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Dealing With Void Rays with Marauder Expand

Forum Index > StarCraft 2 Strategy
Post a Reply
BuZZ123
Profile Joined July 2010
United States262 Posts
January 04 2011 12:40 GMT
#1
OK. So I was wondering if it is possible to deal with the 2 gate void ray build with a maruader expand. I understand there are build order wins so I do not want to force something to work. (:

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. (:
Here comes the swarm...
DustinQQ
Profile Joined December 2010
United States69 Posts
January 04 2011 12:53 GMT
#2
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.
esre
Profile Blog Joined September 2010
Ireland109 Posts
January 04 2011 13:09 GMT
#3
Scout/Scan if you see Void rays or Stargates then start pumping marines...
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
"Personality should be irrelevant. This is a computer game tournament, not a dating show. -Idra"
ComTrav
Profile Joined April 2010
United States1093 Posts
January 04 2011 13:28 GMT
#4
2 rax expand (or gas-less 1 Rax, mass marine FE) are both pretty safe against this. If you're transitioning to mass barracks bio from this, you may want to try using naked barracks to spam marines instead of reactor rax--the timing from an FE may work out better then waiting for the add ons. Something like Marauder/Shells--->CC--->3/4 Rax--->Spam Marines should give you enough of a marine count to deal with this.

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
Profile Joined December 2010
Germany359 Posts
January 04 2011 13:42 GMT
#5
If you do a 1rax fe, only build 1 or 2 marauders w/ concussive to stop early stalker shenanigans. After the inital marauder(s), just build mass marine off your first barracks. You should also add 3rax asap and pump marines from them w/o addons. This is the normal and safe way to do a 1rax fe, it should give you enough units to handle almost all early aggression with proper micro and an optional bunker. I also like to get combat shields immediatly after concussive as imo it's way better to handle voidways than stim.
GreEny K
Profile Joined February 2008
Germany7312 Posts
January 04 2011 14:08 GMT
#6
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.
Why would you ever choose failure, when success is an option.
Piledriver
Profile Blog Joined August 2010
United States1697 Posts
Last Edited: 2011-01-04 14:13:35
January 04 2011 14:12 GMT
#7
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.
Envy fan since NTH.
Lurk
Profile Joined December 2010
Germany359 Posts
Last Edited: 2011-01-04 14:21:07
January 04 2011 14:19 GMT
#8
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
Profile Joined April 2010
United Kingdom542 Posts
January 04 2011 17:32 GMT
#9
build a rax near protoss base and float over.

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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