Starcraft 2 The Terran Marine
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Introducing The SC 2 Marine
Marines are classified as the basic combat unit in the Terran race.They're inexpensive,quick to produce and can atack both air and ground units.
A great Terran gamer won't ever employ marines by themselves because they get wiped out pretty fast.The best function for the marine is that of assistance.Squads of marines are always excellent in combination with other units specially marrauders and the hellion.
The Marine does 6 injury to air and ground units, 6.97 damage per second. When enhanced with Stimpack it may compromise 10 hp so that you can raise its rate of fire along with move speed for any limited timeframe.
They work very well with Medivacs and in groupings with Marauders. They could be loaded into a Bunker, safeguarding them as well as increasing their range by one. Marines undoubtedly are a popular unit and make up the backbone of biological strategies due to their affordable, can counter both air and ground and have good upgrades. With Combat Shields allowing Marines another 10 health and with Stims significantly increasing their movement speed and injury output, Marines are viable even in late parts of the game in large numbers
A great Terran gamer won't ever employ marines by themselves because they get wiped out pretty fast.The best function for the marine is that of assistance.Squads of marines are always excellent in combination with other units specially marrauders and the hellion.
The Marine does 6 injury to air and ground units, 6.97 damage per second. When enhanced with Stimpack it may compromise 10 hp so that you can raise its rate of fire along with move speed for any limited timeframe.
They work very well with Medivacs and in groupings with Marauders. They could be loaded into a Bunker, safeguarding them as well as increasing their range by one. Marines undoubtedly are a popular unit and make up the backbone of biological strategies due to their affordable, can counter both air and ground and have good upgrades. With Combat Shields allowing Marines another 10 health and with Stims significantly increasing their movement speed and injury output, Marines are viable even in late parts of the game in large numbers
Marine Ugrades
Stimpacks : Can Be Trained in the Baracks's Techlab,this particular upgrade rises your marine's move and attack speed for 15 seconds with the price of the marine's hitpoints .Altough whenever you employ the stimpack skill and your marine loses 10 HP,it practically doubles the damage output of the unit.The excess speed increase is especially beneficial for kiting less mobile units or retreating.
Combat Shield : Trained in the same place as the Stimpack,this upgrade gives 10 health points to your marine.Suggested only if you want to choose a heavy marine force
Combat Shield : Trained in the same place as the Stimpack,this upgrade gives 10 health points to your marine.Suggested only if you want to choose a heavy marine force
Against Terran
Marines are not a great choice when playing in opposition to other Terrans.They are often excellent versus Banshees but Vikings can be a more sensible choice at that point in the game.You can utilize them as low-cost damage in any army formation,or as being a shield towards certain units.
Marines in Terran VS Terran are a powerful add-on to any composition. Yet another use for Marines set in early game pushes, for example an early onSiege Tank Push, or proxy Barracks.
Marines in Terran VS Terran are a powerful add-on to any composition. Yet another use for Marines set in early game pushes, for example an early onSiege Tank Push, or proxy Barracks.
Against Protoss
They are forever an effective support unit versus Protoss gamers,however they can't pull through by themselves against them.At the start of the action they are effortlessly killed by Zealots,however they can fend off a Zealot assault should they be combined with Marauders.Marines are a sturdy counter to Void Rays,a squad of improved marines can easily destroy a first Void Ray rush.
Against Zerg
Marines are usually your first line of defense versus that irritating zerg 6 pool.They excel at killing zerglings and will be quite effective versus Hydralisks .
They are specifically hazardous versus Zerg players when they get mixed with Marauders and Medivacs,the favorite MMM technique being very difficult to counter being a Zerg player.
They are also very good at stoping Mutalisk rushes,but are unsuccessful in opposition to banelings.Its essential to avoid bio formations if you notice your adversary using a Baneling nest.
They are specifically hazardous versus Zerg players when they get mixed with Marauders and Medivacs,the favorite MMM technique being very difficult to counter being a Zerg player.
They are also very good at stoping Mutalisk rushes,but are unsuccessful in opposition to banelings.Its essential to avoid bio formations if you notice your adversary using a Baneling nest.
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