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How to counter pure Marauders as protoss - Page 6

Forum Index > StarCraft 2 Strategy
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Kaasflipje
Profile Joined May 2010
Netherlands198 Posts
January 15 2011 21:56 GMT
#101
Early game you generally push the marauders back with your zealots, allowing your stalkers to shoot the marauders. Also cupping them in with forcefield is quite good if you can. Later on you can get speedlot/HT, it kills any mix of bio terran easily.
Sandstorm9
Profile Joined January 2011
41 Posts
January 15 2011 21:58 GMT
#102
Why, did it hurt that i bumped it? Relax toots.

User was warned for this post
Silmakuoppaanikinko
Profile Joined November 2010
799 Posts
January 15 2011 22:00 GMT
#103
On January 16 2011 06:58 Sandstorm9 wrote:
Why, did it hurt that i bumped it? Relax toots.
Might want to read the forum rules. Mods are pretty anal here from time to time.

Bumping threads unless you have something really cool to add is generally not appreciated.
Workers and town centres are the ultimate counter to turtles.
ESL.Templar
Profile Joined January 2011
Germany3 Posts
January 15 2011 22:05 GMT
#104
It really depends on how many Marauders there are.

very early game (that push with 1 Marine 2 Marauders or smth) -> Zealots to tank dmg, Stalkers to deal.

early game - Zealots to tank, Stalker + Immortal to deal
mid game - Void Rays OR Speed Zealots + stalkers + Sentries
late Game - Speed Zealots + sentries + storm, maybe Colossi.

the most important part really is to have good forcefields against marauders, of course Void Rays counter those, but once it's more than 1 Base for the Terran, he'll have Vikings or a lot of marines to accomplish his Marauders and then Forcefields really are the way to go.

Greetz,
Templar
Murdaa
Profile Joined January 2011
United States32 Posts
Last Edited: 2011-01-15 23:07:19
January 15 2011 22:48 GMT
#105
speedlots immortals collosi sentrys are good if the terren can't kite...but kiting is easy and with a ton of maruaders pretty much anything running at them is gonna get hit by a concussiveblast

(feels like a warrior trying to beat a frostmage ina duel in world of warcraft its possible but not easy by any means)

if you dont have voids my best advice is to try to forcefield behind them in a semi circle to where they gotta run towards you to go around the edge to get away

if its pure marauder though they cant shoot air should be pretty easy to think of what to do next...if you see a buncha techlab barracks make a stargate cronoboost some voids out and catch em off gaurd...

somebody said to me last night something about archons and i said that archons suck so i must be in bronze well heres my two cents on archons

archons are supposed to be a hard counter to them but they will never be until they make em massive...but it wouldnt work anyways cuz the tech path takes forever and nobody wants to change ht's into archons before blowing their stormload it wouldnt be cost effective in anyway and you cannot mass them...you can have a huge group of marauders charging your base before you can get that far in tech so that throws that out the window

archons can take more shots from a marauder then pretty much anything but they cant get close enough to attack and you never have more then like three so they are pretty much useless

making an archon massive might help alot though since alot of protoss like to go storm against terren anyways because it tears up so many other units they have or maybe even a snare effect to counter act their snare

and dam is that upgrade cheap...grooved spines for hydra's is 150/150 but moves so awesome like stim and concussive shells combined together is the same amount

somethings not right here


Edit:damn sorry i started rambling side effect of drinking...just make some dam voidrays lol
Terminator(471)
Profile Joined December 2010
United States243 Posts
January 15 2011 22:56 GMT
#106
Voids are the best thing against marauders. Just make some defense, bunker in for a little while, then when you have some voids, go push and kill the marauders.
If you don't like voids or you can't get them then, get sentry, immortal, zealot. You have the right comp. In mind but the sentries will help so much. FF the marauders and don't let them move. Even if you have less immortals, the zealots are worthless if they end up just getting slowed and picked off. You can either have less immortals lose or 2000 mins on 20 zealots.
How I feel when I play the against Protoss deathball: This is the worst day of my life! "Homer: the worst day of your life so far"
Yoshi Kirishima
Profile Blog Joined July 2009
United States10332 Posts
January 15 2011 23:05 GMT
#107
About you commenting on the bump, i think if the mods find it necessary then they will take the proper measures. I'm pretty sure the mods would appreciate it if people don't make posts where they guess what the mods will do. If you have something to add to the thread then say it, otherwise leave it to the mods.

Also, this thread is pretty general, so there's not really a point in starting a new thread about this. It'll make things easier for people in the future to look up how to counter marauders PvT etc.

@OP's problem, he says chargelots / immortals don't work. Well either he simply has a much bigger army, or he needs to get rid of the Immortals. They do great but are slow and all. Mass chargelots should beat mass marauders (correct me if I'm wrong... there's probably a certain number where the rauders have the advantage due to being a big ball)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
January 15 2011 23:47 GMT
#108
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.



makes me smile looking at this now
althaz
Profile Joined May 2010
Australia1001 Posts
January 15 2011 23:49 GMT
#109
There is no realistic* cost-effective counter for Protoss on the ground. Immortals are raped for cost in large numbers, even with no micro. If he goes mass pure marauder, get chargelots and void rays. Void Rays are awesome vs Marauders and Terran Mech. If he switches over to marine production you'll have enough Chargelots that it won't matter as he won't have the reactors needed to produce large numbers of them.

*With no micro Archons from DTs and Chargelots win in a cost for cost scenario in medium numbers, as does pure Colossi with Chargelots.
The first rule we don't talk about race conditions. of race conditions is
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
January 15 2011 23:58 GMT
#110
Theres no point in bumping a thread from early beta to discuss strategy since everything has changed since then. Also don't be an asshole sandstorm9.
AUSSIESCUM
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