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What's suppose to counter Marauders in general?

Forum Index > StarCraft 2 Strategy
Post a Reply
Sets
Profile Joined February 2009
United States59 Posts
May 20 2010 02:11 GMT
#1
The help menu says Zealots counter Marauders... But I'm only going to assume that would be true if Charge was researched. What counters a Marauder in early game? Sentries with guardian shields on with a bunch of Stalkers? Sentries using force fields to trap marauders and using zealots to attack them?
Half Awake; Half Dreaming
frozenkatkiller
Profile Blog Joined July 2009
United States168 Posts
May 20 2010 02:17 GMT
#2
Immortals are the hard counter to marauders. They can take out a ton of them, especially with something to soak up the damage. Later game you want chargelots.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
May 20 2010 02:20 GMT
#3
zealot stalker into zealot immortal into zealot colossi

OR

zealot sentry into chargelot sentry into zealot high templar

OR

zealot into zealot void ray into chargelot void ray

Some popular choices right now
What does it matter how I loose it?
aaaaaah
Profile Joined May 2010
45 Posts
May 20 2010 02:36 GMT
#4
speedlings counter thing really really well =D and muta
=D
Gamerah
Profile Joined May 2010
United States85 Posts
May 20 2010 02:36 GMT
#5
Well early game, marauders can't really touch your zealots if you are turtling. If they go up the ramp, sentry blocks off the ramp, and immobile marauders don't really do much. 3-4 zealots, 2 sentries, 2 stalkers can hold off any early game aggression. Open field, concussion shells causes severe mental breakdowns... for me at least.

Then transition to either void rays or immortals, based on whatever other unit compositions they have. I find it unusual that they would have mass marauders in their army, considering how a few void rays obliterate them, and the amount of protoss that tech straight to void rays tend to discourage massing marauders. MMM balls are another story, but thats why you have HT or colossi.
Follow in the footsteps of others, until you are good enough to make footsteps of your own.
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
May 20 2010 02:38 GMT
#6
Micro counter mauraders, high templar+charge, early immortals, air units, upgardes, focus fire, collosus
Be kind whenever possible. It is always possible.
Glaven
Profile Blog Joined April 2010
Canada554 Posts
May 20 2010 03:14 GMT
#7
Anything that comes out of a stargate
Special Tactics
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
May 20 2010 03:16 GMT
#8
Protoss:
Zealots (but only until a certain mass)
Immortals
Void Rays

Zerg:
Speedlings (but only until a certain mass)
Mutas
Fungal Growth or Fungal Growth + Ultras
vileEchoic -- clanvile.com
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
Last Edited: 2010-05-20 03:30:50
May 20 2010 03:29 GMT
#9
Please post a replay. Many of these questions have completed unrelated answers.

How early game are we looking at? Do you mean just pure marauders or MM mixup? If pure marauders, zealots + sentries and force field the escape route. Or just make void rays.

Edit -- To answer the question posed in your subject line: nothing. Marauders are meant to be a core army unit which fit into any composition.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
Piousflea
Profile Joined February 2010
United States259 Posts
May 20 2010 03:34 GMT
#10
Air
Seek, behold, and reveal the truth
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