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Maurauder rush.

Discussion in 'Protoss' started by DarkCommander, Aug 16, 2010.

Maurauder rush.

Discussion in 'Protoss' started by DarkCommander, Aug 16, 2010.

  1. lawlbear

    lawlbear New Member

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    The problem isn't just marauders but also EMP. It doesn't cost anything to research it cuts protoss shields down instantly. Not to mention Ghost are faster then Templars and have longer range. So by the time im in range to throw an Storm I have no energy from EMP. Same goes for sentry forcefields.
     
  2. Garber

    Garber New Member

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    Marauders deffinetly need a nerf. were doing all this talking and debateing about ways to stop this simple rush. we have to do all this caster micro with the senturys and all the T has to do is make marauders.. and mass them up.. not cool.

    but imo, stalkers are great vs marauders, with the senturys, and blink, choose where you fight and abuse the high ground. even if he scans you should get one hit off while he doesnt, and as it was already said 1v1 with the sentury sheild, stalkers wins if it attacks first. Also well placed high ground cannons work great

    the problem with this unit comp is its very gass heavey, and pretty mineral heavey too. and its only a stall while you tech up to more gass heavey units. it takes alot of resource management and map control to do this. a good way to stop this would be to fight it like were discussing and then actually go on the offensive. get warp gates and sneak a proxy pylon near his base and force him to take maruaders off the fight.
     
  3. Reldric

    Reldric New Member

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    Personally in my opinion Zealots with charge backed up by a few immortals will utterly dismantle a dozen or so marauders. Especially when the terran tries to focus fire on an immortal and you just pull em back while the zealots go to town. Early game if you catch the marauders between a pincer of 2 groups of zeals its generally gg.
     
  4. snowden0908

    snowden0908 New Member

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    "Marauders deffinetly need a nerf. were doing all this talking and debateing about ways to stop this simple rush. we have to do all this caster micro with the senturys and all the T has to do is make marauders.. and mass them up.. not cool."

    it is all about relative cost. Yes, it costs you micro but it is nearly an all-in tactic if you properly repel it (T loses all of his marauders while you can potentially lose very few units). Granted the T can transition out of it into a different build but that food difference is huge at that point, especially considering how little you committed resource wise into your defense.

    Plus, this isn't the ONLY way to stop marauders, you could just as easily wall yourself in with towers and just make VRs instead. This is the most effective way (least cost vs most dead fastest) so the "cost" of the effectiveness is the trickiness in execution. You can rush to the VR with cannons but the "cost" of that is that you have less money, less unit variety, a worse economy and weaknesses to siege tanks if they can come in faster than your VR.

    It is easy to say that T only has to make marauders, but there is much more to it than just that. T needs to either rush with less but be vulnerable to zealots,OR research concussive shells but be vulnerable to a static d and have to deal with more P units, OR research and make more but be vulnerable to air units/ coloxen.

    Granted it is really just decision making once they are committed. But the best way to really understand what is going on is to try doing the rush yourself and you will see the effort required to pull it off perfectly, and if you try it and it fails then you can see just how vulnerable that makes T after the attack.

    As far as EMP, i think it should be like a nuke type thing, but cheaper and much faster. That would make it pretty balanced.
     
  5. cries_two

    cries_two New Member

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    IMHO, to repel a simple marauder rush will take much micro commitment for a P player-- compared to the effort that need to be done by the Ts, just like Garber said. Without any disrespect to snowden, even if it is an all-in strategy, the risk are on the side of the marauders. mastering a good force field placement is not a simple task (you don't want to only block, but kidnap a small number of marauder in front of the field that you can take on).
     
  6. Siege Tank

    Siege Tank New Member

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    Protoss have the easiest Macro in the game, so I don't think a little more demanding Microing is unfair.
     
  7. cries_two

    cries_two New Member

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    you have a point there =)

    sadly, my micro suck real hard hahaha..

    but IMHO, I think blizzard has designed the game well. sure it needs some tweak, but it's still highly enjoyable
     
  8. wodan46

    wodan46 New Member

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    Terran Bio can defeat virtually any unit the Protoss produce

    1. Ghosts can use EMP to instantly cripple all Spellcasters, reveal Dark Templar/Mothership cloaks, and remove all Shields from Protoss units, most importantly the Hardened Shields of Immortals.

    2. Marauders can then easily eliminate Stalkers and Immortals while slowing down Zealots. They can also kill Colossi using Stim unless the Colossi have numbers and/or the upgrade, in which case what have you been doing.

    3. Marines eliminate the now slowed Zealots, as well as clobbering all Protoss Air. While they can't kill Carriers, they WILL melt the Interceptors and make the Carrier pretty much useless.

    4. If you somehow let your opponent get Colossi/Carriers in numbers, then wipe them all with Vikings, while sending some Medivacs to give your Bio infinite Stim.

    5. If for whatever reason you can't break their force, then you just deny them their expo and outproduce them, because once they leave their ramp, they lose the high ground advantage and the option of splitting your army with Force Field.

    As of yesterday, I was a Diamond 7, and I pretty much never lose to Protoss unless I stupidly get Medivacs when I should be getting Vikings for countering Colossi (point 4), insist on attacking the choke when I'd be better off blocking expansion (point 5), or I don't get the Ghosts needed to EMP Protoss to oblivion (point 1)
     
    Last edited: Sep 21, 2010
  9. RushSecond

    RushSecond New Member

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  10. jamesjjj

    jamesjjj New Member

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    i agree with wodan. Any strat should be simulated in diamond league in order to test its field effectiveness and to also rule out the micro/macro variable in execution. Right now MMM ball should dominate probably 90% of any enemy composition. (especially against zerg and prot)

    A well executed marauder rush will never let zealot touch them (even with charge upgrade). Also if the terran player is smart enough to caught the sentry early, the entire protoss defense collapse. (and you can't mass sentry as this means you get less stalker)
     
  11. Ryukossei

    Ryukossei New Member

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    To beat marauders rush use sentrys stalkers ans zealots, zealots will be the shield and attack, stalkers the dmg dealer and sentrys the shield to, and it works make sure you can cast shield on all units, and blink to avoid marauders to attack stalkers first.