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What's suppose to counter Marauders in general?

Forum Index > StarCraft 2 Strategy
 
 Sets   United States. May 20 2010 11:11. Posts 55
Profile # 
The help menu says Zealots counter Marauders... But I'm only going to assume that would be true if Charge was researched. What counters a Marauder in early game? Sentries with guardian shields on with a bunch of Stalkers? Sentries using force fields to trap marauders and using zealots to attack them?
Half Awake; Half Dreaming
Old Post

 
 frozenkatkiller   United States. May 20 2010 11:17. Posts 168
Profile Blog # 
Immortals are the hard counter to marauders. They can take out a ton of them, especially with something to soak up the damage. Later game you want chargelots.
Old Post

 
 Percutio   United States. May 20 2010 11:20. Posts 1366
Profile Blog # 
zealot stalker into zealot immortal into zealot colossi

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
What does it matter how I loose it?
Old Post

 
 aaaaaah   May 20 2010 11:36. Posts 45
Profile # 
speedlings counter thing really really well =D and muta
=D
Old Post

 
 Gamerah   United States. May 20 2010 11:36. Posts 75
Profile # 
Well early game, marauders can't really touch your zealots if you are turtling. If they go up the ramp, sentry blocks off the ramp, and immobile marauders don't really do much. 3-4 zealots, 2 sentries, 2 stalkers can hold off any early game aggression. Open field, concussion shells causes severe mental breakdowns... for me at least.

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.
Follow in the footsteps of others, until you are good enough to make footsteps of your own.
Old Post

 
 never_Nal   Costa Rica. May 20 2010 11:38. Posts 451
Profile Blog # 
Micro counter mauraders, high templar+charge, early immortals, air units, upgardes, focus fire, collosus
Be kind whenever possible. It is always possible.
Old Post

 
 Glaven   Canada. May 20 2010 12:14. Posts 554
Profile Blog # 
Anything that comes out of a stargate
Special Tactics
Old Post

 
 iEchoic   United States. May 20 2010 12:16. Posts 1707
Profile # 
Protoss:
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
vileEchoic -- clanvile.com
Old Post

 
 TossFloss  *   Canada. May 20 2010 12:29. Posts 582
Profile Blog # 
Please post a replay. Many of these questions have completed unrelated answers.

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.
Last edit: 2010-05-20 12:30:50
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
Old Post

 
 Piousflea   United States. May 20 2010 12:34. Posts 239
Profile # 
Air
Seek, behold, and reveal the truth
Old Post

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