Just wondering what the effective ways to counter a marauder heavy MMM ball early game as toss?
It's something i'm really struggling with.
If the game is allowed to drag on, i can get out the appropriate number of colossi/HT to deal with it.
Anyone got any suggestions or tips?
as Aean said, good FF's and if possible an immortal (try to target fire the immortals), why immortals? as you mentioned MMM early game I will assume that your opponent does have Medivac(s) by which time you should have at least 1 immortal out.
How are you oppening? 3 gate? 4 gate? do you fast expand? if so how? 1gate/1robo/fe? 3gate/fe?
Ah ok. maybe i should be going 2gate Robo. I tend to go three gate expand or 4 gate if I can manage to hide a pylon in their base (sometimes it works, you'd be surprised at how bad some people are at base scouting). Is the immortal for the marauders? And I take it forcefields are to limit the amount out units through a choke?
Just wondering what the effective ways to counter a marauder heavy MMM ball early game as toss?
It's something i'm really struggling with.
If the game is allowed to drag on, i can get out the appropriate number of colossi/HT to deal with it.
Anyone got any suggestions or tips?
The best tip I can give from when I used to play Protoss (at the gold/plat level) in my PvT match-ups was to just maintain early-game macro (i.e. get that cybernetics core up as soon as your gateway is finished and you have 150 minerals) and keep your warp-gates on cool-down.
Further-more, knowing when they're pushing out and/or are near your ramp is crucial in holding off early game MM pressure (I say MM because medivacs aren't necessarily an 'early-game' unit). When I used to train Protoss with youngminii; he often suggested saccing a probe in order to find when they're near your ramp; then depending on your unit composition and their unit composition you can either block the ramp entirely with a FF, or alternatively split their army into half and reduce their numbers slowly, but surely as they attempt to run up your ramp.
So all in all, it's just about knowing when it's coming and then assessing how to deal with the situation. Oh, and in terms of unit importance; you'll want a couple of sentries for the FFs ofc.
The only push that should really worry you (I think) is the 2 marauder 1marine concussive shell timing push because I believe it arrives before you have a sentry (Hut it's a very micro intensive push... not many people do it, especially at the level you are currently playing at).
Force fields and constantly watching your minimap and you will be fine. Try and cast the forcefield so that you trap a small number of units inside your base so that you can kill them off. It's so annoying >.<
(seriously... I'd like to meet the guy who though of FF's... what a douchebag).
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