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Marine Marauder Ball

How to effectively use your Marine Marauder ball to destroy your opponent in StarCraft 2.

Difficulty Rank:

3/5




 

When to Use:

 

Featured Units:

Use this at all times vs. non AE units. This is particularly useful tier 2 and below.   Marauder is used for this strategies Marine is used for this strategies Medivac is used for this strategies
     

[What to do]

Group your Marines and Marauders and have them move together. The closer the ball is together the better they will handle short ranged and melee units.
 

[Tips for Pulling This Off]

Move your group in a ball and have them regroup periodically, especially before a known fight. If they are in a line it is when they are most susceptible to fast melee units.
 
     

Good vs. These Races / Strategies:

 

Bad vs. These Races / Strategies:

This is especially good vs. short ranged units and melee units. Also, this makes sure your impact when reaching battle is greatest as you have the most DPS hitting in the shortest period (as opposed to a linear line of troops running in).   This is bad if you are facing Area Effect troops like Infestors, High Templar, Colossus and Tanks. It is recommended then to try to split your army into smaller pieces and target the AE units with some of your forces.
     

What to do in Success:

 

What to do in Failure:

If you are successful with your push keep going. You will want to take your advantage as far as you can.   If you fail you should try to rebuild at your base and regroup whatever units you have remaining.
     

Abilities


  • [repair]

    Hotkey: (R)
    repair is an ability of marine-marauder-ball Repair can be used on Terran structures as well as all units produced from the Factory and the Starport.
    Type: Auto-Cast
    Range: 1
       
  • [Gather]

    Hotkey: (G)
    Gather is an ability of marine-marauder-ball Gathers minerals and vespene.
    Type: Command
    Range: 1
       
  • [Build Structure]

    Hotkey: (B)
    Build Structure is an ability of marine-marauder-ball Build Structure is used to construct basic Terran structures. Basic Structures are the pre-requisite for advanced structures as well as some other basic structures.
    Type: Command
       
  • [Build Advanced Structure]

    Hotkey: (V)
    Build Advanced Structure is an ability of marine-marauder-ball Build Advanced Structure is used to construct advanced structures. These structures require certain basic structures to be built as well as potentially other advanced structures or upgrades.
    Type: Command
    Requires: Barrack
       
  • [Stimpack]

    Hotkey: (T)
    Stimpack is an ability of marine-marauder-ball Marines and Marauders acquire stimpack ability. Stimpack increases attack and movement speed of the unit at the cost of life. -10 HP / - 20 HP to Marines and Marauders respectively.
    Type: Command
    Requires: Tech Lab
       
  • [Jet Pack]

    Jet Pack is an ability of marine-marauder-ball Allows Reaper's to jump up and down cliffs.
    Type: Passive
       
  • [Sniper round]

    Hotkey: (R)
    Sniper round is an ability of marine-marauder-ball A careful shot dealing 45 damage. Ignores armor.
    Type: Command
    Damage: 45
    Range: 20
       
  • [Cloak]

    Hotkey: (C)
    Cloak is an ability of marine-marauder-ball Cloaks the Ghost, preventing enemy units from seeing or attack it. A cloaked unit will only be revealed by detector units or effects. Drains .9energy per second
    Type: Command
    Requires: Ghost Academy
       
  • [Tactical Nuke]

    Hotkey: (N)
    Tactical Nuke is an ability of marine-marauder-ball Calls down a Nuclear Strike with a radius of 8 at a target location. Nukes take 20 seconds to land.
    Type: Channeled
    Requires: Ghost Academy
    Damage: 300 (+200 vs buildings)
    Range: 10
    Radius: 8
       
  • [EMP Round]

    Hotkey: (E)
    EMP Round is an ability of marine-marauder-ball Creates an electromagnetic pulse that does 100 damage to shields and drains all energy from units in a targeted area. Cloaked units hit by EMP are revealed for a short time.
    Type: Command
    Requires: EMP Round
    Damage: Destroy 100 shields and all energy
    Range: 10
    Radius: 2
       
  • [Siege Mode]

    Hotkey: (E)
    Siege Mode is an ability of marine-marauder-ball Deploys into Siege Mode. In this mode Siege Tanks have a very long range and inflict area damage. Siege Tanks in this mode cannot move or attack targets at close range.
    Type: Command
    Requires: Siege Tech
    Cast Time: 4
       
  • [Tank Mode]

    Hotkey: (D)
    Tank Mode is an ability of marine-marauder-ball Reverts into Tank Mode. In this mode Siege Tanks can move, but they deal less damage.
    Type: Command
    Cast Time: 4
       
  • [250mm Strike Cannons]

    Hotkey: (C)
    250mm Strike Cannons is an ability of marine-marauder-ball Fires at a single unit or structure, stunning the target and dealing 500 damage over 6 seconds.
    Type: Channeled
    Requires: 250mm Strike Cannons
    Cast Time: 6
    Damage: 500
    Range: 7
       
  • [Fighter Mode]

    Hotkey: (E)
    Fighter Mode is an ability of marine-marauder-ball Transforms the Viking into Fighter Mode. In this mode Vikings fly, but they can only attack air targets.
    Type: Command
    Cast Time: 3
       
  • [Assault Mode]

    Hotkey: (D)
    Assault Mode is an ability of marine-marauder-ball Transforms the Viking to Assault Mode. In this mode Vikings move on the ground and can only attack ground targets.
    Type: Command
    Cast Time: 3
       

Starcraft 2 Terran Strategy