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Thoughts on the marauder...no, seriously

Discussion in 'StarCraft 2 Strategy Discussion' started by PANDA, Jul 24, 2010.

Thoughts on the marauder...no, seriously

Discussion in 'StarCraft 2 Strategy Discussion' started by PANDA, Jul 24, 2010.

  1. kuvasz

    kuvasz Corrections Officer

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    I know its counters. But being the diamond you are, surely you must know about balling up, choking, as well as stim kiting and pushing. These things render its counters that are viable at that stage of the match almost useless. It's as if the marauder received its stats following artificial scenarios where tactics and the map were never considered.

    Also, for all three races you mentioned air as a counter... I wonder why that is. Maybe because you can't get out enough of its ground counters in time? I agree. But at the end of the day, air units need too much tech that early in the game and you either have a measly ground army or just a couple of air units, which are easily picked off by marines.

    ps the Protoss counter might work in theory but since zealots are melee and marauders are ranged, you get no real benefit from force fields against a competitive player... but anyway, I play Z so I'm more concerned about 'the ball' and my lings jostling and failing to attack
     
  2. RushSecond

    RushSecond New Member

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    Worthless against marines or flanking zerglings. Only units it really helps against are zealots, and hey, that's why protoss should bring some sentries to force field behind the marauders so they can't run.

    Because marauders can't hit air. You shouldn't pretend that isn't a major weakness. If the terran goes just a few too many marauders and not enough marines, the moment you get enough mutas to overpower his marines, all his marauders are going to die as well, or at least have to stim three times to run back to base while you pick off the medivacs.
     
  3. kuvasz

    kuvasz Corrections Officer

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    I don't, as can be read in the paragraph you quoted from.

    Also, how is balling up and fighing in chokes better against Protoss than Zerg? If you can have n number of units attacking the perimeter of the ball, then obviously Protoss are better off since zealots are a tad stronger that zerglings.

    I'll try to get my 2v2 partner to practice MMM against me and try to come up with a solution.
     
  4. RushSecond

    RushSecond New Member

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    Zerglings are really fast, you can easily separate them into two equal groups to attack from multiple directions at once. If you can't do that (terran camping at his natural choke) then just expand again (or twice) to force him to come out and deal with it.