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How the hell can I defend off marauder push???

Discussion in 'StarCraft 2 Strategy Discussion' started by iKnowMyABCs, May 3, 2010.

How the hell can I defend off marauder push???

  1. the8thark

    the8thark New Member

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    I agree, unless he does does a DT bluff and converts to archons along the way to the enemy base.
    Also you can use the orbital command against the Terran player. You send up one DT and hope he wastes a shot of detect with the orbital command. Let that DT die and send up another, and he wastes a 2nd shot of detect. And then you repeat the process till he does not detect you anymore. Then you send up your maind DT army int the base. Ideally this would be DT's mixed in with other units and half the army coming from wither side of the base just so if he saves up for a shot of detect from the CC during the real fight with all your army be can only detect one of the 2 groups you are using to attack his base with.

    I've seen really good players do this against Terran. So the moral of the story is do not rely only on CC for detection. Well you can in the lower leagues but in the higher leagues if you do, the enemy will just take advantage of it.
     
    Last edited: May 22, 2010
  2. Galaxy.ein

    Galaxy.ein New Member

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    OC is used on mules mostly. If you get 3 or 4 dark templars and they only have like 40 energy you're going to sacrifice one dark templar and then your other 2 or 3 will come in and cause havoc.

    Dark templars are good if you conceal and time them right. Not an easy unit to use but they can be used well.
     
  3. pammazan

    pammazan New Member

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    .....im a terran player and maybe you need this one to answer you of what im afraid of......air units....air units are horrible vs a terran player it takes forever to counter, marines yea sure thier good but a few well placed air units will decimate a pack of marines. also what units and fight off an air attack right off the start in 5-6 mins marines and nothing else! nothing in the bunkers and nothing in the factory, yea maybe thor but thier costly to make and are not as effctive as other units...and well like i said previously there's no comparison. once the game turns around 15-20 mins and good terran player will have there air units up so be cautious.

    hope this helped
     
  4. Conkrete

    Conkrete New Member

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    Ah man you don't wanna stack Stalkers vs. MM, that won't get you very far being that Marauders do double damage vs. Armored, not to mention Stim Packed. I think you really just have to have a nicely mixed army, but I'd put my focus on teched Zealots and Immortals, and of course a couple sentries. Stimmed marines do a pretty good job handling Void Rays, so unless your strategy is to go for Void Rays, I wouldn't go out of my way to use them as any sort of counter.
     
  5. Logos

    Logos New Member

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    eh i go fast cannon with a walled pylon that really slows them down have voids up with stalkers focusing on the marines then the voids will smash the marauds. works for me but they normally counter heavy air so abandon the voids and go heavy immortals/stalkers for end game.
     
  6. MeisterX

    MeisterX Hyperion

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    LOL no on here ever searches and looks for my posts.

    The counter for Marauders is Immortals. Period. Don't tell me it's not worth getting them early because it is. You just might need to keep pumping those Immortals and it takes a little micro. Once their shields are at 0 you need to micro them away from the fight.

    Get zealots (go for Charge but it's not needed), get a few sentries for force fields to separate and Guardian Shield, and then get some Immortals to back it up. The Zealots absorb damage and push the Marauders back while the Immortals rape them.

    Immortals do 30 damage +20 vs armored units (Marauders are armored) so they do 50 damage. That means they kill Marauders in 2 shots + 2 Zealot swipes (or 3 shots). You can also get some Stalkers to absorb damage as well but they're not a good counter. Immortals are.

    And Marines counter Immortals but only when it's Immortal vs. Marines. If you have support in the form of Zealots you'll be fine.

    Don't go Archons vs. Terran because they only do 15 damage + 20 against bio which means 35 damage. That'd be great against infantry except that they're ranged and have slow. Go Immortal/Warp-Ray/Stalker/Colossus (with range upgrade)/Zealot.

    The bottom line is that Immortals are such a hard counter to everything Terran (what Terran ground unit isn't armored? Ghost and Marine) that they either need a crap-ton of Siege Tanks or Banshees to deal with Immortals.
     
    Last edited: May 22, 2010
  7. RushSecond

    RushSecond New Member

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    Immortals do 20 damage +30 vs armored, NOT 30 +20. They are really pathetic against light units.

    Yes, Immortals beat marauders, and zealot + sentry beats marines. But that does NOT mean zealot + sentry + immortal beats MM. Immortals are very expensive, each one you make means you have several less zealots to tank for them. So if you have lots of immortals, you aren't going to have enough zealots to last as tanks, in fact, you will have so few that a good portion won't even reach the enemy before dying. (You could get charge, but that's in a different tech route than immortals and is expensive, the enemy will probably be able to push long before then) So you have very limited time to kill much of the MM force before you are left with just sentries and immortals.

    The problem is, you have two targets you can try to kill: the marines or the marauders. If you target the marines, the immortals will do their pathetic 20 damage against them, meaning you won't even kill all of the marines before your zealots are dead, and are left with a bunch of immortals vs several marines and marauders, which chase you down with slowing attacks to clean up your immortals. If you target the marauders, immortals get their bonus damage so you can kill all of them, but then your zealots all die and you are left with immortals vs a TON of marines, and you know what happens next.
     
  8. superamazing

    superamazing New Member

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    cracklings and speedlings can work against marauders pretty well. but protoss can get them :p
    I think the real problem here is that protoss don't have any good Air-to-Ground units in SC2 :( i miss my arbiters
     
  9. Will.cfalcon

    Will.cfalcon New Member

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    Yeah I agree that immortals are amazing against marauders. I just pump out zealots as fast as I can, back them up with a ton of sentries (which I've found out are really amazing) and then tech up to get charge and immortals. The charge will make the marauder's slow pretty much useless, guardian shields can help out a lot, and immortals will absolutely destroy them. Just from playing in the last couple weeks, it seems like immortals work very well against every Terran stat except marines and medivacs, and BCs (which I still have not found a good way to counter). Immortals dominate marauders, vikings, tanks, and thors. I just played a game where a guy had 12 thors and I absolutely destroyed him with 8 Immortals (only 2 died). They arent nearly as good versus the Zerg though.
    One other thing I found out (from watching an awesome Protoss player (Voidwards? something like that) is that you should get the Hallucinate ability as soon as warpgate upgrade is done. A hallucinated Pheonix works incredibly well as a scout. This lets me know whether I should start teching up to immortals, or stay with infantry and get colossuses against an M&M attack.
     
  10. MeisterX

    MeisterX Hyperion

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    @RushSecond,

    If Immortals aren't countering MMM for you with a combo of Zealots and Sentries then you're just plain doing something wrong.

    Even at the platinum level this is the accepted (and widely utilized) counter.

    @ Will,

    Immortals are still very good against Zerg, specifically Roaches (again, they do 50 damage to Roaches). They also hold their own against Hydras but need support in the form of Nullifiers and Colossus (which is good support against Zerglings too).
     
  11. Will.cfalcon

    Will.cfalcon New Member

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    Seriously? Against Zerg I usually just go colossuses fast. It seems like those + force fields to keep Zerg units back + zealots and sentrys for support = complete ownage. Especially if you have the colossus range upgrade.
     
  12. RushSecond

    RushSecond New Member

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    Hmm. Maybe I'm forgetting something obvious, but I can't remember the last time I saw an immortal in a shoutcasted platinum PvT match.

    Maybe you are right and they somehow work. But I sure won't get any against MM.
     
  13. iKnowMyABCs

    iKnowMyABCs New Member

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    @Joneagle_X
    Like I was saying, the problem with getting immortal was the fact that I could only create 1 and half way done immortal (going for straight tech to robo) they come at me with 4 to 5 and 3 or 4 marines. 1 zealot, 1 stalker, 1 sentry and 1 immortal vs 4 to 5 marauder and 3 to 4 marines, yeah, doesn't stand a chance. But I learned to defend it by getting sentry asap so it could gather energy and trapping 2 to 3 marauder in a choke and kill em.
     
  14. Dr.Toss

    Dr.Toss New Member

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    All the terrans I've played turtle like crazy and make me play the map control game
     
  15. MeisterX

    MeisterX Hyperion

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    @ ABCs, if you only have one Zealot out when you have one Immortal you're doing something wrong.
     
  16. iKnowMyABCs

    iKnowMyABCs New Member

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    @ Joneagle Like I said, 1 Zealot, 1 sentry, 1 stalker and 1 immortal. That's only I can do after going fast robo. But I found out getting early sentry and using the force field was VERY beneficial and important.
     
  17. MeisterX

    MeisterX Hyperion

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    You should have at least 5-6 Zealots and an Immortal. The sentry and Stalker are optional. You use the Zealots to push his units back and the Immortal(s) deal damage.
     
  18. Dr.Toss

    Dr.Toss New Member

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    wouldn't your zealot get kited by the mauraders
     
  19. MeisterX

    MeisterX Hyperion

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    No because the Immortal is meanwhile chasing and doing 50 damage to those Marauders.
     
  20. Reldric

    Reldric New Member

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    well...

    Personally I have a pretty different way of dealing with the m&m ball. It beat the crap out of me when I first started playing beta, about 3 weeks ago. However, after reading several strategies/experimenting I came to a conclusion that is pretty obvious if you think about it. The m&m ball in sc2 is powerful simply because of the amount of firepower that can be brought to bear on any approaching unit of an equal tier.

    I mean honestly, any melee opponent 1v1 vs a ranged unit in a standup fight is more favorable then a 10v10 and infinitely more favorable then 30 vs 30. Simply because massed range can all attack whereas the melee units are effectively split until the front rank dies or surrounds the enemy.

    My personal solution is simply zealots and stalkers with mabye a few sentries thrown in. Split your force of zealots, keep a few at your ramp move the rest to your natural expansion, or another ledge and hide them. When the terran attacks engage him on the ramp and move your reinforcements into the back of his force. = Very dead m&ms as they try to run through your ambush force. Pursue, and if you have charge they don't get away.