)

And chargelots + sentry is fairly easy to get, provided that you have completely ruled out any banshee play from the terran. Just get your second geyser before 25 and you should be golden.
Envy fan since NTH.
AyameStarcraft
Profile Blog Joined November 2010
United Kingdom192 Posts
January 15 2011 21:51 GMT
#100
Wow, huge bump for no reason. And your first post too?

Please check the date before posting next time.
// ᴵᴹᴍᴠᴘ \\
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