We showed up late on Friday. I had to work on Thursday, so my cousin and I drove down Friday and went for the next two days.
We first walked in and watched IdrA playing Illusion. Shortly afterwards, my cousin decided to buy some Dr. Pepper, at which point we learned it was free. We spent the next two days inhaling Dr. Pepper, watching Starcraft 2, and playing Heart of the Swarm whenever the players involved didn't really interest us.
The end.
What I really want to talk a bit about is the Heart of the Swarm bit. While thousands of people watched the professional games on stream, not nearly as many got to play at the demo stations. They had a few games of HotS go on stream, but it's a whole different ballgame to actually experience it. I spent the drive home writing up my thoughts on the various Terran matchups. My cousin was a Protoss player, so I played nothing more than TvP, but I've jotted my first impression on the matchup (Things are looking awesome for Terran!) as well as theorycrafted a bit on the other matchups in my essay (see spoiler.)
As a side note, I've never done anything like this before, my apologies if I broke anything. In addition, my essay is pretty lengthy, so I'll sum it up briefly in the second spoiler for lazy people.
The long essay:
+ Show Spoiler +
Heart of the Swarm – The Rise of Mech
TvP
Factory units, more commonly referred to as mech, has been rather atrocious against Protoss since Wings of Liberty went live. Can it work? Sure thing, but it’s far more reliable to go for barracks play with mass biological units. At MLG Anaheim, I got the chance to play around with the Heart of the Swarm beta, and I must say: almost everything is going to change in a great way. I went to MLG with my cousin, a Protoss player, so I only experimented with Terran vs. Protoss. I’ll discuss my thoughts on the other terran matchups in a little bit, but for now I’ll just discuss TvP.
So what happened to mech that makes me give it such a glowing recommendation? Three major things occurred. One, the hellion was given “battle hellion” mode, which reduces movement speed but increases durability. Like a Viking, it takes a few seconds but can change whenever it wants to. It turns the hellion into a more traditional mech unit, slow but powerful. It also makes it less micro intensive against zealots and the like. My only complaint is that hellions pop out of the factory in battle hellion mode. Not a major issue, but it makes reinforcing hellions take a little while longer to show up.
The second thing was the addition of the Warhound. Reminiscent of the Goliath in animation, the similarities stop there. It is an anti-mechanical unit. Lacking an anti air attack, I’m a bit nervous about how good these will be considering the major buffs to sky protoss, but they absolutely shred stalkers. In addition to its’ auto attack, it has a second ability that automatically fires a missile at the nearest mechanical unit. It can shoot a zealot while blasting a stalker with a missile, or just nuke a sentry down with both at once. Two or three of these being repaired in a base and your opponent will find somewhere else to blink. They’re cheap, mobile, and powerful, a great combination. At 150/75 a pop and only requiring a tech lab, it’s just not a big issue to get a lot of these and they synergize quite well with battle hellions, basically demolishing everything built at a gateway.
The third and final change is what really excites me for terran mech. Widow Mines. They’re the terran version of banelings. Suicide bombers that you burrow into the ground, when an enemy unit walks over one, the widow mine latches on and, about 10 seconds later, blows up dealing massive splash damage. “But if it latches onto an enemy unit in the army, they’ll just micro it out and it will be worthless!” I heard this argument quite a few times as I was drooling over this beautiful unit, but it had already occurred to me before I even used one, so I found different uses.
For 50/25, you just blew up a warp prism that was sneaking along the edges towards your base, but flew over a well placed widow mine.
For 50/25, you just eliminated one stalker (125/50) and forced him to micro more than he already is. Keep in mind you can reactor these things out.
For 50/25, you can blow up the entire mineral line, assuming he didn’t catch on and move the probe. It wasn’t giving the message “you are under attack” when it latched on though. It also requires you watching the minimap for those red dots while they’re running as the dot disappears when it’s latched!
For 50/25, you can halt a nexus, followed by it latching onto the probe that tried to lay it, and probably blowing it to smithereens before it realized the nexus never built.
Useless indeed. This is from two days of playing around with them. Undoubtedly more uses will come.
A few more viable ways to harass with them would be to drop 2 medivacs worth of mines / hellions and use the mines to cut off the escape of the workers. Also to be tested is whether or not the mine blows up when the unit it’s stuck to dies-imagine sticking one to a unit in an army and focusing it down to cause massive, unavoidable splash damage. Finally, when going bio play, invest in a widow mine for each drop and leave it in the mineral line when you have to retreat with your bio units. Something to consider.
Note: In all of my pure mech TvPs, I never had to build a single siege tank.
The first build I was playing with was crude, but remarkably effective. I one rax expanded into double reactor factory, one for hellions, one for mines. I could position the mines around so that if the stalkers tried to follow the hellions, they would step on a mine. In addition, my hellions could just shred zealots or sentries, so he was forced into early stalkers. After massing up a decent army of hellions, I went in, having a few battle hellions tanking while other hellions went straight for his main mineral line, and I threw widow mines all over. 2 snuck into his natural, 2 onto his ramp, and 2 went for his main mineral line. He cleaned up my battle hellions, but his main probe line lost a lot to the hellions before those were cleaned up by his stalkers, which all promptly blew up to the two widow mines I had placed on the ramp. In a panic, he realized I’d blown up his entire naturals mineral line and went back to his main to check what probes survived the hellion harass and watched them blow up too. GG. Fast but very effective use of widow mines and battle hellions. With professional level micro, I’m sure that would have been far less effective, but it goes to show that about 10 hellions and 8 or so mines absolutely slaughtered a fast expanding protoss.
The second game I 1 reactor expanded and went for fast warhounds. I poked a bit with hellions and widow mines while teching, but he was 1 basing and had pretty good defense. I didn’t get any damage done when suddenly I realized he had 4 gated me. 1 warhound, 2 battle hellions, and 2 marines in a bunker destroyed 6 stalkers and 2 zealots without any semblance of a contest.
I played a few more games, mostly just playing around further with hellion widow mines early aggression. While I’m drooling over the positive changes terran got (I’m sure that the nerfbat will strike the widow mine extremely quickly), a few things worried me.
The oracle won’t be a big issue. I stuck a warhound in each mineral line after he fielded oracles and just attack moved my workers whenever he blocked my minerals. A nuisance, yes, but nothing worrying; my warhound / worker force had it covered until I got thors at each mineral line, at which point oracle harassment ceased. You can probably also nail one or two with widow mines. An excellent unit, it did its job well as a harassment unit, but with turrets or marines to block it it’s pretty manageable.
The Tempest in combination with the oracle is what scared me. With that terrifying range and the oracle sight buff on my command center, a protoss can safely harass the hell out of a terran mineral line. It also looked like it could 1v1 a thor, but my other thors caught up before that could be decided. Also consider that he can stick it behind a wall of gateway units so thors can’t conveniently reach it, or blink stalkers could snipe Vikings going for it. Addons would be destroyed left and right. Of course, you could snipe them with widow mines with good positioning, but as it stands, you would have to fight your way through his whole army to stop any sort of tempest harassment. Granted, my early aggression kept him from getting a scary army, but late game protoss transitioning to pure sky would not only be viable, but utterly terrifying – terran have nothing to deal with tempests. Either a range nerf or giving anti-air capabilities to the warhound might be necessary, as the viking, thor, and marines seem extremely weak to it. With the buff to protoss air, terran just seems like it won’t be able to keep up. Time will tell. This is what beta is for after all!
Going back to the widow mine, it didn’t seem to need detection to see, just be close. While it would be damn near invisible if you bury a few to cover your retreat, but other than that, it would rely more on your opponents mistakes to help in a battle. I feel that this is probably a small price to pay for its other uses, but something to consider. At this point, I’m so in love with the widow mine that any flaws depress me and I demand them fixed.
All in all, the factory is becoming more than an expensive scout in TvP. Even when going bio, reactoring a factory for widow mines will likely be a worthy investment to deny drops, expansions, or to increase the power of your drops. Mech is increasing in viability, although sky protoss is becoming worrisome. Those are my first thoughts on TvP based on a few games played in the open beta and some theory crafting.
TvZ
I didn’t try any TvZ or TvT but I don’t see any reason to stop ranting. I’ll start with TvZ as I’m absolutely terrified for that matchup now.
Most of it comes down to the vipers.
Blinding cloud only affects bio units (thank god) but abduct handles the rest.
Marine tank will be a thing of the past. The combination of blinding cloud and fungal growth means that any sort of bio unit is absolutely worthless in the late game. So we’re stuck with mech or sky terran. Sky terran is countered by spire tech. Between corrupters and mutas, sky terran just dies. With mech, they can abduct units, one at a time, and pick us apart as we try and slowly push across the map. A siege tank here, a thor there, and there’s nothing we can do to counter it-the range of abduct is large, and if necessary to stay safe, they can abduct twice to bring each unit to a safe distance. We’ll have to invest in early Vikings to counter the vipers, which are worthless against the lings, roaches, and swarm hosts that will undoubtedly accompany the vipers.
Ling baneling, or roaches against hellions, to hold off for infestors.
Infestors, lings, and banelings to hold off for vipers. Keep in mind infestors, lings, and banelings can live until hive without problems, the vipers will just be overkill (See any Stephano game for proof.)
Vipers, infestors, and ultras in the late game will calmly and happily crush anything we throw at it. Bio? Fungal, blinding cloud, burrow charge, they’re all dead. Tanks can be abducted one at a time until it’s a safe number for the ultras to engage. Sky terran? Remember those infestors?
I’m absolutely terrified for this matchup. It looks like we’ll have to rely on our opponent losing his vipers / infestors to Widow Mines if we’re to claim victory. It’s becoming a matchup that relies on our opponents sucking rather than our playing well. Unless things change, zerg is going to roll through every tournament with ease.
I feel I should mention the warhound and its added damage to mechanical units and how pointless it is in TvZ. It’s like a thor that can’t shoot up. It might be good against infestors, but I just don’t know, and it also falls victim to the abduct spam that will be rushed against mech play.
TvT
Well, 2/3 matchups greatly improving is just fine for a first glance at beta. TvT is going to be a lot of fun. Mass tanks can be defeated by warhounds, so tank stalemates will no longer rely on switching to sky terran. There are other options!
Banshees and dropships can be sniped by widow mines, so with good positioning it should have interesting results. Mech will have to include the magical number of tanks, thors, hellions, and hellions to be effective, so instead of watching tanks go back and forth looking for good positioning, we’ll see more battles in mech vs. mech.
That’s not to mention that bio is probably great against warhounds, so a composition of bio and warhounds to counter mech play could be interesting to see. Not to mention everyone playing with widow mines everywhere! Mines mines, as far as the eye can see!
Did I mention I like the widow mine?
Hellions baiting bio towards widow mines, or cutting off retreats with widow mines, while dropping them, sneaking them into mineral lines, blocking expansions, it will be interesting to see! Perhaps widow mine / hellion battles like ling baneling in ZvZ?
I just can’t wait to see what TvT builds people will think of!
Mind you, sky terran will still be very potent, if not stronger as people will have to mix in warhounds (no anti air attack!) but still just as hard to pull off, considering its’ lack of early game and expensive transition. A handful of well placed widow mines and a mech player will roll threw sky terran prior to battlecruisers.
TL,DR
So to recap, I’m excited for TvP-more creative strategies will be born, as mech is becoming very powerful in this matchup. Between the addition of the widow mine, battle hellion, and warhound (especially the widow mines though!) a lot of creativity, unique builds, and cool games will be born. The tempest seems very powerful to make up for the power terran is gaining.
TvZ is looking horrifying from a terran perspective, as the infestor already counters everything terran…and now has a new friend, the viper, to make it a terrifyingly one sided, frustrating matchup.
TvT has nothing but positive changes, as the warhound is a viable counter to mass siege tanks, so various builds people come up with that involve the warhound will be pretty neat to see, not to mention see what kind of things people do with widow mines.
I totally forgot about the Reaper, so I’ll just mention it here. It’s gaining automatic health regen. Unless that regen is a LOT, it’s kind of pointless. They still can’t get past those extra queens the zerg got to spread creep and deny hellions, they still get mauled by the stalker the protoss got for scouting. It’s like putting a band-aid over a decapitation and calling it good.
Thanks for reading my long, probably boring thoughts on the HotS beta!
-Arlyne
TvP
Factory units, more commonly referred to as mech, has been rather atrocious against Protoss since Wings of Liberty went live. Can it work? Sure thing, but it’s far more reliable to go for barracks play with mass biological units. At MLG Anaheim, I got the chance to play around with the Heart of the Swarm beta, and I must say: almost everything is going to change in a great way. I went to MLG with my cousin, a Protoss player, so I only experimented with Terran vs. Protoss. I’ll discuss my thoughts on the other terran matchups in a little bit, but for now I’ll just discuss TvP.
So what happened to mech that makes me give it such a glowing recommendation? Three major things occurred. One, the hellion was given “battle hellion” mode, which reduces movement speed but increases durability. Like a Viking, it takes a few seconds but can change whenever it wants to. It turns the hellion into a more traditional mech unit, slow but powerful. It also makes it less micro intensive against zealots and the like. My only complaint is that hellions pop out of the factory in battle hellion mode. Not a major issue, but it makes reinforcing hellions take a little while longer to show up.
The second thing was the addition of the Warhound. Reminiscent of the Goliath in animation, the similarities stop there. It is an anti-mechanical unit. Lacking an anti air attack, I’m a bit nervous about how good these will be considering the major buffs to sky protoss, but they absolutely shred stalkers. In addition to its’ auto attack, it has a second ability that automatically fires a missile at the nearest mechanical unit. It can shoot a zealot while blasting a stalker with a missile, or just nuke a sentry down with both at once. Two or three of these being repaired in a base and your opponent will find somewhere else to blink. They’re cheap, mobile, and powerful, a great combination. At 150/75 a pop and only requiring a tech lab, it’s just not a big issue to get a lot of these and they synergize quite well with battle hellions, basically demolishing everything built at a gateway.
The third and final change is what really excites me for terran mech. Widow Mines. They’re the terran version of banelings. Suicide bombers that you burrow into the ground, when an enemy unit walks over one, the widow mine latches on and, about 10 seconds later, blows up dealing massive splash damage. “But if it latches onto an enemy unit in the army, they’ll just micro it out and it will be worthless!” I heard this argument quite a few times as I was drooling over this beautiful unit, but it had already occurred to me before I even used one, so I found different uses.
For 50/25, you just blew up a warp prism that was sneaking along the edges towards your base, but flew over a well placed widow mine.
For 50/25, you just eliminated one stalker (125/50) and forced him to micro more than he already is. Keep in mind you can reactor these things out.
For 50/25, you can blow up the entire mineral line, assuming he didn’t catch on and move the probe. It wasn’t giving the message “you are under attack” when it latched on though. It also requires you watching the minimap for those red dots while they’re running as the dot disappears when it’s latched!
For 50/25, you can halt a nexus, followed by it latching onto the probe that tried to lay it, and probably blowing it to smithereens before it realized the nexus never built.
Useless indeed. This is from two days of playing around with them. Undoubtedly more uses will come.
A few more viable ways to harass with them would be to drop 2 medivacs worth of mines / hellions and use the mines to cut off the escape of the workers. Also to be tested is whether or not the mine blows up when the unit it’s stuck to dies-imagine sticking one to a unit in an army and focusing it down to cause massive, unavoidable splash damage. Finally, when going bio play, invest in a widow mine for each drop and leave it in the mineral line when you have to retreat with your bio units. Something to consider.
Note: In all of my pure mech TvPs, I never had to build a single siege tank.
The first build I was playing with was crude, but remarkably effective. I one rax expanded into double reactor factory, one for hellions, one for mines. I could position the mines around so that if the stalkers tried to follow the hellions, they would step on a mine. In addition, my hellions could just shred zealots or sentries, so he was forced into early stalkers. After massing up a decent army of hellions, I went in, having a few battle hellions tanking while other hellions went straight for his main mineral line, and I threw widow mines all over. 2 snuck into his natural, 2 onto his ramp, and 2 went for his main mineral line. He cleaned up my battle hellions, but his main probe line lost a lot to the hellions before those were cleaned up by his stalkers, which all promptly blew up to the two widow mines I had placed on the ramp. In a panic, he realized I’d blown up his entire naturals mineral line and went back to his main to check what probes survived the hellion harass and watched them blow up too. GG. Fast but very effective use of widow mines and battle hellions. With professional level micro, I’m sure that would have been far less effective, but it goes to show that about 10 hellions and 8 or so mines absolutely slaughtered a fast expanding protoss.
The second game I 1 reactor expanded and went for fast warhounds. I poked a bit with hellions and widow mines while teching, but he was 1 basing and had pretty good defense. I didn’t get any damage done when suddenly I realized he had 4 gated me. 1 warhound, 2 battle hellions, and 2 marines in a bunker destroyed 6 stalkers and 2 zealots without any semblance of a contest.
I played a few more games, mostly just playing around further with hellion widow mines early aggression. While I’m drooling over the positive changes terran got (I’m sure that the nerfbat will strike the widow mine extremely quickly), a few things worried me.
The oracle won’t be a big issue. I stuck a warhound in each mineral line after he fielded oracles and just attack moved my workers whenever he blocked my minerals. A nuisance, yes, but nothing worrying; my warhound / worker force had it covered until I got thors at each mineral line, at which point oracle harassment ceased. You can probably also nail one or two with widow mines. An excellent unit, it did its job well as a harassment unit, but with turrets or marines to block it it’s pretty manageable.
The Tempest in combination with the oracle is what scared me. With that terrifying range and the oracle sight buff on my command center, a protoss can safely harass the hell out of a terran mineral line. It also looked like it could 1v1 a thor, but my other thors caught up before that could be decided. Also consider that he can stick it behind a wall of gateway units so thors can’t conveniently reach it, or blink stalkers could snipe Vikings going for it. Addons would be destroyed left and right. Of course, you could snipe them with widow mines with good positioning, but as it stands, you would have to fight your way through his whole army to stop any sort of tempest harassment. Granted, my early aggression kept him from getting a scary army, but late game protoss transitioning to pure sky would not only be viable, but utterly terrifying – terran have nothing to deal with tempests. Either a range nerf or giving anti-air capabilities to the warhound might be necessary, as the viking, thor, and marines seem extremely weak to it. With the buff to protoss air, terran just seems like it won’t be able to keep up. Time will tell. This is what beta is for after all!
Going back to the widow mine, it didn’t seem to need detection to see, just be close. While it would be damn near invisible if you bury a few to cover your retreat, but other than that, it would rely more on your opponents mistakes to help in a battle. I feel that this is probably a small price to pay for its other uses, but something to consider. At this point, I’m so in love with the widow mine that any flaws depress me and I demand them fixed.
All in all, the factory is becoming more than an expensive scout in TvP. Even when going bio, reactoring a factory for widow mines will likely be a worthy investment to deny drops, expansions, or to increase the power of your drops. Mech is increasing in viability, although sky protoss is becoming worrisome. Those are my first thoughts on TvP based on a few games played in the open beta and some theory crafting.
TvZ
I didn’t try any TvZ or TvT but I don’t see any reason to stop ranting. I’ll start with TvZ as I’m absolutely terrified for that matchup now.
Most of it comes down to the vipers.
Blinding cloud only affects bio units (thank god) but abduct handles the rest.
Marine tank will be a thing of the past. The combination of blinding cloud and fungal growth means that any sort of bio unit is absolutely worthless in the late game. So we’re stuck with mech or sky terran. Sky terran is countered by spire tech. Between corrupters and mutas, sky terran just dies. With mech, they can abduct units, one at a time, and pick us apart as we try and slowly push across the map. A siege tank here, a thor there, and there’s nothing we can do to counter it-the range of abduct is large, and if necessary to stay safe, they can abduct twice to bring each unit to a safe distance. We’ll have to invest in early Vikings to counter the vipers, which are worthless against the lings, roaches, and swarm hosts that will undoubtedly accompany the vipers.
Ling baneling, or roaches against hellions, to hold off for infestors.
Infestors, lings, and banelings to hold off for vipers. Keep in mind infestors, lings, and banelings can live until hive without problems, the vipers will just be overkill (See any Stephano game for proof.)
Vipers, infestors, and ultras in the late game will calmly and happily crush anything we throw at it. Bio? Fungal, blinding cloud, burrow charge, they’re all dead. Tanks can be abducted one at a time until it’s a safe number for the ultras to engage. Sky terran? Remember those infestors?
I’m absolutely terrified for this matchup. It looks like we’ll have to rely on our opponent losing his vipers / infestors to Widow Mines if we’re to claim victory. It’s becoming a matchup that relies on our opponents sucking rather than our playing well. Unless things change, zerg is going to roll through every tournament with ease.
I feel I should mention the warhound and its added damage to mechanical units and how pointless it is in TvZ. It’s like a thor that can’t shoot up. It might be good against infestors, but I just don’t know, and it also falls victim to the abduct spam that will be rushed against mech play.
TvT
Well, 2/3 matchups greatly improving is just fine for a first glance at beta. TvT is going to be a lot of fun. Mass tanks can be defeated by warhounds, so tank stalemates will no longer rely on switching to sky terran. There are other options!
Banshees and dropships can be sniped by widow mines, so with good positioning it should have interesting results. Mech will have to include the magical number of tanks, thors, hellions, and hellions to be effective, so instead of watching tanks go back and forth looking for good positioning, we’ll see more battles in mech vs. mech.
That’s not to mention that bio is probably great against warhounds, so a composition of bio and warhounds to counter mech play could be interesting to see. Not to mention everyone playing with widow mines everywhere! Mines mines, as far as the eye can see!
Did I mention I like the widow mine?
Hellions baiting bio towards widow mines, or cutting off retreats with widow mines, while dropping them, sneaking them into mineral lines, blocking expansions, it will be interesting to see! Perhaps widow mine / hellion battles like ling baneling in ZvZ?
I just can’t wait to see what TvT builds people will think of!
Mind you, sky terran will still be very potent, if not stronger as people will have to mix in warhounds (no anti air attack!) but still just as hard to pull off, considering its’ lack of early game and expensive transition. A handful of well placed widow mines and a mech player will roll threw sky terran prior to battlecruisers.
TL,DR
So to recap, I’m excited for TvP-more creative strategies will be born, as mech is becoming very powerful in this matchup. Between the addition of the widow mine, battle hellion, and warhound (especially the widow mines though!) a lot of creativity, unique builds, and cool games will be born. The tempest seems very powerful to make up for the power terran is gaining.
TvZ is looking horrifying from a terran perspective, as the infestor already counters everything terran…and now has a new friend, the viper, to make it a terrifyingly one sided, frustrating matchup.
TvT has nothing but positive changes, as the warhound is a viable counter to mass siege tanks, so various builds people come up with that involve the warhound will be pretty neat to see, not to mention see what kind of things people do with widow mines.
I totally forgot about the Reaper, so I’ll just mention it here. It’s gaining automatic health regen. Unless that regen is a LOT, it’s kind of pointless. They still can’t get past those extra queens the zerg got to spread creep and deny hellions, they still get mauled by the stalker the protoss got for scouting. It’s like putting a band-aid over a decapitation and calling it good.
Thanks for reading my long, probably boring thoughts on the HotS beta!
-Arlyne
Summing it up in a few brief comments:
+ Show Spoiler +
Widow Mines are wonderful to play with and we will see a lot of creativity with them. They're extremely versatile and will probably be the most powerful unit in the game when used correctly.
The Warhound makes mech viable vs Protoss in addition to giving Terran a solution to mass tanks in TvT.
Battle hellions does exactly what the description says, trading mobility for durability. Useful, but nothing special.
The reaper change doesn't really help at all.
In TvP, the widow mine is going to have a lot of creative uses-mech will likely replace bio as the meta game, things are looking good, but I'm worried for the tempest, as Terran doesn't really have anything to deal with it.
TvZ is looking awful. Between infestors, vipers, and burrow charge ultralisks, Terran are going to be picked apart while lacking a real solution. The swarm host is also pretty powerful, and it won't even be necessary to murder the terran.
TvT is looking cool. The warhound is the answer to mass siege tanks, so we'll see more than tanks roaming the map trying to out-position their opponent. Plus, widow mines in TvT will be really cool to see. They can snipe banshees, drops, cover retreats, annihilate mineral lines, or stop enemy widow mines from doing the same to you! It will be interesting to see what people do with widow mines in TvT.
The Warhound makes mech viable vs Protoss in addition to giving Terran a solution to mass tanks in TvT.
Battle hellions does exactly what the description says, trading mobility for durability. Useful, but nothing special.
The reaper change doesn't really help at all.
In TvP, the widow mine is going to have a lot of creative uses-mech will likely replace bio as the meta game, things are looking good, but I'm worried for the tempest, as Terran doesn't really have anything to deal with it.
TvZ is looking awful. Between infestors, vipers, and burrow charge ultralisks, Terran are going to be picked apart while lacking a real solution. The swarm host is also pretty powerful, and it won't even be necessary to murder the terran.
TvT is looking cool. The warhound is the answer to mass siege tanks, so we'll see more than tanks roaming the map trying to out-position their opponent. Plus, widow mines in TvT will be really cool to see. They can snipe banshees, drops, cover retreats, annihilate mineral lines, or stop enemy widow mines from doing the same to you! It will be interesting to see what people do with widow mines in TvT.
Anyhow, I'm falling asleep at my keyboard, so I'm gonna wrap things up. Thanks for reading my blog!
~Arlyne
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