Reapers and Marauders in bunkers?

Discussion in 'Terran' started by necromas, Apr 15, 2009.

Reapers and Marauders in bunkers?

Discussion in 'Terran' started by necromas, Apr 15, 2009.

  1. necromas

    necromas New Member

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    I wonder how this is going to change the way Terran players set up their defenses. Bunkers still lack really effective anti-air capabilities, but a mix of reapers and marauders in bunkers would be a very strong anti-ground defense, with reapers doing 2*4 damage (+4 vs light) and marauders doing 14 damage (+6 vs armored).

    Siege tanks would be a lot less crucial to Terran defense lines, and being able to put stronger units in bunkers means more firepower in a small amount of space.

    For example, a single bunker with 2 marauders and 2 reapers would do 4*8 + 2*14 vs light ground, and 4*4 + 2*20 vs heavy ground. Where in starcraft 1 the most any one bunker could do against non-melee enemies would be 4*6 damage with marines. This bunker would have no AA abilities so you would need to support them with additional turrets or anti-air units.

    It would be a lot more expensive to fill a bunker with marauders or reapers, but the units are free to leave the bunker when needed and still have full health when a bunker is destroyed. Remember in SC1 how fast the marines would die as soon as the bunker went down with their measely 40hp? Well, imagine if when a bunker went down it left behind 60hp reapers and 125hp marauders, it would be a lot easier to make sure that the units survive even if the bunker doesn't so it would be easier to rebuild your defenses without devoting barracks time away from offense.

    The other major change is that since there are no firebats, they obviously can no longer be used in bunkers. I don't see this as very important though because reapers in bunkers would fill a similar role, losing splash for the extra range.

    P.S. What units can fit in a bunker is subject to change based on balance changes Blizzard decides to make.
     
    Last edited: Apr 15, 2009
  2. Aurora

    Aurora The Defiant

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    Well, that sounds like a neat tactic. However, Reapers have a short range, and Marauders are meant to keep units at a distance. So you should probably not put those two types together, at least not when placed at chokepoints. Within a base it could be a very nice tactic.
     
  3. kuvasz

    kuvasz Corrections Officer

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    Actually in SC the most damage you can get out of a bunker is 4x13=52 in the case of 4 upgraded ghosts against small units (with longer range than marines, mind).

    Reapers will not be used in bunkers because IIRC they have the range of an unupgraded marine with no possibility to upgrade it. But reapers aren't even designed to squat in one place so it makes sense. Hence you could only put marauders in the bunker making it useless against air in which case you would need turrets anyway. I think there will be no variation as to how bunkers will be filled up - the marine is the best choice, especially because the marauder's damage bonus against heavy things is overshadowed by the siege tank's.
     
  4. Aurora

    Aurora The Defiant

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    That pretty much killed the thread. :/

    [ot]
    What happened to you avatar? :s
    Edit: nevermind, examined the sig a little more. Looks great.[/ot]
     
    Last edited: Apr 15, 2009
  5. marinefreak

    marinefreak New Member

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    In the last revealed version of the campaign they showed an upgrade for bunkers which allowed 6 units in them. Imagine 6 ghosts in one bunker or you could have a front row of marauders backed by a second row of ghosts and marines xD. Even though that would cost a metric #*$^ ton of minerals and gas.
     
  6. overmind

    overmind Active Member

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    ^Shame that'll only be campaign/custom maps. :(

    I think pure marines will be the most popular combination for bunkers, but marines+marauders at choke points could be very effective.

    It just seems odd to put reapers in bunkers, by doing so you're forfeiting the movement advantage that effectively defines the unit, sure it will be used as a hasty defense when needed, but i doubt a reaper in bunker build will be the forefront of any defensive strategies.
     
  7. Fendi

    Fendi New Member

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    At least it would help the defense system. even though it's gonna be alot of mineral and gas though. I'm sure it use less command point for defense.
     
  8. Aurora

    Aurora The Defiant

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    Erm, command points for defence? What are you talking about? Less supply needed because you use less units purely for defensive purposes?

    About the bunkers: is it still possible to use abilities from within a bunker? I'm having a hard time finding recent information on that. Would be awesome to fire an EMP on a non-suspecting Protoss that comes a bit to close. :D
     
  9. Fendi

    Fendi New Member

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    Yeah, after watching the Battle Report I think marauders and Reapers is useful for defenses and for counter attack from the enemy

    that would be cool to have that in bunker. It surely tighten the defense system for a terran. :)
     
  10. necromas

    necromas New Member

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    Hm, looks like marauders take up 2 slots in a bunker as of the latest battle report, so that addresses the issue of having a lot more firepower per bunker.