StarCraft 2 Terran Marauder Strategy

The earliest available Armored unit in the Terranmore so than Marines. Marauders also benefit from
arsenal, the Terran Marauder is an extremely usefulthe StimPack upgrade located in a Tech Lab, which
support unit that still packs quite a punch. Suited in aprovides an increased movement and attack speed
bulkier and more durable armored suit than theirfor approximately 5 seconds at the cost of 10 health.
Marine counterparts, Marauders start with anBecause of their considerably higher health than
impressive 125 life, and 1 point of armor, which mayMarines, Marauders arguably make much better use
be upgraded for an extra +1 armor a maximum ofof StimPack ability. In addition to using the ability to
three times. Armed with Dual Punisher Grenadeoverpower enemy armies, Marauders can again
Launchers, Marauders deal an additional 10 damage toincrease their hit and run ability by using StimPack
Armored units in addition to their 10 base damage.right before attacking an expansion.
With every upgrade in Terran Infantry Weapons,What really makes the Marauder shine though is the
Marauders gain an additional +1 damage and +1Concussive Shell upgrade located at a Tech Lab. This
damage vs Armored.ability provides the Marauder with a passive slow
Only requiring a Barracks with an attached Tech Lab,attack which decreases the movement speed of any
Marauders are easily accessible and are a commontarget attacked by the Marauder. Incredibly useful on
sight in Terran armies from early game through theits own, the upgrade cost of only 50 Minerals and 50
late. While Marauders are more durable and deal moreGas just makes the ability even sweeter. Marauders
damage than Marines, they are incapable of attackingwith Concussive Shells give Terran armies the ability
air, and are most often mixed into Marines to form ato "kite" enemy melee units: when they try to attack
well mixed "bio ball" capable of dealing excellentyour army, pull back in between attack cooldowns
damage against both air and Armored units. Withnever letting them reach you because of the slow;
Medivacs flying overhead, a combination ofthe moment they try to retreat, follow the slowed
Marauders and Marines are a deadly mix; thisenemies.
technique of "MMM" is one of the most popular andBecause of their lack of an air attack, Marauders are
common Terran strategies because of its efficiencyextremely vulnerable to almost any air unit and they
and mobility. Marauders are also good for hit and runshould generally be supported with a unit capable of
techniques on unguarded enemy expansions becauseattacking air. Marauders must also watch out for
of their +10 extra damage to Armored units makingswarms of "weaker" units such as Terran Marines,
them a viable "siege" or "demolition" unit.Protoss Zealots, and Zerg Zerglings. While Marauders
Just like Marines, Marauders greatly benefit from theare viable throughout the game because of their
+1 damage Terran Infantry Weapons upgrade inslow, Marauders are extremely effective against Zerg
order to eliminate incoming melee units and forRoaches and Protoss Stalkers during the early game,
quicker hit and run tactics. Because of their highand dish out a lot of damage to Terran Thors during
health though, Marauders also get a nice bonus fromthe mid to late game.
the +1 armor Terran Infantry Armor upgrade, much