Rines are low health rapid dmg, good vs most except splash.
Marauders are High health units, good vs Small/Medium, and they stun (with upgrade, of course) .
Forum Index > StarCraft 2 Strategy |
Anxiety
United States650 Posts
Rines are low health rapid dmg, good vs most except splash. Marauders are High health units, good vs Small/Medium, and they stun (with upgrade, of course) . | ||
PROJECTILE
United States226 Posts
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captainwaffles
United States1050 Posts
For example, if you go pure marauder against zerg, they can easily "kill" it by going mass hydra with the occasional mutas. Or if you went straight marine, banelings and roachs would spell doom for your face. | ||
bb33
United Kingdom18 Posts
The only 'hard' counters are banelings and colossi. With a proper wall off, zerg will not scout your base after you get marines to fend off the overlord until they get lair tech as they know that is 100 minerals they are not going to get back, along with supply blocking. Therefore there is a window between that first drone/overlord and lair tech. In that time you could be going anything behind that wall and they are in the dark. Does the zerg assume you are going marine spam, which no one does or teching/mara as he has seen 90% of terrans do. If he risks banelings he has to get in there before the 'critical mass of marauders you are totally building', a large risk most will not take, banelings also slow down lair tech (or the banelings themselves) which is risky for scouting. This along with the fact that most zerg fast expand will leave them little room to risk those banelings for anything other than an all in baneling bust which can easy be countered by moving your heavier buildings to the wall off. This leaves most zerg not going banelings against terran unless the terran is a tard with 1 supply wall. The other counter is colossi but most toss these days seem to do 4 gate all in, immortal timing push, fe or void ray rush, all 3 of which are at worst even with or else countered by 3 rax 2 reactor/1 tech. Even if they do go straight collosi, they are likely to have all of 1 when the push comes with nothing else to stop 20 marines and 3-6 maraders. This means that while they might stop the marines, it will cost them a lot and you can easy switch to mech and out macro them. | ||
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