Marine (Legacy of the Void)
- This article covers the current multiplayer version of this unit. For other versions see Marine (Wings of Liberty and Heart of the Swarm) and Marine (Wings of Liberty Campaign).
(C-14 Gauss Rifle)
Marines are the all-purpose infantry unit produced from a Barracks. Having the quickest and cheapest production of all Terran units make the Mineral backbone that scales very well with Stimpack, Engineering Bay upgrades and Medivacs from the Starport. Before Stimpack, Marines are less than effective against Zerglings and Zealots; at least one Bunker and Supply Depots to wall-off is recommended for the early game.
However, Marines can take advantage of kiting and Stutter Stepping from distance. In the Mid-Late Game, high health Marauders or Hellbats can be used to Tank damage for the lower health Marines. Medivacs can also Load 8 Marines per ship to harass the opposing bases and use unpassable ground to retreat behind safely.
Stimpack can be researched from a Tech Lab connected to a Barracks and can then be used on Marines and Marauders, at the cost of 10hp and 20hp per stim. Note that using Stimpack when it is already in effect does nothing but refresh the duration.
These upgrades are researched at the Barracks' Tech Lab.
- Can be used for a fast two base timing with the first 2 Medivacs and Stimpack (usually timed to finish together) for harassing or early pressure with a quick retreat.
- Can be combined with the firepower of Siege Tanks or Widow Mines and lose some mobility for firepower,
- Marines have massive swings in army value, on both sides of the armies, with Adepts that depends on which unit has what upgrades and abilities.
- The Sentry's Guardian Shield effectively cuts the damage done by the marine by 1/3.
- Caution must be exercised with Marines and Widow Mines when around Colossi and High Templars with their area effect damage. Colossi are hard countered by Vikings, while High Templar have a weird "counters each other thing" going on with Ghosts and EMP Round ability.
Marines gain an additional role once Medivacs are added to the Terran army. Protoss units generally 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, you can stop Protoss from taking riskier and distance mining bases too far out the way for a ground army to defend effectively.
- 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.
- Against Banshees it is recommended to get at least one Viking, as Cyclones are slower than an un-upgraded Banshee moving and attacking,
- Marines are usually the focus in the early game, especially with Siege Tanks for a mid-game.
- An Unsieged Tank does 15 damage to marines, so it can kill a 45 HP marine in three shots, four shots after Combat Shields. A marine will be killed by two shots from a Sieged Tank regardless of Combat Shields.
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.
Marines are good with:
- Marauders and Medivacs for anti-air and increased dps
- Siege Tanks for anti-air
- Thors for increased dps
- Battlecruisers for increased dps and to support against Void Rays and Corruptors
- Ravens for mineral sink in mass Raven build
Marine's quotes (video and sound) - YouTube video.
No patch changes so far in LotV.