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 a skirmish unit produced from a Barracks and Reactor. Are the fastest and cheapest of all Terran units to build(besides SCVs) and can attack 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 due to their low cost and how well they scale with upgrades and Medivacs. Before Stimpack, Marines do have a lower fire rate than the other race's melee troops and need to be retreated backwards with the Stop Command and Right-Click to Move Commands to compensate for this (called Hit & Away tactics or Move-Shoot) when out on the field or simply have an early Bunker to defend and SCVs to repair it. Later in the game, the same effect as the Bunker is done with the high health Armored Marauder by moving behind it or retreating using Medivacs to retreat (if surrounded or overwhelmed).

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.
  • Combat Shielded Marines will survive a fight with a Stimpack-upgraded 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 in TvT.
    • An Unsieged Tank does 15 damage to marines, so it can kill a 45 HP marine in 3 shots. Requiring a 4th shot to kill a Marine with Shields.
    • 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 produce a Cyclone to defend one side of your base and Marines for the other.

Competitive Usage

General

  • Against Terran and Protoss it is recommended to produce an early Cyclone for defend one Mining base location, alongside Marines to defend the other, against aerial transport and attack units. A Raven or Missile Turrets is recommended as a response to scouting information.

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 the backbone of most TvT armies. 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