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PvT defending against quick marauder with cncshell

Forum Index > StarCraft 2 Strategy
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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.
KissBlade
Profile Blog Joined October 2004
United States5718 Posts
August 25 2010 05:49 GMT
#21
Void Ray is a pretty solid opening against terrans but I would NEVER suggest skipping your first zealot. Yes, you optimize the build a LITTLE bit but you run such a risk of early loss to cheese that it's almost not worth it at all.
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
August 25 2010 05:55 GMT
#22
Void ray is the best opening against terran. usually if you catch them off guard you win. it also reduces the mobility of the terran army.
if your playing a 2 player map always 10 or 11gate
I transition into 13gas > 14 core to get a stalker out.
then you can put down your starport by 18 usually
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
Nitroflash
Profile Joined August 2010
United States12 Posts
August 25 2010 06:17 GMT
#23
I wouldn't quite say Void Ray is the best, but it is still a great opening. Yes, if it catches a T off guard and they're really Marauder-heavy it will win the game right there. However, if they do have enough marines to keep the VR from doing too much damage, it'll still be doing great by just being there: the T can't move out without suffering huge amounts of damage from your VR, so they'll generally tend to let you tech to something else. Also, usually they'll make fewer Marauders and have a rine-heavy composition, which is just storm/Colossus food in the end. The key is to not make too many VRs since 1 or 2 do just fine (more VRs will cut into your ability to transition; they are expensive) and poke around his base with VRs WHILE KEEPING THEM ALIVE by moving out of range when the rines come so that they still threaten the T.
SirNeshorn
Profile Joined August 2010
Norway66 Posts
August 25 2010 11:11 GMT
#24
There are several ways to push off an early 3-rax attack (or even earlier). Zealots are key, as they can soak up damage while your stalkers poke at the marauders. And I don't see the point of making alot of sentries as some people want to do. Sure, one or two sentries are great so you can hold your ramp. You don't need more than that, as it's in general not a good idea to be offensive against a T who pushes on early with bio (unless you get that VR out and he's got no marines). Sentries cost alot of gas which is better spent on either an immortal or charge for your zealots, IMO.

Just be sure what you're up against. If you can get out a Void Ray when the T has marauder only, the game is over. An early attack should imply what T would focus on. If he doesn't attack early, check out his ramp with a unit to see what kind of units he got there. If it's only marauders, VR can be quite devastating. If he's got a mix, stick to some gateway units while you slowly but surely try to tech up against some AoE firepower.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 25 2010 12:21 GMT
#25
voidrays are not a answer for this because you have to dedicate your build to voidrays before you can even know if they are marauder pushing. Sure, voids help but they are a preemptive answer, not a proper respond if you opened up 'normal'.
The best answer is just to get zealots and stalkers early on. Chase his marauders with zealots and shoot the marauders with stalkers. If he kite's the zealot the stalker will still hit him (and the zealot can take some pounding), if he tries to hit the stalker, make sure to stand still with the stalker so the zealot can hit him. Either way the marauders lose out. Just make sure to return your stalkers at the time your front zealots are just about to die when he is kiting you, you should be able to buy some time then while you return back to base. Warp in new zealots and repeat.

Sentries aren't too good early on except for blocking the ramp really and maybe a guardian shield. Force field to stop the marauders from kiting you really doesn't work in the open and sentries are bad against kiting marauders because of their speed. I make 1 sentry at most early on and usually for guardian shield or forcefielding the ramp, force field range is just too short to really stop marauders kiting you with it.

The trick against marauders is just to keep in mind that stalkers ARE usefull agianst them early on while you also have zealots and he doesnt have stim yet, later on stalkers become quite crap and thats why you want charge and HT reasonably quick.
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
August 25 2010 12:42 GMT
#26
from my experience i can say that sentries are the key units in this situation. you have to use them wisely though. the idea is, to split the terran force of the first push. i do that by letting the terran crawl up my ramp and as soon as all his forces are standing there in a line, i use forcfield in the middle of the ramp to split the terran army. if he pushes again, you do the same and behind that you tech quickly up to immortals.

i had pretty good results using a loosly (i don't really check my foodcount) build like this:
pylon
gate
gas
core
pylon
gas
stalker (boosted)
sentry
pylon
robo
zealot
pylon
immortal
sentry

on a map like scrap station it's almost impossible to pull this off because the ramp is too wide. and since the bases on scrap station are so close, void rays are a good offensive option as well. but if you manage to kill the push with this (sentry) method, you often have a nice force and window for a counter attack left.
http://twitter.com/jhNz
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2010-08-25 15:34:22
August 25 2010 15:32 GMT
#27
Yea, you really need to Forcefield the marauders so they cant run away. After that zealots should chew them up and stalkers will stand a much better chance.

EDIT: I wouldnt recommned rushing to void rays. Most terrans expect it now, so they scout for it and assume its coming if there arent many gateways. I would say that void rays are ok to get but not to rush to. When I see a toss going void rays I know that all I have to do is defend and then counter.
Hell, its awesome to LOSE to nukes!
Stutte
Profile Joined August 2010
Sweden13 Posts
August 25 2010 18:29 GMT
#28
I completely agree, don't go to void rays against terran. It's much better to go VR against Z, especially if they get a roach warren. However it can backfire if they tech a fast spire.
Rashia
Profile Joined May 2010
Sweden68 Posts
August 26 2010 15:27 GMT
#29
Damn terrans! I just been crushed by this build, with a lot of early marauder preassure. The thing is that i was expecting reapers.. so i got a stalker fast.. but then it came.. 3 marauders.

Hard part is that if you get a sentry.. for the marauders, and he get a reaper you're screwed :X
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-08-26 15:37:15
August 26 2010 15:35 GMT
#30
I won against one of these with a Void Ray rush. Didn't even hide the Stargate. Started building it once he was already in my base. Sent my zealots after the marauder to buy time while I waited.

He had all of my units dead and was trying to focus the stargate whne it popped :D Ended up winning shortly thereafter.

Keep in mind that you can go gateway units+stargate and focus the marines with your gateway units. If their marines die, it doesnt matter if you have only your void rays left-- its GG. Just make sure to snipe marines as they spawn, and spawn zealots into his base once you burn a hole in his wall.
mskaa
Profile Joined May 2010
Denmark155 Posts
August 26 2010 15:42 GMT
#31
zealots and stalkers.. let the zealots chase and take all the shoots, while your stalker(s) pick away at the marauders.. This way when your zealot(s) is close to dying, you should be some distance away from your base.. Pull your stalker back to your before it can get hit, and push out with newly made zealots and stalkers. And so on..
sikyon
Profile Joined June 2010
Canada1045 Posts
August 26 2010 15:44 GMT
#32
If he pushes with a very small force early on, say 1 marauder and 1 marine and all you have is a zealot and your stalker isn't done, it's very hard to deal with. For this reason I suggest not leaving your zealot at the entrance to your base at all but instead either move out early with the zealot to take a forward position and buy time for the stalker, or you can try to lure him into your base and zerg him with 4 probes.

If you're really ballsy you can take yoru 1 zealot, pull 2 probes off yoru line and try to trap him with good micro, constatnly cycling probes with your mineral line. This is not for the faint of heart and if you screw up just for a moment you can come out behind. On the other hand, it's a good way to punish overly agressive marauder play.
Kagormund
Profile Joined July 2010
Canada27 Posts
August 26 2010 17:06 GMT
#33
You want to start off with 1 zealot and 1 stalker (yes you can get the zealot out before your cyber core finishes). This will ensure that any earliest possible marauder threats will be dealt with properly (he can't kite your zealot if a stalker is shooting him and he will lose to the stalker due to the zealot hitting him). As the game progresses slightly further, you will want to make a largely zealot (with charge if you can afford it) and sentry mix. The sentries will be able to keep the marauders from running away and your zealots will be able to cut them down quickly and efficiently.

Another good choice of units is the void ray. If he goes all out marauders and you can manage to hide a stargate somewhere, you can pump out about 3 void rays and then proceed to stomp him. Contrary to popular belief, the terran will NOT be able to pump out enough marines to counter your void rays if you proceed immediately to his rax and camp them. Once the rax are dealt with, proceed to collect your win.

Against a pure marauder mix, collosi are slightly overrated. They are easily cut down by marauders, and once they are down, the marauders will have no trouble kiting the rest of your forces. I suggest using collosi only if you can force field your ramp to keep the marauders out and get free hits on them (of course if he goes marine/marauder, collosi are suddenly a much more viable choice; much better than void rays at any rate).

Note that I am a RANDOM player, so my methods may not be a good as a dedicated protoss player's.
And then there was that zergling. With 50 of my SCV's as kills.
TheStorm
Profile Joined August 2010
France39 Posts
August 26 2010 17:21 GMT
#34
Make zealots and stalkers. Zealot are a meatshield, they take the hits while ur stalkers pwn them. That's all. If needed, pull a few probes of mineral. What's important is that your stalkers dont get hit, for that you need zealots. Too many zealots u'll be kited to death, to many stalkers you'll get pwnd by marauders.
divinesage
Profile Joined April 2010
Singapore649 Posts
Last Edited: 2010-08-26 17:44:18
August 26 2010 17:43 GMT
#35
Quick marauders with CnC on Kulas Ravine is pretty much unblockable using a conventional build order thanks to no ramp. Anyone got any idea how to counter this rush on Kulas? Perhaps an early double gas to rush out Sentries ASAP?
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 26 2010 17:51 GMT
#36
A lot of bad advice in this thread, but mskaa and TheStorm nailed it. Zealot + stalker rolls early marauders. The zealots take the shots and the stalkers do the damage. When the zealots are about to die, you run away with your stalkers behind your next wave of zealots, and then you resume chasing the marauders again.
farseerdk
Profile Joined May 2010
Canada504 Posts
August 26 2010 18:08 GMT
#37
I've been experimenting with defensive immortals.

The reason I like getting a quick robo is that you can also get an observer out quickly in case of fast banshees.

In small numbers, immortals >>>> mauraders. Unfortunately, they get worse as numbers increase and the game goes on due to concussive, stim, and maurader longer range. It is possible to break a terran who is teching with a fast immortal, 1 obs and some gateway units, but this is stopped by lots of marines behind a wall.

going 2 gate + robo and getting 2 immortals and an observer out quickly in addition to your stalkers is a good way to defend against an early marauder break. If you scout a 1:1:1, you can actually move up, blast down the depot wall, waltz up and kill the terran right there.

If you scout 3 or 4 rax plays, you can defend your own choke effectively with your immortals, stalkers and a sentry or 2 while you tech to templar. Once templar are out, you should not lose to a marine-marauder composition. You can also simply tech to collosus, but since you will be needing charge, it's not that much hard to get templar, and I personally prefer templar over collosus any day.

I use this build an transition into an expand against an aggressive terran.
Perspective is merely an angle.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
August 26 2010 18:27 GMT
#38
My solution is DT rush:
http://www.sc2replayed.com/replays/64960-1v1-terran-protoss-blistering-sands

or Mship rush:
http://www.sc2replayed.com/replays/64956-1v1-terran-protoss-metalopolis

Reasoning: I played about 9 games this morning, 6 I lost because I tried to go standard army. At my level, it seems that I'm not good enough to beat the opponent with anything standard, so to get my 3 wins I proxied, mship rushed, and dt rushed (basically pulling crap outta my ass). Why they worked? Because my timings were tight and they were unexpected. Why are they not smart? Because any good player will beat it. Right now I am so pissed off at a single unit, and that is the marauder. I don't know how to nerf this unit, but in all seriousness it is waaaaaaay too strong for when it comes out. I have tried to think about the best way to handle this timing push that almost every Terran I play pulls on me; I even know it's coming.

I have done the 2 cb stalkers early harass, but it loses to cshell; it's really a waste of 125/50 to engage the marauder early game. About the only thing I haven't done is zealot/sentry, which I really want to try because it seems like the right thing to do, even though if I mess up some FFs I will end with a loss anyway.

Knowing is half the battle... the other half is lasers.
AugustZerg
Profile Joined August 2010
Canada4 Posts
August 26 2010 18:40 GMT
#39
Who opens with 2gate vs Terran? I always go for the early core vs Terran. You need zealot and stalker or zealot and sentry to deal with early marauders or early reapers.
my life for aiur
bobcat
Profile Joined May 2010
United States488 Posts
August 26 2010 19:38 GMT
#40

+ Show Spoiler +

On August 25 2010 12:24 HardcoreBilly wrote:
Show nested quote +
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.



On August 25 2010 13:17 Karliath wrote:
Stalkers are terrible against Marauders. I would suggest going robo -> colossi and then some immortals.




Come on guys, if you aren't going to watch the replay or read the OP entirely then please don't post.

@Karliath: You seem to be misunderstanding the OP. He is talking about the terran player building all or mostly all marauders very early and then rushing his base. Immortals would come out far too late to stop the attack, and colossi are completely out of the question. The OP is talking about very early marauders, think around the time you would have 8 zealots on 2 gate they have 5 marauders with conc shell.

@HardcoreBilly: Predateur's build is neither fragile nor should it leave a lot of minerals left over.
If you scout your opponent and see them making a second rax before their first is finished and then putting a tech lab on that first rax. There's a really good chance that you're going to see reapers or marauders. You should have four stalkers by the time that your opponent is hitting you with his army. Now if he has all marauders, your VR will push him back more likely than not. If he has mostly marauders, he will pull his 5-6 marines to the front to shoot at the VR, your stalkers, if micro'd properly will help you kill enough of the marines for your VR to survive and wipe the attack force. Afterwards you have a free VR to harrass your opponent. Any extra minerals that you have should go towards building zealots. To help kill the marauders/buy time for the stalkers.

Admittedly yes, zealot sentry is a safer bet at stopping this assault, however, the VR gambit puts you in a better position after you repel them and it forces the T player to build marines.

This strat works in mid to mid high diamond.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
CryMore
Profile Joined March 2010
United States497 Posts
August 26 2010 19:47 GMT
#41
2 gate auto-loses to this build. 2 gate is pratically worthless against terran because you will die to every terran cheese and die to delayed reapers. Getting a fast stalker PvT is really the safest opening.

Best way to defend is to have a zealot in front with stalkers in the back doing damage. If you do not have a zealot, you might need to pull probes. A-click your zealot, then micro your stalker (animation cancel) to deal damage.
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
farseerdk
Profile Joined May 2010
Canada504 Posts
August 26 2010 22:09 GMT
#42
The fastest possible immortal comes out in time of the maurader push comes with at least 4 mauraders, assuming rush distance is not super short (steppes) by which time you should be able to have 1 stalker, 1 zealot and one immortal. If he pushes with 3 or fewer mauraders, just stall with the zealot and chrono your immortal out. 1 immortal can kill like 3 mauraders. (But 2 cannot kill 6)
Perspective is merely an angle.
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