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PvT defending against quick marauder with cncshell

Forum Index > StarCraft 2 Strategy
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1 2 3 Next All
Jinmaster
Profile Joined March 2004
United States36 Posts
August 25 2010 02:41 GMT
#1
I was playing on a small map and terran went straight to marauder with concussive shells. I went 2 gate, made a few zel, started teching to stalkers. When he hit me I couldnt do any micro because of the concussive slow down and I only had a few stalkers. Sorry no rep.

I can't imagine having more zealots would be good vs marauder. Is there an early game unit mix that beats marauders or do u have to play defensively? Is there a way to micro around them?
Afterhours
Profile Joined March 2010
United States125 Posts
August 25 2010 02:49 GMT
#2
Zealot/Sentry against pure Maruader early game. Reason being that you reduce the amount of damage the marauders do to your units by having all light units. Secondly, forcefield. Giving marauders no space to run back with FF is where your Zealots will tear it up. GLHF.
http://i.imgur.com/pHvpBxx.gif
Stutte
Profile Joined August 2010
Sweden13 Posts
Last Edited: 2010-08-25 02:50:36
August 25 2010 02:49 GMT
#3
You pretty much have to play defensive for that first push - get a bunch of sentries and force field your ramp while shooting down at them. Something I've found working pretty well is teching to DT since terrans that push usually go 2-racks 1-factory or 3-racks, although you will need to be smart, ie sneak 2-3 into his base if you can, or send on at a time at his army to make him waste scans and have to get a raven. Most will just build missile turrets at your choke, which you can stop if you just look for them and dispose of the SCV's with the DT's.

Never, ever ever send all your DT's in a ball against the enemy, as this will guarantee a scan and they will all die.

An alternative is to tech to colossi, but with getting extended thermal lances, the possibilities of easy counters with vikings (especially if you get scanned in the process) and the huge build time i wouldn't call it foolproof.

High temps also work very well but suffer same problem as Colossi (if scouted he'll get ghosts).

Just pick your strat and remember P is pretty worthless against T in early-mid. If anyone wants to prove me wrong, I'd be happy to see some replays of a T going three-racks and a P fending it off without force-fielding ramp.
Backpack
Profile Blog Joined March 2010
United States1776 Posts
August 25 2010 02:55 GMT
#4
On August 25 2010 11:41 Jinmaster wrote:
I was playing on a small map and terran went straight to marauder with concussive shells. I went 2 gate, made a few zel, started teching to stalkers. When he hit me I couldnt do any micro because of the concussive slow down and I only had a few stalkers. Sorry no rep.

I can't imagine having more zealots would be good vs marauder. Is there an early game unit mix that beats marauders or do u have to play defensively? Is there a way to micro around them?


don't ever open 2 gate zealot against terran, you'll always want to get a core the second your gateway finishes and then get a stalker out asap.

1st because it nullifys any early reaper and 2nd because stalkers (and 3-4 probes if needed) can fend off those very early marauder pushes
"You people need to just generally care a lot less about everything." -Zatic
Predateur
Profile Joined August 2010
Canada79 Posts
August 25 2010 02:57 GMT
#5
I suggest trying out this build :
don't make a zealot, chrono first stalker. make a stargate after first gateway and core. chrono first void ray, make a push with 3-4 stalker and 1 void ray. I had good success with this build against heavy marauders build. void ray own em. It's hard to beat it with gateway units, since marauders got the upper hand
Jinmaster
Profile Joined March 2004
United States36 Posts
August 25 2010 02:59 GMT
#6
Thanks.... I'm really just looking for the counter to early straight marauder =) I'm currently high platinum and play random so I run into a lot of stuff and couldn't think of a direct counter to this. I'm afraid force field might help stall on the ramp but blocking their exit vs zel might not work unless its perfect block since the conc shells slow down the zels.

He hit with about 6-7, and I knew he had some cuz i sent some zel at his ramp to see what he had, so next time vs ter i'll only make 1 zel or so and then get sentry quicker, but once i have sentries should i get cannon for defense or zealots are good with sentry alone? Or get 2 sentry then a bunch of stalkers?
Jinmaster
Profile Joined March 2004
United States36 Posts
August 25 2010 03:01 GMT
#7
Quick void ray would own this if I know they r going marauder yeah, I like the idea of getting a quick void. How many maruaders will he have if I VR rush?
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
August 25 2010 03:01 GMT
#8
You have to play defensively against Marauders. One thing that marauders cannot do is push up a choke. Force field will completely kill them. Stay in one base and tech up to HTs or void rays.
Kikuichimonji
Profile Joined June 2010
United States102 Posts
Last Edited: 2010-08-25 03:07:38
August 25 2010 03:01 GMT
#9
Against Terran I always 12 gate, skip the first zealot, build my Cyber Core asap, and chrono out my first stalker because of both marauders and reapers. Basically yes your best option is to stay in your base and tech up. Stalkers don't do absolutely terribly vs marauders but it's not good. Abuse your ramp with a Sentry. However toss has a lot of possible counters in their tech tree. You can get charge, colossus, air, or storm, all of which make his marauders pretty bad.

An alternative is to apply *early* zealot pressure before he can get marauders/concussive shell (I mean early enough to where you're cutting probes). If you get into his mineral line it doesn't matter if a marauder w/ Concussive shell pops out, just take the shots and kill SCVs.

Zealot/stalker is way better vs marauders than zealots or stalkers alone. Marauders that try to kite zealots with stalker support give the stalkers free shots, but if they engage the stalkers the zealots get close. It's not a 'solution' by any means but it makes the marauders less efficient.
Stutte
Profile Joined August 2010
Sweden13 Posts
August 25 2010 03:05 GMT
#10
Jin: You need to block the ramp without letting them come up to gain vision. It's hard but you can perfect it against a computer with just a few games.

I would not advise quick voids as just a few stim marines can take them down. Possibly if you keep them behind your choke, but it's not surefire. T's rarely go marauder only, but often marauder-heavy, and you can't know the composition before the first push. I've had some T's go pretty marine-heavy at times and if they do your VR's are worthless.

Saying how many marauders they have when you have a void ray is impossible since the timing can differ greatly on both sides.
Durantula
Profile Joined July 2010
United States108 Posts
Last Edited: 2010-08-25 05:35:05
August 25 2010 03:16 GMT
#11
EDIT: This is a solution to proxy marauders seen here
I found a solution to this, but you do have cut a lot of probes. I hold off the push but end up losing the game cause of a bad call. I probably should have thrown down a stargate after the first two gateways instead of going twighlight council. Anyway, replay:

[image loading]

not the best game, but it sorta shows the solution

9 pylon scout- see fast gas
10/11 gate (preferably 10)
11gas
12/13 core
zealot
stalker
warpgate
lots of micro.

Predateur
Profile Joined August 2010
Canada79 Posts
August 25 2010 03:18 GMT
#12
On August 25 2010 12:01 Jinmaster wrote:
Quick void ray would own this if I know they r going marauder yeah, I like the idea of getting a quick void. How many maruaders will he have if I VR rush?


The idea is to hide your tech in a corner, and push as soon as you get your first VR. Usually when I hit he has 3-4 Marauders and a bunch of marines, don't be afraid of marines, you will have stalker to back you VR up, you need good micro to keep your VR charged and dodging the fire from the marine, try to charge your void ray on his wall if he has walled-in, don't be afraid to shoot your one stalker for 1sec to keep your level 3 charge up, once your VR is charged and you cleared the marines, say GG
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
August 25 2010 03:24 GMT
#13
On August 25 2010 11:57 Predateur wrote:
I suggest trying out this build :
don't make a zealot, chrono first stalker. make a stargate after first gateway and core. chrono first void ray, make a push with 3-4 stalker and 1 void ray. I had good success with this build against heavy marauders build. void ray own em. It's hard to beat it with gateway units, since marauders got the upper hand

I honestly doubt you even play Protoss, as you'd have tons of minerals leftover base on your suggested build. Also, this army composition is very frail, as it depends on your opponent not having any anti-air (marines). Also, do to Terran wall-in, I'm guessing you're suggesting the OP to just blindly do this build, which would lose to pretty much any build other than pure marauder that don't make a push before you get out the stargate. I can go on, but I won't. Please don't theorycraft and claim it as tested with success.
Predateur
Profile Joined August 2010
Canada79 Posts
August 25 2010 04:05 GMT
#14
@HardcoreBilly

yes I play protoss you can check my profile for a link my bnet account.
You shouldn't have too much mineral left, VR cost 250 mineral and stalker 125, alltough this build is heavy gaz dependant, you will need 2 early gaz. After your first Void ray, add 1 or 2 gateway depending on what the opponent does. if he goes mass marine, make more stalkers. of course you need to scout before doing this, if if has no tech lab and 3 barrack don't do it, common sense
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
August 25 2010 04:13 GMT
#15
Thing is, I love going Void Ray and Zealots vs Zergs. It absolutely destroys them because Zerg has almost no anti-air. Now I never do this versus Terran since its not that safe (considering Marine is the best ground anti-air in the game). From experience, I can say that if you don't create a lot of Zealots, then you'll end up with too much mineral or too little probes (ALWAYS produce probe, til you get around 25ish-30ish).

Also, to address the topic itself. Void Rays are indeed good if you instinctively know your opponent is going mass Marauders, but the safest bet is to get at least one sentry to block your opponent from entering your base (or to trap some Marauders for your Zealots to eat up). While doing that, tech up to Robo and get some Immortals while pumping out warp gate units. This is a safe build which can pretty much deal with anything.
Karliath
Profile Blog Joined April 2010
United States2214 Posts
August 25 2010 04:17 GMT
#16
Stalkers are terrible against Marauders. I would suggest going robo -> colossi and then some immortals.
stork4ever
Profile Joined April 2010
United States1036 Posts
August 25 2010 04:23 GMT
#17
stalkers against terran is your best bet due to the threat of reapers. but if you can scout the marauders, z's and sentries are the way to go.

Why are people suggesting immortals/collosi/VR's when the scenario presented is a straight tech to marauders and timing push on a small map?

Carriers and mothership is the ultimate counter for maruaders.
Skaya
Profile Joined August 2010
United States126 Posts
August 25 2010 04:33 GMT
#18
against a terran going marauder i like going 2 gate 2 robo immo/sentry/stalker
sushiko
Profile Joined June 2010
197 Posts
Last Edited: 2010-08-25 04:58:01
August 25 2010 04:55 GMT
#19
I've been working on variants on 9pylon/12gate/14assim/15gate/15cyber/16pylon -> chronoboosted 2 stalkers as soon as cyber is done (pylon and 2nd gateway done at around same time). Getting that 2 stalkers to harass Terran is useful but requires decent micro. If they don't have conc shell yet and only 1 marauder push up kill off marauder and the 1-2 marines. Sometimes I can go for the win if i knock out tech lab (which you should target first, not supply depots. Depending on current situation of harass, I would either start warp gate tech or build 1 more stalker and a lot when possible. If the harass is effectively over, i get 3rd gate, 2nd gas, and council for chargelots. Build a few sentries for forcefields (but not too much since charge gas cost is pretty high) and this works really well against heavy marauder builds. Only problem with this build is seige tanks, which is what i'm working on right now using pheonix and blinkers from the same build.
Elanshin
Profile Joined June 2010
Australia216 Posts
August 25 2010 05:29 GMT
#20
Firstly, scouting is key, (key points to scout) : Tech lab on Rax straight off. This should be an alarm bell that marauders are coming, keep your probe alive for as long as possible. sometimes you will get to see say t he 2nd and 3rd rax drop down or the tech labs. Skip zealot against Terran unless he proxied, in which case immediately chrono that zealot. Have at least 1 sentry at your ramp ready to FF.
Going Robo is a very safe play against Terran and CB that Ob to see whats going on, however a good terran should be poking before that even happens so its critical that you get a sentry after your first stalker. (and for the love of god keep it away from the ledge, I've won quite a few games simply by scanning and sniping that sentry before just walking into the toss base). Immortals are very very good against marauders as long as you have stalker support with it.

I'd be very careful of using the 2 gate early double stalker build, most terran will scout this, not push out, bunker up and then push out when he can overwhelm your force.
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