• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:15
CEST 00:15
KST 07:15
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Classic Games #3: Rogue vs Serral at BlizzCon4[ASL20] Ro16 Preview Pt1: Ascent9Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues22LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris76
StarCraft 2
General
Classic Games #3: Rogue vs Serral at BlizzCon #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy [G] How to watch Korean progamer Streams. Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues
Tourneys
LiuLi Cup - September 2025 Tournaments Maestros of The Game—$20k event w/ live finals in Paris WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ The Korean Terminology Thread Recommended FPV games (post-KeSPA) [ASL20] Ro16 Preview Pt1: Ascent FlaSh on ACS Winners being in ASL
Tourneys
[ASL20] Ro16 Group B [ASL20] Ro16 Group A [Megathread] Daily Proleagues Is there English video for group selection for ASL
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Iron Harvest: 1920+ Nintendo Switch Thread Diablo IV S10 Infernal Tides Guide
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1376 users

How Protoss can beat Flash - Page 5

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 6 7 15 16 17 Next All
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
May 12 2010 20:19 GMT
#81
You forgot to add this image to the end of your thread:
[image loading]
IMBA - International Mountain Bicycling Association.
mmp
Profile Blog Joined April 2009
United States2130 Posts
Last Edited: 2010-05-12 20:26:31
May 12 2010 20:25 GMT
#82
Flash certainly isn't perfect, and often takes a lot of risks to seize control of the mid-game.

But I think the OP has a good point, and that is that the sheer amount of resources Protoss acquire in a standard macro game is astonishing - and it all gets dumped into carriers which may or may not win the game, but it's a very brute force way to end things, especially when Terran expects a carrier switch and has an upgrade advantage. It certainly takes foresight to get the tech going early and with air upgrades. Furthermore the carriers won't save you until all of the tech is complete and you have a critical mass.

Why not look into other tech options if there is nothing more expensive or time-consuming than carriers? Mind-controlling combat units is a very efficient way to look at late-game attrition, but if you wanted to make your own tank army on the side, that would be pretty strong also.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Pliers
Profile Joined October 2008
Canada42 Posts
May 12 2010 20:25 GMT
#83
Mods? I'm not trolling in this thread just proposing a feasible solution to the late game PvT metagame that is imo much better than the carrier switch.
JSH
Profile Blog Joined July 2009
United States4109 Posts
May 12 2010 20:44 GMT
#84
On May 13 2010 05:25 Pliers wrote:
Mods? I'm not trolling in this thread just proposing a feasible solution to the late game PvT metagame that is imo much better than the carrier switch.


Except it is not


You have to realize its not TvP imbalanced

Flash is just playing really really good

Put any other T versus Kal or something
I'm pretty sure Kal would win
"It's called a miracle because it doesn't happen" - Just like my chances of reaching C- on ICCUP
3FFA
Profile Blog Joined February 2010
United States3931 Posts
May 12 2010 20:50 GMT
#85
Please don't let Lee see this thread! If he does and his translator tells him what we know then we are crushed! Other than that...

... PROTOSS is for the cool kids that pawn flash with smart skills! This OP is smart indeed!
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
caldo149
Profile Blog Joined April 2009
United States469 Posts
May 12 2010 20:53 GMT
#86
I think that stealing an SCV is a good idea. By adding the Terran tech tree the Protoss player gets access to an additional 200 supply for a great army advantage rather than carriers; the time to make 1 carrier is actually longer than the time to make a command center! In the time it takes to make 8 interceptors you could already have finished factories...
Hellions are my homeboys
Wings
Profile Joined January 2010
United States999 Posts
Last Edited: 2010-05-13 03:11:22
May 12 2010 21:28 GMT
#87
I'm sure people have said this before, but I'll say it again.

Problem 1. Flash wins not necessarily by his "hanbang" attack... but by methodically destroying your expansions. Kal always gets his hugeass carrier force and then Flash kills all the expos during the transition, leading to no money for interceptors. So, first problem with this DA theory is that Kal does NOT have the luxury of spending all those minerals at a crucial time, the 1st tank will take FAR too long to pop out (I saw the stats someone posted earlier above), by then Flash will have destroyed all the expos as usual, and also that money could have been used for ground forces to stall Flash while carrier tech is achieved. Let's say Kal HAD the minerals and HAD freaking forever to build Tanks. That would mean he's essentially in a position where he is far, far, far ahead of Flash; at Kal's current skill level, it would seem much more reasonable to kill Flash the normal way, with recalls/stasis/carriers/storm etc. I actually think storm is waay undervalued in late game PvT...

Problem 2. Upgrades. By then, Flash will have 3/3 upgrades vs 0/0 upgrades. I'm not sure whether you've fought in this sort of situation before, but if you have, you would know that this is utter RAPE. if Flash has a 200/200 tank/goliath army, your tanks are gonna be absolutely RAPED. If he has ONLY goliaths, then maybe you'll be good... but this is Flash. Do you think that he really won't notice Kal's CC & Factories for so freaking long??

ALTERNATIVE: I was considering the DA thing for one reason (NOT mind control); it would be interesting to try and use MAELSTROM on the clumped goliaths. Then Kal could kill huge numbers of goliaths while they just sat there. This would be really interesting to watch, because goliaths get really clumped up sometimes...

Edit: yes I remembered too late that goliaths can't be maelstrom'd, thanks for everyone reminding me 100000x times. i'd be so deeply apologetic... if I really cared. point is that DAs are not the best way to kill Flash (if there even is a way).
The probability of Kim Carrier getting all those predictions wrong is similar to the probability Flash loses a TvT. Kim Carrier MUST BE a genius. His only big mistake... STORK.
Fumi
Profile Blog Joined March 2010
529 Posts
May 12 2010 21:35 GMT
#88
Mass Dark Archons into power outage is the only option.
Flash, Stats, Reach, Tossgirl <> Boxer, Nestea, MC, Foxer fangirl | http://osu.ppy.sh/u/181432
okum
Profile Blog Joined February 2009
France5778 Posts
May 12 2010 21:36 GMT
#89
Nice idea, but it won't quite cut it.

The correct solution is to build more cannons.

Cannon ring around all bases. Large cannon flowerbeds on open ground. Great Chinese Walls of cannons. Preemptive cannons where terran wishes to expand. Offensive cannons in terran's base (bring probes with recalls). Decoy cannons to confuse terran about your motives. Memorial Dan O'Bannon cannons.

This will greatly reduce the effectiveness of vultures and goliaths without sucking supply or wasting gas needed for carriers, arbiters or templars.

+ Show Spoiler +
Works great when I play against the CPU.
Flash fan before it was cool | Coiner of "jangbang"
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
May 12 2010 21:37 GMT
#90
--- Nuked ---
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
May 12 2010 21:42 GMT
#91
If Terran is turtling on 4-5 bases, stealing an SCV --> tanks is perfectly reasonable- and another reasonable thing to do is to build SCVs to replace some of your probes and free up food for your army. It is NOT a reasonable response to a 3-base Terran 200/200 push.

I tend to think Protoss have been relying too heavily on rushing carriers/arbiters instead of setting up a roaring economy and getting upgrades first. However, I would like to see more speed shuttle use.

On May 13 2010 05:25 mmp wrote:
But I think the OP has a good point, and that is that the sheer amount of resources Protoss acquire in a standard macro game is astonishing - and it all gets dumped into carriers which may or may not win the game, but it's a very brute force way to end things, especially when Terran expects a carrier switch and has an upgrade advantage. It certainly takes foresight to get the tech going early and with air upgrades. Furthermore the carriers won't save you until all of the tech is complete and you have a critical mass.

Why not look into other tech options if there is nothing more expensive or time-consuming than carriers? Mind-controlling combat units is a very efficient way to look at late-game attrition, but if you wanted to make your own tank army on the side, that would be pretty strong also.

If Protoss switches to carriers after maxing out, without having already invested into their upgrades, they deserve the loss. That's just terrible decision making.

I'm not convinced Mind Control is a good choice, except to steal a worker, though. DA eats more supply and money than any unit Terran fields against Protoss. However, one DA to zap vessels certainly sounds worthwhile, and once you have unlimited funds you could certainly add mind control and +50 mana.

Bottom line, I don't think Protoss needs to employ new gimmicks... they just need to employ the old gimmicks better and without making really dumb decisions. (Recalling into a 3-base, defensive Terran... dropping templars in front of vultures... killing off half their army for nothing, just to free up food for a carrier switch... playing 0-0-0 fifteen minutes into the game... stacking arbiters for an EMP... engaging the Terran ball without flanking it first...)
My strategy is to fork people.
ISighZ
Profile Blog Joined April 2010
United States270 Posts
May 12 2010 21:46 GMT
#92
On May 13 2010 06:28 Wings wrote:
I'm sure people have said this before, but I'll say it again.

Problem 1. Flash wins not necessarily by his "hanbang" attack... but by methodically destroying your expansions. Kal always gets his hugeass carrier force and then Flash kills all the expos during the transition, leading to no money for interceptors. So, first problem with this DA theory is that Kal does NOT have the luxury of spending all those minerals at a crucial time, the 1st tank will take FAR too long to pop out (I saw the stats someone posted earlier above), by then Flash will have destroyed all the expos as usual, and also that money could have been used for ground forces to stall Flash while carrier tech is achieved. Let's say Kal HAD the minerals and HAD freaking forever to build Tanks. That would mean he's essentially in a position where he is far, far, far ahead of Flash; at Kal's current skill level, it would seem much more reasonable to kill Flash the normal way, with recalls/stasis/carriers/storm etc. I actually think storm is waay undervalued in late game PvT...

Problem 2. Upgrades. By then, Flash will have 3/3 upgrades vs 0/0 upgrades. I'm not sure whether you've fought in this sort of situation before, but if you have, you would know that this is utter RAPE. if Flash has a 200/200 tank/goliath army, your tanks are gonna be absolutely RAPED. If he has ONLY goliaths, then maybe you'll be good... but this is Flash. Do you think that he really won't notice Kal's CC & Factories for so freaking long??

ALTERNATIVE: I was considering the DA thing for one reason (NOT mind control); it would be interesting to try and use MAELSTROM on the clumped goliaths. Then Kal could kill huge numbers of goliaths while they just sat there. This would be really interesting to watch, because goliaths get really clumped up sometimes...


Ummm you cant maelstrom mech units...
On topic. It's a nice idea but the game will probably end before a tank can come out.!
There is no one to help you unless you help yourself
hp.Shell
Profile Blog Joined April 2010
United States2527 Posts
May 12 2010 21:50 GMT
#93
On May 13 2010 06:42 Severedevil wrote:and another reasonable thing to do is to build SCVs to replace some of your probes and free up food for your army.

Never really took this into account, but I think it's a really good idea. Might as well keep mining with the Terran foodcount after you suicide probes for Protoss food.
Please PM me with any songs you like that you think I haven't heard before!
ilj.psa
Profile Blog Joined December 2007
Peru3081 Posts
Last Edited: 2010-05-12 21:55:47
May 12 2010 21:51 GMT
#94
Protoss are ALWAYS a a disadvantage when facing any 200 terran army, they have to rely on their multitasking and macroing to overcome this, just producing more units than terran considering protoss at this point of the game would had more bases and resources them its a good way to do this afer they pushed out.

btw mind control seems like a terrible idea, sure having a tank army to add to your own army sounds good, but the whole process of getting it its not very effective. flash would destroy you before that, keep it mind that terrans can max out in around 14 mins
Chaos
Profile Joined July 2009
United States772 Posts
May 12 2010 21:53 GMT
#95
On May 13 2010 06:28 Wings wrote:
ALTERNATIVE: I was considering the DA thing for one reason (NOT mind control); it would be interesting to try and use MAELSTROM on the clumped goliaths.


Let me know how that works out for you.
FruitMarket
TheRunawayFound
Profile Joined March 2009
64 Posts
May 12 2010 21:53 GMT
#96
On May 13 2010 05:25 Pliers wrote:
Mods? I'm not trolling in this thread just proposing a feasible solution to the late game PvT metagame that is imo much better than the carrier switch.


Well, try this strat vs a terran player in ICCUP (not a d- noob).

I think its very hard to pull it off...
Pliers
Profile Joined October 2008
Canada42 Posts
May 12 2010 21:54 GMT
#97
On May 13 2010 06:28 Wings wrote:
I'm sure people have said this before, but I'll say it again.

Problem 1. Flash wins not necessarily by his "hanbang" attack... but by methodically destroying your expansions. Kal always gets his hugeass carrier force and then Flash kills all the expos during the transition, leading to no money for interceptors. So, first problem with this DA theory is that Kal does NOT have the luxury of spending all those minerals at a crucial time, the 1st tank will take FAR too long to pop out (I saw the stats someone posted earlier above), by then Flash will have destroyed all the expos as usual, and also that money could have been used for ground forces to stall Flash while carrier tech is achieved. Let's say Kal HAD the minerals and HAD freaking forever to build Tanks. That would mean he's essentially in a position where he is far, far, far ahead of Flash; at Kal's current skill level, it would seem much more reasonable to kill Flash the normal way, with recalls/stasis/carriers/storm etc. I actually think storm is waay undervalued in late game PvT...

Problem 2. Upgrades. By then, Flash will have 3/3 upgrades vs 0/0 upgrades. I'm not sure whether you've fought in this sort of situation before, but if you have, you would know that this is utter RAPE. if Flash has a 200/200 tank/goliath army, your tanks are gonna be absolutely RAPED. If he has ONLY goliaths, then maybe you'll be good... but this is Flash. Do you think that he really won't notice Kal's CC & Factories for so freaking long??

ALTERNATIVE: I was considering the DA thing for one reason (NOT mind control); it would be interesting to try and use MAELSTROM on the clumped goliaths. Then Kal could kill huge numbers of goliaths while they just sat there. This would be really interesting to watch, because goliaths get really clumped up sometimes...


Really nice points raised here. I think the carrier transition is bad because it take far too much psi and there is a long period of time of which they are useless; this is when protoss bases get rolled. Now compare with tanks which don't take that much longer (seriously) and don't take protoss psi so you'll still be able to fight with maxed P ground army and also be able to reinforce to P's maximum capabilities. The excess money can be used to make tanks which in turn provide great defence in keeping your bases alive.

The game I posted showed that evidently in the mid game money was not an issue for Kal as he kept replenishing his army to max and still able to plant down 6 stargates and make carriers simultaneously in the late game. About the upgrades, 0-0 tanks can still defend bases very well. Don't use them to fight until you have a significant amount or use them only to defend bases.

Fight fire with fire, if Flash can defend till max to roll over toss, toss can defend till >max and roll over Flash.
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2010-05-12 22:04:23
May 12 2010 22:02 GMT
#98
On May 13 2010 02:23 Mekexi wrote:
I appreciate OP's effort, but I think there is much simplier and stronger answer:

+ Show Spoiler +
USE THOSE RECALLS SMARTER, GODDAMN IT!!

Seriously, Protoss players are like:
- Recall 15-20 units into Terran main.
- Kill Armory + some Vultures.
- DIE.

Why not...:

...Recall to defend distant bases?
...Recall Speedlots over Terran sieged army?
...Recall into enemy main -> kill Armories -> Recall back to safety?
...Recall + Stasis-at-choke combo?

Few examples were already set, but I feel those techniques are criminally underused.

Because Arbiter energy is usually more valuable than 20 supply of Zeal/Dragoons when you're already at 200/200 supply. Although I do remember Bisu using these first 2 techniques to pretty decent effect on a game vs Flash a while back when he was still good (even though he lost in the end). The first technique is only really useful on weird maps with multiple paths where you can't really dictate map control that well.

Why recall speedlots onto tanks, when you can just freeze the tanks completely and save the lots to absorb other tank fire? I would like to see more of the 4th one though, but I think most of the time the arbiters die to turret fire right after pulling off the recall and/or you can't wait long enough to let an arbiter save up to 200 energy.
Rkie
Profile Blog Joined October 2009
United States1278 Posts
May 12 2010 22:02 GMT
#99
by not sucking
Pliers
Profile Joined October 2008
Canada42 Posts
May 12 2010 22:04 GMT
#100
On May 13 2010 06:51 ilj.psa wrote:
Protoss are ALWAYS a a disadvantage when facing any 200 terran army, they have to rely on their multitasking and macroing to overcome this, just producing more units than terran considering protoss at this point of the game would had more bases and resources them its a good way to do this afer they pushed out.

btw mind control seems like a terrible idea, sure having a tank army to add to your own army sounds good, but the whole process of getting it its not very effective. flash would destroy you before that, keep it mind that terrans can max out in around 14 mins


The process is not very effective at all, but neither is the carrier switch. It is however an option to get ahead in the late game ultimately.

On May 13 2010 06:53 TheRunawayFound wrote:
Show nested quote +
On May 13 2010 05:25 Pliers wrote:
Mods? I'm not trolling in this thread just proposing a feasible solution to the late game PvT metagame that is imo much better than the carrier switch.


Well, try this strat vs a terran player in ICCUP (not a d- noob).

I think its very hard to pull it off...


I'm not talking about me or you or some terran player on iccup.
Prev 1 2 3 4 5 6 7 15 16 17 Next All
Please log in or register to reply.
Live Events Refresh
BSL Team Wars
20:00
Round 6
Team Bonyth vs Team Dewalt
Team Sziky vs Team Hawk
ZZZero.O51
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ForJumy 19
CosmosSc2 1
StarCraft: Brood War
Britney 15531
Rain 1583
Artosis 267
ZZZero.O 51
sSak 34
NaDa 14
League of Legends
JimRising 125
Counter-Strike
Stewie2K728
Foxcn443
Super Smash Bros
Liquid`Ken28
Heroes of the Storm
Liquid`Hasu429
Other Games
summit1g5774
Grubby3894
SortOf153
Sick124
C9.Mang0123
ZombieGrub73
ViBE43
Kaelaris19
Maynarde13
fpsfer 1
Organizations
Other Games
gamesdonequick2029
Algost 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Berry_CruncH129
• RyuSc2 62
• davetesta25
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• Pr0nogo 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22492
League of Legends
• Doublelift3330
• TFBlade798
Other Games
• Scarra1358
• imaqtpie1271
• Shiphtur229
Upcoming Events
OSC
1h 45m
ReBellioN vs PAPI
Spirit vs TBD
Percival vs TBD
TriGGeR vs TBD
Shameless vs UedSoldier
Cham vs TBD
Harstem vs TBD
RSL Revival
11h 45m
Cure vs SHIN
Reynor vs Zoun
Kung Fu Cup
13h 45m
TaeJa vs SHIN
ByuN vs Creator
The PondCast
14h 45m
RSL Revival
1d 11h
Classic vs TriGGeR
ByuN vs Maru
Online Event
1d 13h
Kung Fu Cup
1d 13h
BSL Team Wars
1d 20h
RSL Revival
2 days
Maestros of the Game
2 days
ShoWTimE vs Classic
Clem vs herO
Serral vs Bunny
Reynor vs Zoun
[ Show More ]
Cosmonarchy
2 days
Bonyth vs Dewalt
[BSL 2025] Weekly
2 days
RSL Revival
3 days
Maestros of the Game
3 days
BSL Team Wars
3 days
Afreeca Starleague
4 days
Snow vs Sharp
Jaedong vs Mini
Wardi Open
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs Speed
Larva vs Soma
LiuLi Cup
6 days
Liquipedia Results

Completed

Copa Latinoamericana 4
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
BSL 21 Team A
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.