Marauders question

Just curious what counters marauders as Protoss. Don’t mean 1v1 because in team fights they are like 25 marauders + ghost and marines. Marines got countered by colossus but yesterday I saw how one marauder almost got one colossus , without help from ghost just pure 1v1

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Marauders are good against everything on the ground. Nothing on the ground truly hard counters them actually. Because of no bonus damage and high health of marauders, they are actually a soft counter to colosssus. Collossus do not counter Maruaders. Collossi are better for melting marines so the rest of your army can engage the marauders.

  1. Chargelots - Decent but dependent on angle. If you cant get a surround or use FF to keep them from kiting you then favors marauders. The larger the numbers, the more the engagement will favor terran, especially since they can kite back and split up zealots from your army. In small numbers and with a surround, chargelots do alright.

  2. Immortal - Are more supply efficient than marauders (1 Immortal > 2 marauders) but with stim, concussive shell, and healing from medivacs, marauders actually are more cost efficient (cost of 1 immortal = cost of 3 marauders). Immortal is good but can be focused down, especially after stim is researched. Immortals are NOT a replacement for splash.

  3. Disruptor - Very dependent on the engagement. Can only be used when you have units with it to support it. If it lands on the marauders, it can instantly pay for itself and more with even a single shot. BUT, stimmed marauders can run forward and kill it before the shot lands, so be careful.

  4. HT - Better for use against marines but soften up the marauders quite well too. Combined with collossus, you can actually do enough splash damage fast enough to actually deter the maruaders from just jumping on you. Of course, ghosts with enhanced shockwaves still very much hard counters HT and shreds the rest of the army’s shields and energy.

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So disrupters and prey

You should consider exploring WoL’s challenges which can be found beside the campaign menu. It really teaches a lot when it comes to unit composition and countering. :slight_smile:

Marauders specialise in dealing additional damage against armoured units. This, unfortunately, works pretty well against P (whose army composition generally consists of quite a number of them). Therefore, a good counter would be to use units which are not armoured (or can deal quick and high damage) to them, such as:

  • Immortal (most common)
  • Zealot (require charge to catch up)
  • Disruptor (quick damage ignoring armour)
  • Anything that can shoot from the skies (since they can’t shoot up)

Immortals are the usual (but you may need to manually target them so that they don’t waste shots on marines). Plus Immortal’s shots are instant, compared to a Marauder’s shots which has some travel time. This is why in the pro level of gameplay, Immortal + Prism combo is considered one of the best with the flexibility to pick up from a distance and avoid getting hit (this strategy is one of your achievements for a siege tank to avoid stalker shots via a medivac).

Of course there are other options like Archons or Storms which are more effective compared to Colossi but still not as good as those 3 units mentioned above.

This is because Colossus deal extra damage to light units (and Marines are light units). This is also coupled with the fact on how ranged units tend to stand side by side, making the Colossus’ swipe more efficient. You can still use them to go up against Marauders (to benefit from the swipe), but you will need to back them up with some beef on the ground (usually zealots) to keep the Marauders from rushing forward to snipe it.

Yeah but the problem is let say team fight happen, immortal. Archon , zealot and colossus. You have like 5 immortals max, because you need to build other stuff like observer for mines, ghost etc. When you get emp, archons are gone because it’s a mainly shield, half army is insta 50% down, so you have 5 immortals vs 25. Don’t count libs, mines. I think emp negate the passive of the immortals too, so how is this mainly focus a thing if your fight starts 50% off shield . Marines are fine, zealot got demolished from widow mines, emp, and slow from marauders. If we put libs in the army, which doesn’t give a sht about immortals , marauders shred everything. Shouldn’t be at least one unit which can be decent vs them from the gateway units, or colossus do more damage vs armored ? As I see is ht have to get every ghost before emp, so y could have force fields and storm, or pray for disruptor hit.

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I think this debate was done in another thread. It is wrong to position it this way. EMP basically brings the P HP to be somewhat similar to that of T. 50% HP sounds a lot, but a proper context would be that the P already has higher HP + shields combined compared to T.

Actually Feedback isn’t a must. If you watch the replays from that linked post, you will see that ghosts have an issue where they don’t have stim. This also means that when the T stutter steps, the ghosts are usually closer for the P army to pick them off.

Though T’s basic units scale better than P, P has more AoE options that are at their disposal. Especially at a non-pro level of game play, people are not using disruptors enough. Most people do not know how to split against disruptor shots. Just 5-6 of them is enough to zone T out from being close to your base.

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Thanks for being kind. Wish you all best!

Basically yes. Also you have to use 6-8 Disruptors in order to increase consistency.

LOL, it does not work like that. Protoss might have double the HP of terran (which EMP equalizes) but their units have also nearly half the DPS and cost nearly double. All those 3 factors (and some more) are to be taken into account.
To pretend that PvT is balanced with 50% P health is asinine!

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  • Siege Tanks hard-counter Marauders.
  • Hydralisks and Zerglings both defeat them.
  • Zealots do well if they are not kited.
  • Disruptors do well if they hit.

It is true that Marauder don’t have many hard-counters in PvT. It is not true that “nothing on the ground truly hard-counters them”.

If a suposed “hard-counter” has a lot of ifs (Zealot/Disruptor) than it begin more to resemble with a soft-counter than a hard-counter.
Void is an even stronger hard-counter to Marauder, unfortunately the amount of ifs is even larger and they are not seen in a PvT out of a Void-Rush-Cheese.

The way to beat marauders is to have multiple things happening on the map. Terran units are dependent on micro and kiting and if they stand still in a fight they die. So always have something on the other side of the map ready to counter attack the Terran, for example a warp prism with 4 zealots in it. As soon as you see the bio out or about to attack , unload or warp in his base and you’ll see the Terran engagements become so much sloppier.

Disruptors are technically a counter but require luck and mistakes on the opponents side. Disruptors vs alphastar for example would do nothing.

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This. Also a massive warp in of zealots in the production really helps slim down those bio ball numbers. It can be inefficient but if you hit the right timing, the Terran has the choice between turn around, or have the zealots just wreak havoc. Plus you can theoretically recall even if they turn around. Very good against someone who doesnt multi task and just F2’s. Will not work if their army isnt far away and may still not work if you get into a base race.

Yes, but both Terran and Zerg have clear and effective ground-based hard-counters to Marauders, contrary to your claim.

Protoss is the only faction without “hard-counters” to Marauders and that is probably because the Protoss version of a “hard counter” against Terran practically wipes out said unit and units that depend on it from the match-up. This is a byproduct of the faction’s respective designs.