What's suppose to counter Marauders in general?
Forum Index > StarCraft 2 Strategy |
Sets
United States59 Posts
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frozenkatkiller
United States168 Posts
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Percutio
United States1672 Posts
OR zealot sentry into chargelot sentry into zealot high templar OR zealot into zealot void ray into chargelot void ray Some popular choices right now | ||
aaaaaah
45 Posts
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Gamerah
United States85 Posts
Then transition to either void rays or immortals, based on whatever other unit compositions they have. I find it unusual that they would have mass marauders in their army, considering how a few void rays obliterate them, and the amount of protoss that tech straight to void rays tend to discourage massing marauders. MMM balls are another story, but thats why you have HT or colossi. | ||
never_Nal
Costa Rica676 Posts
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Glaven
Canada554 Posts
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iEchoic
United States1776 Posts
Zealots (but only until a certain mass) Immortals Void Rays Zerg: Speedlings (but only until a certain mass) Mutas Fungal Growth or Fungal Growth + Ultras | ||
TossFloss
Canada606 Posts
How early game are we looking at? Do you mean just pure marauders or MM mixup? If pure marauders, zealots + sentries and force field the escape route. Or just make void rays. Edit -- To answer the question posed in your subject line: nothing. Marauders are meant to be a core army unit which fit into any composition. | ||
Piousflea
United States259 Posts
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