QUOTE(sparda @ Apr 19 2011, 04:35 PM)
From my experience when playing as Toss, Marauders are handlable in the early stages with forcefields and a zealot-heavy composition. In the late game when there are several colossi on the field and your zeals have charge, they are not that tough as well.
The problematic stage is the early stages of the midgame, where they have stim and are in a mass where it is hard for your slow zeals to get enough surface area on them. This is the part I have difficulties with, so I rely on immortals to bolster up my army against them. Only thing is when the opponent has good micro, he focus-fires them as you mentioned. And I don't seem to have any way to micro the immortals against this.
There is no way you can micro (kite) a range 5 unit against a range 6 unit. Furthermore, they have the same move speed if I'm not mistaken (That's only before the Marauders stim, after stimmed it become Lolder - LOL at your Gate units).The problematic stage is the early stages of the midgame, where they have stim and are in a mass where it is hard for your slow zeals to get enough surface area on them. This is the part I have difficulties with, so I rely on immortals to bolster up my army against them. Only thing is when the opponent has good micro, he focus-fires them as you mentioned. And I don't seem to have any way to micro the immortals against this.
Which is why FF is a must during the early - mid game. The battle ground plays a large role too. What Terran wants is a large and open area so that they can get the concave, while Toss always try to contain Terran on a tight area e.g. ramp choke.
Apr 19 2011, 04:59 PM

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