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Re: Alright, second crack at this... Fanatic-Templar Send a noteboard - 02/09/2010 07:13:21 AM
I don't think any of the gateway units can really handle the Marauders, unless you have an overwhelming number, which is generally not possible since the Terran can build the Marauders faster than you can make your own gateway units (at least in the early game; once you get Warp Gates it is a different story). Plus, with the concussive shells, the marauders can snipe units pretty easily. High Templar are quite good and an exception to that rule, but a couple of Immortals are generally necessary as well IMO.


How do you figure?

Marauder build time = 30
Zealot build time = 33
Stalker and Sentry build times = 42

However, Marauders can't be built until you get a tech lab (during which time you can't produce units) and Protoss can Chrono Boost their units to make them come out much faster.

'Course, if the Terrans use only Marauders, then Immortals are a good idea, but against Marine/Marauder or Marine/Marauder/Ghost I've found large numbers of Gateway units work great, sometimes better than Immortals (since those are expensive and very vulnerable to EMP).

I guess I don't really know why. All I remember is that I usually got pwned by Reavers lol
I didn't like using them because they moved really slowly and their attack was kind of hard to control (for me anyway). I like the Colossi much more.


Well, it's true that most people who are sad to see the Reaver feel that way because it was one of those units whose power was directly proportional to a player's skill. Bad players like me could hardly make anything useful out of a Reaver, but great player could do stuff like this. Mutalisks were a similar unit for Zerg.
The first rule of being a ninja is "do no harm". Unless you intend to do harm, then do lots of harm.
~Master Splinter

Victorious in Bergioyn's legendary 'Reverse Mafia'. *MySmiley*
This message last edited by Fanatic-Templar on 02/09/2010 at 07:15:25 AM
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