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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. iKnowMyABCs

    iKnowMyABCs New Member

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    Steamed Marauders rips through zealots and microing against Immortals afterwords begs to differ.






    BTW, the problem is solved now as the best way for me was to get fast sentry and trap couple units on the choke and kill them off.
     
  2. Taerix

    Taerix New Member

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    I think sentries are often overlooked since they cost a lot of gas and are "weak" combat units. But marauders don't do a ton of damage to them since they aren't armored, and you can cut off the stimmed marauders retreat to make them easy lunch for your zealots.

    Force fielding your choke point works awesome against an early terran infantry rush, but don't forget to use it later in the game too. With 5 sentries you can make a lot of force fields, plus reduce the incoming damage with guardian shield. They are an awesome support unit for Protoss.
     
  3. iKnowMyABCs

    iKnowMyABCs New Member

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    And also good placed force field late game can cut enemy's army by half. It is one of the most OP spell casters for Protoss that you can get fairly early game and people should use it more.
     
  4. NightShift

    NightShift New Member

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    From:
    Edmonton,Alberta, Canada
    i play as Terran and if i see Stalkers and cannons its almost to easy. Marauders are armored but they also do more to armored units. the best thing you can do to counter that is void rays or mass zealots cannons are a good defense if they have the high ground.
     
  5. iKnowMyABCs

    iKnowMyABCs New Member

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    VR was the best to counter but since people found out about VRs ripping through marauders, terran players started mixing marines. Like I said numerous times, sentries and stalkers.
     
  6. Raww

    Raww New Member

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    I said a lot of dumb things here :).

    Let me rephrase. Sentries and Stalkers are going to be your best bet early on. Zealots are useless in the beginning before Charge (in my opinion, in this matchup...).

    I'm a huge fan of Collossus, to melt down the Terran ground force. It has been the easiest way I found to win, but I haven't tried mass Immortals (with Stalkers/Zealots/Sentries of course). I think I undervalue Immortals, I'll have to try it soon.
     
    Last edited: Sep 10, 2010
  7. samifish

    samifish New Member

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    2 gate, 2 robo, immortals.
     
  8. jamesjjj

    jamesjjj New Member

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    ...or just bend over
     
  9. Raww

    Raww New Member

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    Hmm I honestly haven't tried massing Immortals, I never thought it could work. I've won this matchup with Collosus, plenty of times, for what its worth.

    If you have like 2 of these, even without ranged upgrade, with your force of Zealots and Stalkers and Sentries, and you position them so they can safely damage, you will be in good shape. Then back off under Siege, but use Collosus range to still attack the enemy. He has to unsiege sometime, otherwise Collosus can usually find a target to hit.

    Maybe Immortals is a better strategy, sounds like it might be I'll have to test it when I'm done training Zerg ^^
     
  10. Haivo128

    Haivo128 New Member

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    They are rushing MM? I heard you liked zealot /sentries. If you got a small ramp in your natural expansion just cut the ramp in half with sentries and split their army. 1. Survive the 1st rush 2. Build Robotics Facility (If for some reason you haven't and a Twilight Council) ------> Templar Archive - 3. Observer - 4. Scout to see If they are still spamming MM. And the rest of the game should go fairly well... I mean if he is still doing the same **** and you can't figure out a way to counter it then you just fail horribly at the game. (Zealots, Immortals, High Templars, Sentries, Stalkers). 4 of those units comes from a gateway. I mean seriously it can't get this hard. 4 Gate that $#@% and expand. I can't stress how important scouting is, throughout the whole game. So just make sure you practice it.

    Sentries ability to trap/block with their abilities is overpowered. Before a big fight you should have around 4-5 sentries at the least. Make a field and trap a ****load of units inside by making a circle around the MMs, and then HTs will come and clean up.

    If he brings some tanks a long then that could be a problem. That's why it's good to scout because if he did just build 3-4 phoenixes.

    When the time comes and you win that big battle, give yourself a high five and hit his expansions.
     
    Last edited: Sep 12, 2010
  11. Siege Tank

    Siege Tank New Member

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    One Immortal can take out 3 marauders by himself and barely lose his shield.
     
  12. Haivo128

    Haivo128 New Member

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    Figures after I post that up, I log in to do some 1v1s and happen to run into Terran 4 times! went 5-0 (1 against Zerg). 3 of those wins I just made proxy pylons - gateways to win. But 2 was against Terran and what do you know. MM ball comes into play and my strategies all worked.

    I had problem 1 game, though I solved it easily. Terran blocked - put a lot of defense around it and was teching to banshees. Observers are amazing. So I built another robotics facility - made 4 warp prisms - went into his base with 4 warp gates ready to send more - GG.