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Randomhammer’s marines versus protoss

This game Randomhammer-MegaBot 2017 is an example of why it’s not such a good idea to go marines versus protoss. Randomhammer still does it (15% of the time in the live version) because its other TvP strategies are also ineffective.

Stage 1: MegaBot went 2 gate zealots while Randomhammer answered with marines from 2 barracks. If MegaBot had been aggressive with the zealots it likely would have won early, because Randomhammer doesn’t understand early game marine-zealot micro and it lets the marines get hit far too often. But MegaBot did not press. In the picture, the larger zealot army is overcautiously retreating.

MegaBot retreats for no reason

Stage 2: Randomhammer got academy tech while MegaBot was still on zealots. The terran force had been dangerously small because of poor macro, but it was growing. Then the zealots took a bad engagement moving across a bridge in widely separated formation, and got wiped out. Stim is strong, and slow zealots are not the right unit to face marines and medics.

Randomhammer annihilates zealots

Stage 3: MegaBot got dragoons, which it should have done much earlier. Defending the ramp, a small number of dragoons was just able to hold the infantry force that had destroyed far more zealots. The better tactical situation (defending a choke instead of trying to pass through a choke) and better unit choice of dragoons versus marines made a huge difference.

MegaBot narrowly holds its ramp

Stage 4: MegaBot expanded and formed a mixed army of dragoons and zealots. Randomhammer built factories for tanks and also expanded but lost the command center to dragoons. It was partly due to more weak macro (gotta replace BOSS).

The game went on because MegaBot decided not to win on the spot, but morally Randomhammer was lost. In the end, though, MegaBot crashed. The game is also an example of the importance of reliability.

I chose the game to write up because of the stark contrasts between stages. The zealots seemed strong at first, then went poof after stim finished. A trickle of dragoons in the next stage was enough to turn it around again. The game would have been a better example if MegaBot had gotten reavers or storm and showed the infantry some real protoss devastation.

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Comments

Antiga / Iruian on :

BOSS is pretty rough :( For both randomhammer Terran and Protoss the production facilities past about 5-7 minutes spend about half their time not producing anything and it tries to overcreate production structures to compensate or just not build anything oddly.

Jay Scott on :

Yes. :-( Getting rid of BOSS for zerg made zerg instantly much stronger, even though at first there were many macro bugs in the replacement. At some point next year I’ll rewrite macro again for all races. I expect zerg will get a little stronger yet as lingering poor decisions are cleaned up, and the sun will rise for terran and protoss.

LetaBot on :

Bio TvP can work as a timing attack if you combine it with Siege tanks. Look at my bot for an example.

Jay Scott on :

Yes, the infantry can win even against a strong player. The game UpMagic-Nal_Ra from 2007 is a fun watch: https://www.youtube.com/watch?v=ywJw3Lvc4xI But the marines are not easy to play and not recommended. Nal_Ra lost reavers unnecessarily early on.

Jay Scott on :

Another time it can make sense to go with marines is versus carriers, as in the one game Flash lost against Bisu in the ASL 4 semifinals. The interceptors explode like a string of firecrackers.

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