MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

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Simplet0n
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MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby Simplet0n » Sun May 16, 2010 11:38 pm

So, how do you counter MMM rush as toss?
I play terran, and I want to make sure the enemy has 0% chance of defeating me :D
MMM = Marine marauder medivac
Last edited by Lavarinth on Mon May 17, 2010 2:04 am, edited 1 time in total.
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chorale
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby chorale » Mon May 17, 2010 4:37 am

You pray they nerf badly the M&M&M .

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Theia_Loki
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby Theia_Loki » Mon May 17, 2010 4:38 am

There's two major factors that make this sort of army dangerous: the Medivacs, and the Marauders.

The reason why there'd be Medivacs is to make sure the army stays at or near full health when the Marines and Marauders are stimmed. The Marauders are there mostly for grinding through armoured ground forces, which is why the Marines are in there.
Of course, the real influencing factor here are the Medivacs (which are better off being just aerial transports than mobile healer units). As either race, I'd highly recommend having both a capable ground force to combat his M&M (Marines & Marauders) and an air force meant for taking the Medivacs out of action.


Maybe someone should write up a sort of Guide to SC2 melee? Thinking about it, it'll really help out those that are still struggling with it (whether it's the economy, build orders, expanding, or the army).
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby wibod » Mon May 17, 2010 6:49 am

DTs are possible if the terran doesn't pay attention. Otherwise immortals if it's late game and early game stalkers and zealots can be pretty good at handling them if you focus fire the marauders and medivacs down.
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Master Jademus Sreg
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby Master Jademus Sreg » Mon May 17, 2010 7:22 am

High Templar's Feedback is near instant-death for Medivacs; the sooner you use it on them, the better..
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby Mucky » Mon May 17, 2010 7:26 am

You could try void rays depending on how many marines the terran has. Marauders can't attack air.

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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby Theia_Loki » Mon May 17, 2010 7:54 am

Just pray he doesn't get Ravens if you decide to use Dark Templar. Then there's the High Templar's Psionic Storm, which damages everything in it's area effect (use it just below where the Medivacs fly).
Or grab both if you're capable at multitasking,

Of course you can also use Sentries and their Hallucinations to keep his units distracted (unless he's smart enough to notice or grabs Ravens) while your other units can go to town with his Medivacs and Marauders.
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby Falchion » Mon May 17, 2010 10:19 am

I'd rather go the hard way:  Zealots for cannon fodder, some Stalkers, Sentries to launch force fields and piss him off, and some Colossi too.  Not necessarily this order, but it's the best.
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby Lavarinth » Mon May 17, 2010 10:23 am

Mostly they don't get Ravens, I haven't experienced a single MM&M that isn't countered by either Dark Templars or Void Rays as Protoss, or Brood Lords and any AA for Zerg.
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Master Jademus Sreg
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby Master Jademus Sreg » Mon May 17, 2010 3:35 pm

Hallucinations are way too expensive.
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby IskatuMesk » Mon May 17, 2010 5:08 pm

chorale wrote:You pray they nerf badly the M&M&M .


I pray they nerf badly the everything.
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Re: MMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMM

Postby Whiplash! » Mon May 17, 2010 5:26 pm

go zeal/sentry/storm
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