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Stopping marine rushes as Protoss. - Page 2

Forum Index > StarCraft 2 Strategy
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Skyro
Profile Joined May 2010
United States1823 Posts
November 08 2010 17:59 GMT
#21
If you're teching and plan to defend via FF your ramp, go stalkers + sentries.

If you're in a situation where you have a lot of space to kite his marines, go stalkers.

If you are planning to duke it out and fight in an open area, go zealot + sentries for guardian shield.
ltortoise
Profile Joined August 2010
633 Posts
November 08 2010 18:02 GMT
#22
On November 09 2010 02:59 Skyro wrote:
If you're teching and plan to defend via FF your ramp, go stalkers + sentries.

If you're in a situation where you have a lot of space to kite his marines, go stalkers.

If you are planning to duke it out and fight in an open area, go zealot + sentries for guardian shield.


Never ever go pure Stalker. I have beaten countless Protoss, even some rated far more highly than myself, who attempted to go pure Stalker against pure Marine.

It sounds good on paper but it really doesn't work out as well as it sounds. You won't reach critical stalker mass before he gets out a huge ball of marines. You will be using up like most of your APM trying to keep your 2 - 3 stalkers alive while he constantly pushes you backwards (hopefully not into a corner).

I can tell you with 100% certainty due to having TONS of experience with this build that at best case if you go pure Stalker with the standard gate core build, you will AT THE LEAST have to pull probes. Just adding ONE sentry to the mix gives you that critical time you need to mass up enough Stalkers.
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
November 08 2010 18:13 GMT
#23
It's nice to be able to kite with stalkers but how can you be sure he's going marines and not marauders? About when should he have double gas and when should he be moving out if he's going marauders as opposed to marines? Because of course if he's going marauders with slow then your kiting plan is going to be left in ruins and you'll lose at least 1 unit doing nothing which is pretty key at that stage of the game =[
True learning is not the memorization of knowledge; it is the internalization of patterns.
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-11-08 18:38:44
November 08 2010 18:35 GMT
#24
What i do is not wall off, then when he charges up the ramp, guardian shield + probe surround. I usually only lose a probe or two. If he has good micro, he will focus fire down probes something fierce. But fortunately they usually don't have any upgrades this early. If he waited for stim, I'll have more zealots and be able to hold it.

FF split at the ramp is pointless because if he is smart, he will just wait at the ramp with his army sitting on it, waiting for it to wear off, where half his marines can shoot zealots and the other half pick off stalker/sentry. Yes you want him to not be able to retreat, but, if he has more units than you, you need to probe surround.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Nazarid
Profile Joined February 2010
United States445 Posts
Last Edited: 2010-11-08 18:41:08
November 08 2010 18:38 GMT
#25
On November 05 2010 22:34 Logros wrote:
Hey I was wondering if you could give me some help on how to stop marine rushes. I just played a game on Meta, close positions, and he 3 raxed. I scouted this and tried to pump out as many units as I could but he showed up with 10 marines with 3 more on the way when I had 2 zealots and a stalker with a sentry just coming out. Granted I misplaced the FF a bit but half my units were gone already and he would've just killed me 5 seconds later even if it was well placed.
How can you ever stop this when he can pump out units so much faster? I don't think an earlier sentry will do it as he can just wait for the FF to finish and then kill you as you only have energy for 1. If you split his marines he will have sight up the ramp anyway and they can all attack.
I'm ~1200 diamond btw.

Replay:
[image loading]



get sentries, dont miss your FF or you lose, also splitting his army is what you want, it allows you to get some of his army dead, just back off let stalkers kill the few marines trapped up top.
Randomize the world, and Life shall be given.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
November 08 2010 18:41 GMT
#26
marine rushes are pretty good, and the current trend of terrans is more focused on heavy marine play. I like to think this is because everyone was complaining about the imba rauders, so terrans said "fine i'll kick your ass without them and then you can complain about imba marines instead".

The rushes that are really scary are the rines without stim, because the rush comes even quicker. If they go for stim first, you should have time to scout it and prepare as the rush usually comes 45-60 secs later.
When there is nothing left to lose but your dignity, it is already gone.
Skyro
Profile Joined May 2010
United States1823 Posts
November 08 2010 18:42 GMT
#27
On November 09 2010 03:02 ltortoise wrote:
Show nested quote +
On November 09 2010 02:59 Skyro wrote:
If you're teching and plan to defend via FF your ramp, go stalkers + sentries.

If you're in a situation where you have a lot of space to kite his marines, go stalkers.

If you are planning to duke it out and fight in an open area, go zealot + sentries for guardian shield.


Never ever go pure Stalker. I have beaten countless Protoss, even some rated far more highly than myself, who attempted to go pure Stalker against pure Marine.

It sounds good on paper but it really doesn't work out as well as it sounds. You won't reach critical stalker mass before he gets out a huge ball of marines. You will be using up like most of your APM trying to keep your 2 - 3 stalkers alive while he constantly pushes you backwards (hopefully not into a corner).

I can tell you with 100% certainty due to having TONS of experience with this build that at best case if you go pure Stalker with the standard gate core build, you will AT THE LEAST have to pull probes. Just adding ONE sentry to the mix gives you that critical time you need to mass up enough Stalkers.


Obviously if they push you back all the way to your base you'll have a sentry there. No probe pulling necessary. The purpose of kiting is to slow their push and whittle their army down as much as possible (this is all assuming you spot the push and position yourself correctly), and obviously if you're kiting there's no real point in having zealots and sentries there as they'll just get chewed up trying to kite. It is a bit micro-intensive though yes.
Nazarid
Profile Joined February 2010
United States445 Posts
Last Edited: 2010-11-08 18:49:32
November 08 2010 18:45 GMT
#28
On November 09 2010 03:02 ltortoise wrote:
Show nested quote +
On November 09 2010 02:59 Skyro wrote:
If you're teching and plan to defend via FF your ramp, go stalkers + sentries.

If you're in a situation where you have a lot of space to kite his marines, go stalkers.

If you are planning to duke it out and fight in an open area, go zealot + sentries for guardian shield.


Never ever go pure Stalker. I have beaten countless Protoss, even some rated far more highly than myself, who attempted to go pure Stalker against pure Marine.

It sounds good on paper but it really doesn't work out as well as it sounds. You won't reach critical stalker mass before he gets out a huge ball of marines. You will be using up like most of your APM trying to keep your 2 - 3 stalkers alive while he constantly pushes you backwards (hopefully not into a corner).

I can tell you with 100% certainty due to having TONS of experience with this build that at best case if you go pure Stalker with the standard gate core build, you will AT THE LEAST have to pull probes. Just adding ONE sentry to the mix gives you that critical time you need to mass up enough Stalkers.



your absolutely correct(have to disagree about everything after "never go pure stalker vs marine") , there is no critical mass thou for stalkers vs marines, Marines WILL always beat them in equal supply, equal upgrades every time, just dont do it ( mix in a few zealots) just a few zealots is enough to bolster your stalker army into 2-3x of its normal effectiveness vs marines

PS. Early game marines are weaker than stalkers 2 marine cannot kill a stalker alone but after stim 2 marines can kill 1 stalker(an upgrade almost all good terrans get at some point in the game within 4:30 seconds-6mins game time)
Randomize the world, and Life shall be given.
ltortoise
Profile Joined August 2010
633 Posts
November 08 2010 18:47 GMT
#29
On November 09 2010 03:42 Skyro wrote:
Show nested quote +
On November 09 2010 03:02 ltortoise wrote:
On November 09 2010 02:59 Skyro wrote:
If you're teching and plan to defend via FF your ramp, go stalkers + sentries.

If you're in a situation where you have a lot of space to kite his marines, go stalkers.

If you are planning to duke it out and fight in an open area, go zealot + sentries for guardian shield.


Never ever go pure Stalker. I have beaten countless Protoss, even some rated far more highly than myself, who attempted to go pure Stalker against pure Marine.

It sounds good on paper but it really doesn't work out as well as it sounds. You won't reach critical stalker mass before he gets out a huge ball of marines. You will be using up like most of your APM trying to keep your 2 - 3 stalkers alive while he constantly pushes you backwards (hopefully not into a corner).

I can tell you with 100% certainty due to having TONS of experience with this build that at best case if you go pure Stalker with the standard gate core build, you will AT THE LEAST have to pull probes. Just adding ONE sentry to the mix gives you that critical time you need to mass up enough Stalkers.


Obviously if they push you back all the way to your base you'll have a sentry there. No probe pulling necessary. The purpose of kiting is to slow their push and whittle their army down as much as possible (this is all assuming you spot the push and position yourself correctly), and obviously if you're kiting there's no real point in having zealots and sentries there as they'll just get chewed up trying to kite. It is a bit micro-intensive though yes.


You're underestimating the risk of bringing your Stalkers out of the base. It's a gamble and I have beaten many tosses gambling that they can get away with just walking over to my base and kiting.

I WILL control the watchtowers before you do if you go Stalker first, and probably even if you make a quick Zealot. If I see any kind of Stalkers trying to walk over to my base, I'm going to immediately split my Marines into 2+ groups and work on cornering those Stalkers. They will become a very huge liability very fast. Bringing out the Stalkers is greedy and unnecessary. I have killed them countless times just by having one group get behind them with another pushing from the front. You leave yourself very open to get out-microd, since your opponent simply has MORE UNITS to work with, even if each one is cheaper, it's far easier to get positional advantage on an open field when you have a lot of units.

Play safe, don't leave the base or at least your natural choke area unless you are 100% sure there's not going to be any surrounding going on or you have a critical mass of Stalkers (at least 4, hopefully more).
Skyro
Profile Joined May 2010
United States1823 Posts
November 08 2010 19:36 GMT
#30
On November 09 2010 03:47 ltortoise wrote:
Show nested quote +
On November 09 2010 03:42 Skyro wrote:
On November 09 2010 03:02 ltortoise wrote:
On November 09 2010 02:59 Skyro wrote:
If you're teching and plan to defend via FF your ramp, go stalkers + sentries.

If you're in a situation where you have a lot of space to kite his marines, go stalkers.

If you are planning to duke it out and fight in an open area, go zealot + sentries for guardian shield.


Never ever go pure Stalker. I have beaten countless Protoss, even some rated far more highly than myself, who attempted to go pure Stalker against pure Marine.

It sounds good on paper but it really doesn't work out as well as it sounds. You won't reach critical stalker mass before he gets out a huge ball of marines. You will be using up like most of your APM trying to keep your 2 - 3 stalkers alive while he constantly pushes you backwards (hopefully not into a corner).

I can tell you with 100% certainty due to having TONS of experience with this build that at best case if you go pure Stalker with the standard gate core build, you will AT THE LEAST have to pull probes. Just adding ONE sentry to the mix gives you that critical time you need to mass up enough Stalkers.


Obviously if they push you back all the way to your base you'll have a sentry there. No probe pulling necessary. The purpose of kiting is to slow their push and whittle their army down as much as possible (this is all assuming you spot the push and position yourself correctly), and obviously if you're kiting there's no real point in having zealots and sentries there as they'll just get chewed up trying to kite. It is a bit micro-intensive though yes.


You're underestimating the risk of bringing your Stalkers out of the base. It's a gamble and I have beaten many tosses gambling that they can get away with just walking over to my base and kiting.

I WILL control the watchtowers before you do if you go Stalker first, and probably even if you make a quick Zealot. If I see any kind of Stalkers trying to walk over to my base, I'm going to immediately split my Marines into 2+ groups and work on cornering those Stalkers. They will become a very huge liability very fast. Bringing out the Stalkers is greedy and unnecessary. I have killed them countless times just by having one group get behind them with another pushing from the front. You leave yourself very open to get out-microd, since your opponent simply has MORE UNITS to work with, even if each one is cheaper, it's far easier to get positional advantage on an open field when you have a lot of units.

Play safe, don't leave the base or at least your natural choke area unless you are 100% sure there's not going to be any surrounding going on or you have a critical mass of Stalkers (at least 4, hopefully more).


I see what you're saying, and sure splitting up marines and catching a player off-guard can at times work, but I think you're stretching things a bit. You can't say in every single game a protoss player brings a stalker or 2 out of his base you WILL 100% kill it no matter what. That's silly.
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