Marine (Legacy of the Void)

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This article is for the Legacy of the Void multiplayer version. For the previous expansions' multiplayer version, see Marine (Wings of Liberty and Heart of the Swarm).

This article is for the Multiplayer version of this unit, for the Wings of Liberty Single Player version see: Marine (Wings of Liberty Campaign).

[e][h]Terran Marine
Unit Information
Description:
Small Ground Unit
Built From:
Cost:
Minerals 50 Gas 0 Game Speed 18 Supply 1
Attributes:
Ground Attack:
6 (+1)
Ground DPS:
9.8(+1.6)
14.7(+2.4) (Stimpack)
Air Attack:
6 (+1)
Air DPS:
9.8(+1.6)
14.7(+2.4) (Stimpack)
Range:
5
Cooldown:
.61 (-0.21)
Defence:
45 (+10) Armor 0 (+1)
A
Sight:
9
Speed:
3.15 (+1.57)
Cargo Size:
1
Strong against:
Weak against:

Description

Marines are the starting Terran combat unit, produced from a Barracks (and with a Reactor). They have the fastest build time of all Terran units and can deal damage to both air and ground targets . When upgraded with Stimpacks, they can sacrifice 10 hit points to increase their rate of fire and movement speed by 50% for eleven seconds.

Marines form the backbone of biological builds — and in fact, from this the most popular Terran army — due to their low cost, ranged attacks against ground and air and strong upgrades. With Combat Shields giving Marines an extra 10 health and with Stimpack greatly increasing their movement speed and damage output, Marines in numbers can be a formidable force from early to late game.

They can be loaded into a Bunker for protection against melee units like Zealots and Zerglings. Marines work well with Medivacs to heal, and in groups with Marauders for bonus damage to armored units (known collectively as MMM or Bio).

Abilities

Marines can be upgraded with Stimpacks from a Tech Lab connected to a Barracks.

Range: Self-Cast
Duration: 11 s
Hotkey: T
Increases the movement speed and firing rate by 50% at the cost of 10 HP for a Marine or 20 HP for a Marauder.

Upgrades

These upgrades are researched at the Barracks' Tech Lab.

Minerals 100     Gas 100     Game Speed 121 Hotkey: T
Researched from: Tech Lab
Every Marine and Marauder gain the Stimpack ability.
Minerals 100     Gas 100     Game Speed 79 Hotkey: C
Researched from: Tech Lab
Every Marine gains a Combat Shield that gives 10 hitpoints.

In TvT, Combat Shield is superior to Stimpack, all other things being equal. A marine with a shield will survive a fight with a standard stimmed marine with 7 HP. Combat Shield also takes less time to research, so in early Marine vs Marine skirmishes, one should not necessarily get the Stimpack upgrade first by default. Further, a standard Siege Tank (unsieged) does 15 damage to marines, so it can kill a 45 HP marine in 3 shots. However, it requires a 4th shot to kill a marine with a shield (55HP). Against Banshees, it increases the amount of shots a Marine can take from 2 to 3, but the range and speed advantages of the Banshee are still substantial. In this circumstance, it is better to get Stimpack so that Marines can run down the Banshee without being kited.

Combat Shield provides the same substantial increase in durability in TvP. The benefit is most noticeable against units that take a small number of attacks to kill marines. Zealots kill marines in 3 attacks, but need four attacks to kill a marine with a shield - effectively a 33% tougher marine. A Dark Templar can kill a marine with a single attack, but needs to slice twice to kill a marine with shields. Stalkers need six shots instead of five to kill a Marine with Combat Shield, but like against Banshees, it is better to get Stimpack to prevent the Stalker from kiting Marines without Marauder support.

Combat Shield is essential for Marine-heavy compositions in TvZ. To kill a Marine, Zerglings require eleven hits instead of nine, Roaches need four shots instead of three, Hydralisks need five attacks rather than four, and Queens need seven attacks instead of six.

Stimpack is usually researched before Combat Shield unless the Terran player is planning a Timing Attack. This is because Marauders are essential against Stalkers and Roaches, and thus are usually produced from the Barracks after the Tech Lab is attached. Stimpack affects both Marauders and Marines, so it is more useful early-game. Cloaked Banshees can also pose a very large threat if they are not taken out quickly, so Stim is necessary to deal with this potential threat.

Competitive Usage

General

Marines are one of the highest damage-per-cost units in the game. They are cheap, available, easy to mass, and benefit from good micro. This makes them the backbone of many Terran army compositions, in competition with Siege Tanks which only attack ground and need support.

Vs. Protoss

Unlike in Brood War, Marines are now a viable component of the Terran army. When combined with Marauders and Ghosts, Marines rip through most Protoss units. However, caution must be exercised around Colossi and High Templars with their area effect damage. Those two units can devastate a Marine/Marauder army, even with Ghost support. Therefore, as the game progresses, Terran will usually incorporate units such as Vikings or Banshees into the army to counter Colossi. Care must also be taken when engaging units backed by the Sentry. The Sentry's Guardian Shield effectively cuts the damage done by the marine by 1/3, and forcefields prevent Marines from kiting Zealots and allow Stalkers to kite the shorter-ranged Marines.

As Marines are among the only unarmored Terran units that can attack air, they are also an effective counter against Void Rays. Marines are also effective against other Protoss air units, including Phoenixes and Carriers, although they struggle against large numbers of both.

Marines gain an additional role once Medivacs are added to the Terran army. Protoss units general benefit from being near each other and supporting each other, leading to a Death Ball style of play. By loading small groups of Marines into Medivacs and using the gained mobility to harass Protoss expansions, the Terran player can force the Death Ball to split up, or at least back off.

Vs. Terran

Marines in TvT are a strong addition to any composition. Another use for Marines is in early game pushes, such as an early Marine/Tank push, or 2 Barracks proxies.

Marines are almost universally used in the early game in all TvT matchups, especially in conjunction with Siege Tanks. They can harrass the opponent via Medivac drops, which can destroy a mineral line in a matter of seconds, especially once the Stimpack upgrade has been researched. They also serve as a buffer between the opponents forces long enough for your Siege Tanks to enter Siege Mode, which forces the opponent to continue attacking and face major losses, or retreat and cede their position on the map.

Vs. Zerg

Marines are often the core component of a TvZ army. Siege Tanks accompany the marines to thwart Banelings and make casting Fungal Growths more difficult or to contain such units as the Swarm Host or Roach. If one loses their Marines, Mutalisks will reign superior and either kill all your units and end the game, or contain you and gain superior map control. Once upgrades and Medivacs come into play, Marines will be very effective against Zerglings and Mutalisks, therefore requiring the Zerg to increase the Baneling count.

Combos

Marines are good with:

Gallery

Quotes

Marine's quotes (video and sound) - YouTube video.

Patch Changes

No patch changes so far in LotV.

References