3 Rax Marine Marauder Build
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BONE
United States176 Posts
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KaiserJohan
Sweden1808 Posts
Your best bet is to partially transition out of bio then. TvP you can add a ghost but if he goes colossi you NEED vikings/tanks, or against HT you need good emp's. | ||
kGold
Canada66 Posts
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jp_zer0
Canada48 Posts
vs T, 2 rax very fast push to beat critical mass of tanks and siege mode. If it fails then transition to some standard TvT midgame. vs Z, you're asking for trouble if you don't have excellent micro. infestors and blings have a field day with infantry. vs P, try 1rax FE. Get ghosts and EMP sentries/HTs when it comes to that. Get vikings if you spot a robo or collossus. | ||
ltortoise
633 Posts
Versus terran, I don't like it because fast tank builds can push back on you hard. If you want to do a 1 base infantry push in TvT, you're better off going pure marauder and pushing once you have 5 - 7. They can deal with the first tank or two. Vs zerg it's just bad unless they are roaching. Even then, a nice speedling/roach composition will just rape your army without any issue. Speedling/baneling will absolutely trounce you. | ||
Elanshin
Australia216 Posts
Against T, its way too late to push at 50 Sup, they will have siege mode if they scout the build and well unless you totally outnumber his units its pretty hard to muscle past bunkers and siege tanks. | ||
gerundium
Netherlands786 Posts
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BONE
United States176 Posts
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mols0n
Canada388 Posts
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BONE
United States176 Posts
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SirNeshorn
Norway66 Posts
If the protoss scouts marauders at your ramp, he'll very likely be expecting you to push out, and so he will not be offensive unless he's got something up his sleeve (like if you got no marines, and he just finished his stargate). In general, T is likely to start a fight as most P players don't like to face off against stimmed bio units at open places in the early game due to that bio units are small and quickly get into position. As someone else mentioned, it really depends on the map. If there's only one ramp, you're gonna have a hard time if P got some zealots, a few stalkers, one or two sentries and eventually an immortal (which he is likely to have if he sees you push out). Unless he controls his units very poorly, you WILL lose the battle for his ramp with this unit composition. What usually happens when I defend against this (about 400 diamond) is that T retreats with the remaining forces he got and tries to replenish his force. In the meantime, I throw down an expansion and get charge for my zealots and start teching towards HT. When T pushes out again, he'll likely have ghosts, but that rarely cuts the deal entirely, and once P finds out he has left his base, he engages and can usually roflstomp the bio ball if he sees it as you'll likely lack a descent amount of T2 units. My guess is it would be better to expand and keep the replenished MM ball at your base to defend as P will have a hard time breaking your defenses as well. Once you got a healthy amount of higher tech units in addition to the bio ball, you might want to push out. Just keep in mind that if a 3-rax push fails, you're behind in tech and possibly also in econ. | ||
Irennicus
United States8 Posts
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Ironclown
United States73 Posts
I did 2 Rax Marauder push, and stim is done at 5:59. I have 5 marauders with a marine mid field and basically I hit them with these few, BUT comparing to a Fast siege tank/mode into expand, the siege would win. 6:35 or a bit sooner is when 2 rax marauder will hit them, and thats is precisely the time that I have 2 siege tanks, siege mode, a bunker and a couple extra infantry. It may be close, but as long as your build is tight, siege expand would win over this build IMO | ||
BONE
United States176 Posts
Things I’ve noticed lately, against Z, this is tough build, I’ve actually been going 2 Rax and Hellions w/Blue Flame, or Siege tanks and even then I have issues. Against Protoss, your correct if they defend the 1st push its usually GG. Unless you build up a small force to defend your base and expand right away after that initial push. Against T, if I scout tank I push out Marauders like its my job, 5-6 Marauders take down a tank pretty quickly. 1 thing I’ve noticed that has been helping me out a ton lately, I usually rally my 3 Rax to a Marauder so they will rally to the army for the initial push, however if I feel like they are defending I rally just outside the base, So that even if they defend the 1st push a 2nd push with a good amount of units is not far behind, I can’t tell you how many times I’ve watched replays and I’ve had them down to two units but I was just out of reach with my forces to end the game. Rally right out of their view has really helped…. | ||
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