• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:06
CEST 17:06
KST 00:06
  • 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
Serral wins EWC 202542Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up5LiuLi Cup - August 2025 Tournaments3[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced58
StarCraft 2
General
Clem Interview: "PvT is a bit insane right now" Serral wins EWC 2025 TL Team Map Contest #5: Presented by Monster Energy Would you prefer the game to be balanced around top-tier pro level or average pro level? Weekly Cups (Jul 28-Aug 3): herO doubles up
Tourneys
WardiTV Mondays $5,000 WardiTV Summer Championship 2025 Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup - August 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
How do the new Battle.net ranks translate? Which top zerg/toss will fail in qualifiers? BW General Discussion Google Play ASL (Season 20) Announced Nobody gona talk about this year crazy qualifiers?
Tourneys
[ASL20] Online Qualifiers Day 2 [Megathread] Daily Proleagues Cosmonarchy Pro Showmatches [ASL20] Online Qualifiers Day 1
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft?
Other Games
General Games
Nintendo Switch Thread Total Annihilation Server - TAForever Stormgate/Frost Giant Megathread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
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 Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Bitcoin discussion thread European Politico-economics QA Mega-thread 9/11 Anniversary
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 864 users

A History of Terran vs. Zerg - Page 10

Forum Index > BW General
199 CommentsPost a Reply
Prev 1 8 9 10 All
BisuDagger
Profile Blog Joined October 2009
Bisutopia19239 Posts
July 27 2016 19:10 GMT
#181
On July 28 2016 00:24 B-royal wrote:
What does a late mech switch lack?

- vessels
- solid anti-air

What does mech have a lot? Mines and tanks.

What's the answer to both? Guardians (and to a lesser extent hydralisks and lurkers).

In my noob opinion I think saving mutas and morphing them into guardians will be key. Like other people have explained, zerg is teching up and getting a solid economy while terran is switching to mech and expanding behind map control based mainly on Marine/Medic/Vessel/some tanks and early(ier) mines.

A group of guardians could be used to attack the third and/or prevent the 4th (new main) from terran. Often terran players only have a group of marine medic to defend their 4th before the factories at this location go up. At this moment terrans tend to have a lot of vultures with mines that prevent ground attacks but will do nothing against guardians. They also only have 1 starport with a couple of vessels (any additional gas has gone into vulture upgrades, armory and extra factories).

Then I think zerg's will have to incorportate hydralisks to clean up large mine fields and to actually be able to kill a CC instead of just forcing it to lift. Hydralisks will allow us to expand easier to a 5th and 6th by preventing a single group of vultures from precluding this. The lack of vessels can be abused by lurkers under dark swarm, to defend key positions with minimal costs.
Queens are solid but only in the latest stages of the game to lift up sieges and to effectively break a position like the 4th/5th that's defended by too many tanks, mines and turrets.

We as zergs need to abuse the fact that terrans don't have effective anti-air (when they're switching) and don't spend a lot of gas on vessels. We need to use units that can clean up mine fields rapidly and cost-efficiently, which is in my opinion the hydralisk as zerglings are only useful if there are no vultures nearby.

Drops aren't that useful because they are very expensive for the zerg and can't be rushed. A lot of terrans also have walls of turrets ready at their 4th while dropping at a third most often is to conspicuous.


From the Jaedong thread that I'm arguing for guardians, Modesty shows us that guardians have viable builds and can be extremely successful.

ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
ortseam
Profile Joined April 2015
996 Posts
July 28 2016 17:35 GMT
#182
Effort has been playing with guardians and even mutalisk switches since he came back with some success, but it seems it's not universal. Last also uses 2port into mech sometimes
Letmelose
Profile Blog Joined September 2006
Korea (South)3227 Posts
July 28 2016 17:57 GMT
#183
There's a huge difference between catching people off guard, and having a go-to strategy that will work despite the fact people know it's coming. The most annoying thing about late-mech is that it has no clear weaknesses even though everyone is trying their hardest to overcome it.

The use of zerg air units has always fucked up the mech composition if the terran starts out with mech, even if the terran knows in advance that it is coming. However, with late-mech, it's much more of a gamble, and it kind of depends on the terran fucking up, as any good terran will make mince meat out of the air transition if they know it's coming in advance. The use of efficient drops with basic units to store up the gas to transition into the do-or-die ultralisk push before the terran mech upgrades kick in, is probably the best method, and works to a degree even though terrans know it's coming in advance.

That's the solution we're looking for here. Shit that works, and not depending on your opponent being caught with their pants down. Stuff like fast command centre into 1+ attack upgrade doesn't work because the zerg didn't expect the greedy build, it works because zergs find it hard to punish its greed, and has been best countered with the three hatchery play. We're looking for safe, sound counters for the late-mech, and I don't think the use of air units is necessarily the answer because it's not an efficient use of gas like it is against traditional mech, and can be countered extremely easily if the terrans are wise to it. Yes, it can work, and zergs should look for timing windows for a surprise air switch to keep the terrans honest, but I don't think it works as the bread and butter style of play that counters late mech.
TL+ Member
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-07-28 21:52:13
July 28 2016 21:49 GMT
#184
I'm not claiming to be very knowledgeable but hear me out.

Around 12 minutes in the game is when the mech switch starts to fully flesh out, vultures have both upgrades and terran has invested in an armory and into getting extra factories. Let's assume terran went for 1 starport only. At this point terran has 2-3 vessels maximally. He's taking his close third and most likely a 4th at another main.

Zerg should be in the process of getting his 4th gas.

Now how can zerg possibly put any efficient pressure on the terran? Vultures and spider mines are really good at preventing ground attacks. A group of marine medic can protect the 4th from any mutalisk threat.

I propose this:

1. Zerg scouts how many starports terran has during the mutalisk phase, if only 1 proceed to next step.
2. Zerg tries to conserve his mutalisks as much as possible.
3. Zerg morphs a greater spire around 10-11 minutes.

Now there is a threat of guardians, either terran scouts it or he doesn't. Let's say he doesn't scout it.

4. Zerg morphs guardians over a cliff to either attack the third or 4th of the terran. Zerg has scourge nearby to prevent wraiths and vessels from killing them. Most likely terran only has a control group of marine medic at this position and possibly a lot of vulture mines to prevent ground attacks.

5. This delays terran's 4th gas and forces out more vessels and goliaths, which means less tanks.

Now let's assume terran scouts the greater spire and he prepares by any of the next measures:

- more vessels
- goliaths
- wraiths

Zerg should try to scout this and now he doesn't morph any guardians. Terran has spent resources trying to defend against an attack that never came. There are now less tanks on the field.

I understand it's pure theorycrafting and I might be misunderstanding what terran can do against this. But that's why I'm here, to get educated. Right now, I still believe zerg's should experiment with this to try to delay terran's expansions. I just don't think an ultralisk "all-in" or having to end the game before a certain period of time sounds very fun at all. Brood war is supposed to be the ultimate game, where any opponent can win late game by being the better player and having better mechanics.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
duke91
Profile Joined April 2014
Germany1458 Posts
Last Edited: 2016-07-28 23:04:43
July 28 2016 22:31 GMT
#185
what about mass muta transition to harass and prevent rapid expos of terran? Z should have 4 bases, which means about 16mutas per minute

edit: still the hardest part about mech is mental. It is just so tilting
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
Letmelose
Profile Blog Joined September 2006
Korea (South)3227 Posts
July 29 2016 00:51 GMT
#186
On July 29 2016 06:49 B-royal wrote:
I'm not claiming to be very knowledgeable but hear me out.

Around 12 minutes in the game is when the mech switch starts to fully flesh out, vultures have both upgrades and terran has invested in an armory and into getting extra factories. Let's assume terran went for 1 starport only. At this point terran has 2-3 vessels maximally. He's taking his close third and most likely a 4th at another main.

Zerg should be in the process of getting his 4th gas.

Now how can zerg possibly put any efficient pressure on the terran? Vultures and spider mines are really good at preventing ground attacks. A group of marine medic can protect the 4th from any mutalisk threat.

I propose this:

1. Zerg scouts how many starports terran has during the mutalisk phase, if only 1 proceed to next step.
2. Zerg tries to conserve his mutalisks as much as possible.
3. Zerg morphs a greater spire around 10-11 minutes.

Now there is a threat of guardians, either terran scouts it or he doesn't. Let's say he doesn't scout it.

4. Zerg morphs guardians over a cliff to either attack the third or 4th of the terran. Zerg has scourge nearby to prevent wraiths and vessels from killing them. Most likely terran only has a control group of marine medic at this position and possibly a lot of vulture mines to prevent ground attacks.

5. This delays terran's 4th gas and forces out more vessels and goliaths, which means less tanks.

Now let's assume terran scouts the greater spire and he prepares by any of the next measures:

- more vessels
- goliaths
- wraiths

Zerg should try to scout this and now he doesn't morph any guardians. Terran has spent resources trying to defend against an attack that never came. There are now less tanks on the field.

I understand it's pure theorycrafting and I might be misunderstanding what terran can do against this. But that's why I'm here, to get educated. Right now, I still believe zerg's should experiment with this to try to delay terran's expansions. I just don't think an ultralisk "all-in" or having to end the game before a certain period of time sounds very fun at all. Brood war is supposed to be the ultimate game, where any opponent can win late game by being the better player and having better mechanics.


I agree on principle that the use of greater spire can be utilized to a great extent if terran lacks the ability to map hack with scanners. I've heard Flash discuss with Mong about EffOrt's frequent use of guardians, and said it's of the utmost importance to keep checking the timing of the zerg's greater spire, and the need to make wraiths accordingly, and that even if the zerg just "fakes" the greater spire transition without actually committing to guardians, the preemptive production cost and the cost of upgrading to greater spire more or less evens out. The terran can just keep checking the zerg's composition from multiple scans, and have cost efficient answers for it, and guardians become cost inefficient if the terran prepares properly for it in advance.

I think the use of guardians against late-mech is mainly for punishing negligent terran players, and a way to keep diligent terran players honest, but not really the answer that would work every single time against strategically sound terran players.
TL+ Member
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
July 29 2016 04:33 GMT
#187
Very well written, thanks for this!
AKA: TelecoM[WHITE] Protoss fighting
Harem
Profile Joined November 2007
United States11390 Posts
July 29 2016 07:19 GMT
#188
On July 29 2016 06:49 B-royal wrote:
I'm not claiming to be very knowledgeable but hear me out.

Around 12 minutes in the game is when the mech switch starts to fully flesh out, vultures have both upgrades and terran has invested in an armory and into getting extra factories. Let's assume terran went for 1 starport only. At this point terran has 2-3 vessels maximally. He's taking his close third and most likely a 4th at another main.

Zerg should be in the process of getting his 4th gas.

Now how can zerg possibly put any efficient pressure on the terran? Vultures and spider mines are really good at preventing ground attacks. A group of marine medic can protect the 4th from any mutalisk threat.

I propose this:

1. Zerg scouts how many starports terran has during the mutalisk phase, if only 1 proceed to next step.
2. Zerg tries to conserve his mutalisks as much as possible.
3. Zerg morphs a greater spire around 10-11 minutes.

Now there is a threat of guardians, either terran scouts it or he doesn't. Let's say he doesn't scout it.

4. Zerg morphs guardians over a cliff to either attack the third or 4th of the terran. Zerg has scourge nearby to prevent wraiths and vessels from killing them. Most likely terran only has a control group of marine medic at this position and possibly a lot of vulture mines to prevent ground attacks.

5. This delays terran's 4th gas and forces out more vessels and goliaths, which means less tanks.

Now let's assume terran scouts the greater spire and he prepares by any of the next measures:

- more vessels
- goliaths
- wraiths

Zerg should try to scout this and now he doesn't morph any guardians. Terran has spent resources trying to defend against an attack that never came. There are now less tanks on the field.

I understand it's pure theorycrafting and I might be misunderstanding what terran can do against this. But that's why I'm here, to get educated. Right now, I still believe zerg's should experiment with this to try to delay terran's expansions. I just don't think an ultralisk "all-in" or having to end the game before a certain period of time sounds very fun at all. Brood war is supposed to be the ultimate game, where any opponent can win late game by being the better player and having better mechanics.

Watch this game



Ver even did a writeup on it which saves me the trouble.

http://www.teamliquid.net/forum/news-archive/245667-osl-jin-air-osl-ro16-week-one
Moderator。◕‿◕。
B-royal
Profile Joined May 2015
Belgium1330 Posts
July 31 2016 12:21 GMT
#189
Really cool game. Thanks a lot Harem. I hope to see some zergs experiment with this!
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
July 31 2016 16:05 GMT
#190
I thought this recent game of Mong vs Hero (starts at 1:44:05) was a good example of how to play against mech. Drops at the 4th and main to constantly disrupt the Terran economy. If the Zerg just lets Terran set up 5 bases with no contest it's just an uphill battle from there. Even if Terran knows you are going for drops he can't possibly cover all his bases, macro and lay mines everywhere at the same time. Understand that the overlord upgrades are expensive, but Zerg needs to get them sooner or later anyway.


Shinokuki
Profile Joined July 2013
United States859 Posts
July 31 2016 16:20 GMT
#191
On July 29 2016 06:49 B-royal wrote:
I'm not claiming to be very knowledgeable but hear me out.

Around 12 minutes in the game is when the mech switch starts to fully flesh out, vultures have both upgrades and terran has invested in an armory and into getting extra factories. Let's assume terran went for 1 starport only. At this point terran has 2-3 vessels maximally. He's taking his close third and most likely a 4th at another main.

Zerg should be in the process of getting his 4th gas.

Now how can zerg possibly put any efficient pressure on the terran? Vultures and spider mines are really good at preventing ground attacks. A group of marine medic can protect the 4th from any mutalisk threat.

I propose this:

1. Zerg scouts how many starports terran has during the mutalisk phase, if only 1 proceed to next step.
2. Zerg tries to conserve his mutalisks as much as possible.
3. Zerg morphs a greater spire around 10-11 minutes.

Now there is a threat of guardians, either terran scouts it or he doesn't. Let's say he doesn't scout it.

4. Zerg morphs guardians over a cliff to either attack the third or 4th of the terran. Zerg has scourge nearby to prevent wraiths and vessels from killing them. Most likely terran only has a control group of marine medic at this position and possibly a lot of vulture mines to prevent ground attacks.

5. This delays terran's 4th gas and forces out more vessels and goliaths, which means less tanks.

Now let's assume terran scouts the greater spire and he prepares by any of the next measures:

- more vessels
- goliaths
- wraiths

Zerg should try to scout this and now he doesn't morph any guardians. Terran has spent resources trying to defend against an attack that never came. There are now less tanks on the field.

I understand it's pure theorycrafting and I might be misunderstanding what terran can do against this. But that's why I'm here, to get educated. Right now, I still believe zerg's should experiment with this to try to delay terran's expansions. I just don't think an ultralisk "all-in" or having to end the game before a certain period of time sounds very fun at all. Brood war is supposed to be the ultimate game, where any opponent can win late game by being the better player and having better mechanics.


This just doesnt seem to work in pro scene. Pros will just constantly make MnM to fend off guardians. Additionally, its extremely hard to conserve mutas up until late mech starts rolling in because terrans are so good at trying to reduce number of mutas while they are aiming for zerg's third. 4/5 barrack +1 weapon is op as hell because of that. Flash mentioned that best thing a zerg can do vs late mech is to get a third without losing huge economic resources such as pumping 20-30+ lings. Flash said that jaedong did this beautifully and also wrecked terran's economy by devastating 20-30 marines with insane muta control with some lings. So jaedong always started out ahead like 6:4 because by doing this jaedong can take 4th extremely fast and get ultras really quickly. Flash also mentions that guardians/muta switch are HORRIBLE.
Life is just life
Shinokuki
Profile Joined July 2013
United States859 Posts
July 31 2016 16:26 GMT
#192
On July 29 2016 06:49 B-royal wrote:
I'm not claiming to be very knowledgeable but hear me out.

Around 12 minutes in the game is when the mech switch starts to fully flesh out, vultures have both upgrades and terran has invested in an armory and into getting extra factories. Let's assume terran went for 1 starport only. At this point terran has 2-3 vessels maximally. He's taking his close third and most likely a 4th at another main.

Zerg should be in the process of getting his 4th gas.

Now how can zerg possibly put any efficient pressure on the terran? Vultures and spider mines are really good at preventing ground attacks. A group of marine medic can protect the 4th from any mutalisk threat.

I propose this:

1. Zerg scouts how many starports terran has during the mutalisk phase, if only 1 proceed to next step.
2. Zerg tries to conserve his mutalisks as much as possible.
3. Zerg morphs a greater spire around 10-11 minutes.

Now there is a threat of guardians, either terran scouts it or he doesn't. Let's say he doesn't scout it.

4. Zerg morphs guardians over a cliff to either attack the third or 4th of the terran. Zerg has scourge nearby to prevent wraiths and vessels from killing them. Most likely terran only has a control group of marine medic at this position and possibly a lot of vulture mines to prevent ground attacks.

5. This delays terran's 4th gas and forces out more vessels and goliaths, which means less tanks.

Now let's assume terran scouts the greater spire and he prepares by any of the next measures:

- more vessels
- goliaths
- wraiths

Zerg should try to scout this and now he doesn't morph any guardians. Terran has spent resources trying to defend against an attack that never came. There are now less tanks on the field.

I understand it's pure theorycrafting and I might be misunderstanding what terran can do against this. But that's why I'm here, to get educated. Right now, I still believe zerg's should experiment with this to try to delay terran's expansions. I just don't think an ultralisk "all-in" or having to end the game before a certain period of time sounds very fun at all. Brood war is supposed to be the ultimate game, where any opponent can win late game by being the better player and having better mechanics.


so pretty much a zerg player needs to be better than terran player in skills/apm/eapm/physicality/etc to beat him. It requires zergs to do much more than terran
Life is just life
duke91
Profile Joined April 2014
Germany1458 Posts
July 31 2016 16:28 GMT
#193
High level zergs need to hope for terran to fuck up majorly as well
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
July 31 2016 20:25 GMT
#194
Late game Mutalisk/Guardian switch sounds like a bad idea when Terran already has Science Vessels. Mutalisk without upgrade can't do anything once Terran gets enough Goliaths and Guardians are far too slow and too weak against Vessels.
神は乗り越えられる試練しか与えない
duke91
Profile Joined April 2014
Germany1458 Posts
Last Edited: 2016-07-31 21:34:28
July 31 2016 21:28 GMT
#195
How about crazy zerg? Midgame becomes riskier, but you have a much stronger footing in lategame. You force terran to build more rax instead so that they can hold this
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
Shinokuki
Profile Joined July 2013
United States859 Posts
July 31 2016 21:58 GMT
#196
On August 01 2016 06:28 duke91 wrote:
How about crazy zerg? Midgame becomes riskier, but you have a much stronger footing in lategame. You force terran to build more rax instead so that they can hold this


To terrans, crazy zerg seems a "thank you for doing this prehistoric build" I can just build 11 barracks and pummel you to death and make you never build a 4th."
Life is just life
duke91
Profile Joined April 2014
Germany1458 Posts
July 31 2016 22:10 GMT
#197
On August 01 2016 06:58 Shinokuki wrote:
Show nested quote +
On August 01 2016 06:28 duke91 wrote:
How about crazy zerg? Midgame becomes riskier, but you have a much stronger footing in lategame. You force terran to build more rax instead so that they can hold this


To terrans, crazy zerg seems a "thank you for doing this prehistoric build" I can just build 11 barracks and pummel you to death and make you never build a 4th."


Well then good luck dealing with swarm then. If terran goes for 11 rax, you just swarm infinitely and terran can never break your 4th. You have to go mech and with crazy zerg you at least get map control + possible timing to break terran. Either way, you have the opportunity to get ahead
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
Shinokuki
Profile Joined July 2013
United States859 Posts
July 31 2016 22:31 GMT
#198
On August 01 2016 07:10 duke91 wrote:
Show nested quote +
On August 01 2016 06:58 Shinokuki wrote:
On August 01 2016 06:28 duke91 wrote:
How about crazy zerg? Midgame becomes riskier, but you have a much stronger footing in lategame. You force terran to build more rax instead so that they can hold this


To terrans, crazy zerg seems a "thank you for doing this prehistoric build" I can just build 11 barracks and pummel you to death and make you never build a 4th."


Well then good luck dealing with swarm then. If terran goes for 11 rax, you just swarm infinitely and terran can never break your 4th. You have to go mech and with crazy zerg you at least get map control + possible timing to break terran. Either way, you have the opportunity to get ahead


lol there's a reason why zergs never go crazy zergs. Look at match ups from feb to july, they always goin 3 hat muta 99% Of the time and 1% of the time 2 hat muta. Come on man you guys know this better.
Life is just life
duke91
Profile Joined April 2014
Germany1458 Posts
Last Edited: 2016-07-31 23:23:32
July 31 2016 23:09 GMT
#199
You don't know crazy zerg works with 3 hatch muta, right? Actually it is only viable with 3 hatch since you need some eco to pull this off. Crazy zerg is to go standard 3 hatch muta ling, rush carapace and ignore lurkers. examples
pure crazyzerg


crazyzerg with guardians

They never go crazy zerg because it is risky mid game to secure 3rd or 4th. However it may force terran to not go mechswitch since any switch would be costly in that it wouldn't secure a third, or simply die to a timing attack due to lack of m&m

Also don't just dismiss my proposal as stupid if all we do is theorycraft.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
8882
Profile Blog Joined December 2003
2718 Posts
August 02 2016 19:49 GMT
#200
Old or not, that was a really nice read
I have returned
Prev 1 8 9 10 All
Please log in or register to reply.
Live Events Refresh
WardiTV Summer Champion…
15:00
Open Qualifier #2
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko575
Hui .300
ProTech62
Codebar 24
StarCraft: Brood War
Rain 7158
Calm 5693
Bisu 2936
Shuttle 2315
Horang2 1988
Flash 1937
firebathero 1390
EffOrt 974
Mini 583
Soulkey 446
[ Show more ]
ggaemo 354
hero 323
Barracks 315
Mong 307
ZerO 222
Snow 218
Soma 155
Hyuk 134
Zeus 82
ToSsGirL 78
Rush 77
Killer 75
Larva 74
TY 56
sorry 47
PianO 45
[sc1f]eonzerg 40
sSak 38
JYJ36
Movie 35
Sharp 35
Yoon 19
scan(afreeca) 18
Terrorterran 14
Aegong 9
IntoTheRainbow 9
SilentControl 8
Bale 5
sas.Sziky 4
ivOry 3
Stormgate
TKL 137
Dota 2
Gorgc5725
qojqva3996
Dendi1355
syndereN297
XcaliburYe217
Counter-Strike
ScreaM310
zeus282
flusha173
markeloff107
kRYSTAL_53
Heroes of the Storm
Trikslyr36
Other Games
singsing2300
B2W.Neo1517
hiko1034
Beastyqt669
crisheroes434
DeMusliM348
XaKoH 196
Fuzer 190
oskar157
ArmadaUGS120
KnowMe52
QueenE48
ZerO(Twitch)20
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 74
• davetesta34
• poizon28 21
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix9
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2996
• WagamamaTV599
League of Legends
• Nemesis5331
• TFBlade839
Upcoming Events
PiGosaur Monday
8h 54m
WardiTV Summer Champion…
19h 54m
Stormgate Nexus
22h 54m
uThermal 2v2 Circuit
1d
The PondCast
1d 18h
WardiTV Summer Champion…
1d 19h
Replay Cast
2 days
LiuLi Cup
2 days
uThermal 2v2 Circuit
2 days
RSL Revival
3 days
[ Show More ]
RSL Revival
3 days
uThermal 2v2 Circuit
3 days
CSO Cup
4 days
Sparkling Tuna Cup
4 days
uThermal 2v2 Circuit
4 days
Wardi Open
5 days
RotterdaM Event
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
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.