If you can counter it, how would you go about doing so?
Also I already understand a proxy void rush vs. marauder expand is autowin. (:
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BuZZ123
United States262 Posts
If you can counter it, how would you go about doing so? Also I already understand a proxy void rush vs. marauder expand is autowin. (: | ||
DustinQQ
United States69 Posts
At least, that's what i do. | ||
esre
Ireland109 Posts
If its really worrying you build a engie bay and make a few 90% turrets. If you see the Void ray you can quickly complete them or cancel them and get a partial refund , also helps as detection for DT's | ||
ComTrav
United States1093 Posts
Do you pressure with you first shell Marauders? If you do, you should be able to get a sense of what's going on and you can get marines or drop an e-bay. Teching all the way to Vikings after an FE will probably take too long for this push, it's much better to get more units. You need to bear in mind the most important thing is to survive. You've expanded before Protoss, and Protoss has invested a ton of gas in this push, so though it's scary, Colossi or Storm will be very delayed. | ||
Lurk
Germany359 Posts
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GreEny K
Germany7312 Posts
On January 04 2011 21:53 DustinQQ wrote: Try a 2rax expand instead. Build a bunk or two and try to stick your marines in there, then leftover marauders. When you scout the attack coming, pull SCVs off the line to repair the bunk. At least, that's what i do. If a terran tries that, I will just safely expand and harass with the VR while cutting gateway units to get more void rays out... If you pull the marines out and go to your mineral line I attack the bunker. I would suggest doing the build DustinQQ suggested but be heavy on the marines, or get some turrets out. | ||
Piledriver
United States1697 Posts
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Lurk
Germany359 Posts
On January 04 2011 23:12 Piledriver wrote: These days, whenever I see an early tech lab with my probe, I go for straight stargate build. I honestly think a 2 rax expand with marines + bunkers into siege tanks + starport is the safest expand build. If you do it right, you can have even a couple of siege tanks out with siege being researched on the way to defend any 4 gate all ins. You should never add an addon to your first barracks while there is still a probe in your base. Build two marines first to kill off the probe / prevent a probe from coming up the ramp and then build the techlab. This way, your protoss opponent has no way of knowing whether you're going for early aggression, fe or teching to banshees/raven. If you let him see your techlab, it's a giveaway for a barracks centered build and he can delay his robo a bit as he knows there are no cloakshees on the way. Similarly, if you go for reactor first, a good toss will chono a stalker and harass your marine only army all day. Don't let him see it ! As stated above, 1 rax fe is pretty much safe against early pressure, even 4 gates. It's rax-rine-rine-lab-cc-marauder-concussive-3rax-marines basically. Keep your second oc in your base and just build double scvs until you're sure you can move out and hold your expansion. Also, don't be too bold with early agression, move out once your eco advantage kicks in, not earlier. | ||
hoovehand
United Kingdom542 Posts
if you see stargate/twilight then prepare for tech appropriately. the only good marauder opening is one where you pressure with concussive shell... sitting around and expanding doesn't really make sense... marauders are too expensive, you'd have a small army and basically lose to a simple zealot-heavy gateway rush. | ||
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