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[Q] Marines or Marauders in a Bunker?

Forum Index > StarCraft 2 Strategy
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Voyager I
Profile Joined July 2010
United States260 Posts
August 02 2010 17:31 GMT
#1
This is a pretty simple question, although I wouldn't be surprised if the answers get a bit more complicated.

I had always figured that Marines had the best synergy with bunkers; they do better damage if they can remain stationary while shooting and are fairly fragile, especially in the early game before Combat Shields. Putting them in a Bunker alleviates both of those issues and bumps them up to equal range with Stalkers. Since Marauders are tougher and good at kiting in open ground, it seemed like Marines had more to gain. However, when I was watching pro VODs, I noticed that they would often give Bunker priority to Marauders.

So, assuming you already have a mixed army of Marines and Marauders, which ones do you put in a Bunker? I'm mostly thinking about situations where you throw down one down to defend against early pressure while you're going for 1/1/1 or a fast expo, but feel free to consider other scenarios as well.


Thanks for reading.
FTemplar
Profile Joined June 2010
Canada70 Posts
Last Edited: 2010-08-02 18:31:40
August 02 2010 17:36 GMT
#2
Another advantage is that the marauders, once upgraded, also slow down incoming melee units before they reach the bunker.

I think a mix of the two could be beneficial (1x Marauder 2x Marines) unless you are facing 100% aerial units, in which case the marauder is useless.

Also, according to http://starcraft.wikia.com
Marines have range 5 (+1 in bunker) and occupy 1 slots.
Marauders have range 6 (+1 in bunker) and occupy 2 slots.

You can use stim pack inside a bunker (correct me if I am wrong)

Mod Edit: No sigs on TL.net please.

User was warned for this post

User was warned again for using edited mod text to reply.
I have to vomit every 30 seconds, otherwise I don't feel so good.
FDOGGG
Profile Blog Joined August 2010
28 Posts
August 07 2010 02:12 GMT
#3
Here a marine and zealot vs nuclear bomb guniee pig tutorial

http://www.youtube.com/v/8M3tNLavkPw&amp;hl=en_US&amp;fs=1
24/7 Play Starcraft + Watch Starcraft - thats my life atm
Anxiety
Profile Blog Joined May 2010
United States650 Posts
August 07 2010 02:20 GMT
#4
On August 07 2010 11:12 FDOGGG wrote:
Here a marine and zealot vs nuclear bomb guniee pig tutorial

http://www.youtube.com/v/8M3tNLavkPw&amp;hl=en_US&amp;fs=1


Why is this relevent?
Voyager I
Profile Joined July 2010
United States260 Posts
Last Edited: 2010-08-07 02:24:16
August 07 2010 02:23 GMT
#5
I would kinda like a serious response to this, since I still see good players doing it both ways.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
August 07 2010 02:27 GMT
#6
The marine is the better choice for the reasons you listed. You maximize damage by keeping more units alive however, if those two marauders have an important role in your army then you should put them in the bunker. Only situation I've seen where a single marauder had a role was in gretorp's marine ghost build. 1 marauder was there to provide some tanking ability so you want to keep its health up for aggressive purposes.
KazyFreak
Profile Joined July 2010
United States3 Posts
August 07 2010 05:12 GMT
#7
Mostly I put marines. But it also depends on the position. I like marauders in there when I scout an early push throw down the bunker with no wall and the bunker is most likely going to fall, esp against heavy Zealots or Lings, since they can tank more damage after the bunker falls. But as I said overall I like the marines. They do more DPS, 4 units with the better range over 2 units with better range, attack air/ground. I believe you have to respond to the situation you have scouted and the enemies army comp ( i know this is basics of SC2 but it is worth saying) and the position/role of your bunker (is it there behind the wall or is it in front of your expansion thrown down to resist an early push, etc).
Noxie
Profile Blog Joined April 2010
United States2227 Posts
August 07 2010 05:24 GMT
#8
I would say marines always. the marauders I would usually keep out and try to maneuver around the base and pick off stuff.
rifi
Profile Joined February 2010
United States74 Posts
August 07 2010 05:36 GMT
#9
I usually put marines in, but in certain positions the extra range and slow from marauder is nice, like the nook that juts out next to your ramp in lost temple.
TriniMasta
Profile Joined December 2009
United States1323 Posts
Last Edited: 2010-08-07 05:37:02
August 07 2010 05:36 GMT
#10
marines do higher DPS (even more than against a MAR vs armor), while marauders DPS don't get affected by armor. marauders also have slow
but i never make 100% marauder, more like 60%
정명훈 FIGHTING!!! Play both T and P.
SpiderWaffle
Profile Joined December 2008
United States125 Posts
Last Edited: 2010-08-08 01:14:13
August 08 2010 01:13 GMT
#11
I heard day 9 say he likes marauders because marines die almost instantly after bunker goes down but marauders stay alive and you can still micro them.
http://students.washington.edu/blakep/SCBW/replays/
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2010-08-08 01:28:51
August 08 2010 01:28 GMT
#12
I like to go the counter argument and say that marines are more fragile, and bunkers add to their sturdiness, and that with marauders outside, you can slow micro with them better than you can inside a bunker.
There is no one like you in the universe.
sgeng
Profile Joined April 2010
United States78 Posts
August 08 2010 01:46 GMT
#13
It's more common to see people try to attack the bunker in the beginning because that's when they have the most forces and hence have the best chance of destroying the bunker. Once you realize that then day9's comment about marauders being able to stay alive longer makes more sense. Since the marines will likely be ignored and the bunker/marauders targeted, it's better to have marauders in the bunkers so they can tank more damage after the bunker goes down.
Snowfield
Profile Blog Joined April 2010
1289 Posts
Last Edited: 2010-08-08 01:48:54
August 08 2010 01:47 GMT
#14
Depends what you are fighting i guess, but usually the marines have a higher damage output / lower health and should be protected.

I would put one marauder and 2 marines in each for optimal awesome

And just to point it out: yes you can stim inside bunkers
sikyon
Profile Joined June 2010
Canada1045 Posts
August 08 2010 01:59 GMT
#15
I would put marines in bunkers. When marauders get focused outside the bunker you can swap them in more eaisly since they have higher health.
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
August 08 2010 02:04 GMT
#16
if you have both, put marines in the bunker and have marauders at the back to support them. best way to utilise bunkers.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
synicalx1
Profile Joined August 2010
Australia1 Post
August 08 2010 02:36 GMT
#17
Gonna agree with everyone who's said 1:2, only need one rocket to slow stuff down and after then the 'rines come into their own. God help you if mutas rock up...
SpiderWaffle
Profile Joined December 2008
United States125 Posts
August 08 2010 05:28 GMT
#18
Can you rally your bunker units, so you can make them exit on the back before the bunker dies?
http://students.washington.edu/blakep/SCBW/replays/
ekhie
Profile Joined August 2010
Finland14 Posts
Last Edited: 2010-08-08 05:49:26
August 08 2010 05:48 GMT
#19
Yes, you can set a rally point for bunkers, just like everything else.
Ready to roll out!
LittleBallOfHate
Profile Joined September 2009
29 Posts
August 08 2010 05:54 GMT
#20
Here's my take on it, assuming the opposing army has a well compsition of units (the marines and mararders are equally as effective vs said army); put the marines in it as they are weaker and can dish out quit a bit of damage.
HATE
SpiderWaffle
Profile Joined December 2008
United States125 Posts
August 08 2010 06:27 GMT
#21
I would go with marines, just make sure to rally them back and unload before the bunker dies.
http://students.washington.edu/blakep/SCBW/replays/
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