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?
PvT defending against quick marauder with cncshell
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Jinmaster
United States36 Posts
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
United States125 Posts
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Stutte
Sweden13 Posts
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
United States1776 Posts
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 | ||
Predateur
Canada79 Posts
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
United States36 Posts
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
United States36 Posts
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Chairman Ray
United States11903 Posts
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Kikuichimonji
United States102 Posts
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
Sweden13 Posts
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
United States108 Posts
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: ![]() 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
Canada79 Posts
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
United States222 Posts
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
Canada79 Posts
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
United States222 Posts
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
United States2214 Posts
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stork4ever
United States1036 Posts
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
United States126 Posts
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sushiko
197 Posts
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Elanshin
Australia216 Posts
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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