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Active: 1664 users

! [Q] Countering Turtle + Dropship Terran, PvT

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uhjoo
Profile Joined October 2004
Korea (South)1740 Posts
Last Edited: 2007-10-18 18:46:09
March 15 2005 05:57 GMT
#1
Although I'm a mostly terran user, I like to pick P against T. One of the most annoying strats that I always do poorly against when I'm playing a decent terran is the so-called "yangachi terran" (in Korean yangachi means something like "punk") and in English, I'm not sure if there is a term, but I'm sure you gosus know what I'm talking about.

The strat is to play normally until early/mid-game until the T safely secures natural, turtles with a few tank, turret mine then goes dropship + goli/tank to tank the expo on LT or any map with a cliff. Eventually three to four dropships (sometimes more) go around the map with vulture support to deny toss expos and in the meanwhile the Terran powers massively. Once he has 1/1 ups, he pushes out with a big blob.

Against newbies who just don't have confidence in their vulture micro, I can see how this is beat easily by expanding to mains, etc. However, against a good Terran I just am so annoyed by this strat (so annoyed that I never use it myself).

So...

What are the best counters?

And for terrans who like to use this strat, what is your biggest worry about counters by the toss?
i want bubbles the warrior monkey back
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 15 2005 06:05 GMT
#2
i generally dont include gols in drops and generally not more than 2-3 ships, but the same general style. biggest problem is if you cant get your harass to do anything. put obs absolutely everywhere, cannon all your minlines, and keep a decent amount of units on your cliffs. usually want 2 + shuttles with speed upgrade to reinforce cliffs as well. if you stop his harass you have a normal pvt, with a bit of an advantage because he'll be investing units in harass and will get his 2nd nat later.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
March 15 2005 06:23 GMT
#3
Yang a chi terran is counter by just countering his dropships. If he is not successful with those drops the protoss can exp safely. Just keep counting his dropships by scouting with obs and using 3+ shuttles. +_+. Go carriers. 케리어는 양아치테란한테 쥐약 ㅡㅡ;
Venlow
Profile Joined September 2004
United States110 Posts
March 15 2005 06:27 GMT
#4
This is why I always go speed shuttle.
SCFraser
Profile Joined May 2003
Canada1534 Posts
Last Edited: 2005-03-15 06:28:47
March 15 2005 06:28 GMT
#5
ya basically u have to see it coming.

lots of obs all around terran, and if possible inside too, so u can see him massing dropships.

either pick off dropships before they get to cliffs or have units rdy to ferry up and try and have an ht at every expo.

mains are easier, just 2 cannons, 2 on either side of minerals, and units closeby.

if u catch one 2 shuttle drop u have a huge adv...
this strat might be annoying but its risky for the terran.

sometimes i even cover his dropship exit route with 2 cannons.

for example
hes 6 im 12 on LT
he has nat, i have nat and 3 main
i have units in the center to pick off dropships flying though. I have units pumping at 3 main, and if hes making a few dropships and i can afford it i make a few cannons in the 9 main to catch any break out drops.
spreading units across the map is key but u gotta be able to remass in the center again quickly if he tries to push.

I want something good to die for, to make it beautiful to live.
MPXMX
Profile Joined December 2002
Canada4309 Posts
March 15 2005 06:36 GMT
#6
I find this annoying as well. Hopefully you can scout him building more than one dropship ahead of time. From there, you should be able to see when he leaves base, get speed/range obs (as discussed in a recent thread) to monitor dropship movements and move army to cut them off ahead of time. Get closest expansions first because I think taking distant expansions (like basing at 12 when you're 6 o clock protoss vs 9 o clock terran) is playing into his hands. Many dropships, especially with goliaths are a large gas investment, which means he won't have as many tanks or generally as many fighting units as is possible. So you can afford to put units on your natural's cliff not to let him take it. Losing it is a huge set back. Teching to storm and getting archon/zeal/temp shuttles is a good counter.

The ultimate answer is high tech air units like carriers and arbiters which really rape drops. While his coping abilities are more limited because the gas cost of many dropships will restrict his upgrading and goli/tank numbers... quite noticeably I think.
Chris307
Profile Joined June 2004
3095 Posts
March 15 2005 06:39 GMT
#7
High Templar with Psi Storm, control cliffs, deny expansions, mass, overwhelm.
PUSH DICE CUP BACK AND I SHOOT CRAP
iD.Surv
Profile Joined April 2004
Belgium827 Posts
March 15 2005 06:46 GMT
#8
I call it the load and go toss. Its a strange but working style of toss who constanly makes shutlles en has 4+ every time a batlle took place. You can basicly play like this it will not fail if you use your units and units in the shuttles in the right way and location. This kinda style doesn't work against a slow pusher with turets all over the place (you could still try but it's way too hard). But it will counter the kind of terran you describe.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
March 15 2005 06:56 GMT
#9
I read a topic about dropship terran a while ago. Here's the link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=16302
During practice session, I discovered very good build against zerg. -Bisu[Shield]
rpf289
Profile Joined October 2004
United States3524 Posts
March 15 2005 07:00 GMT
#10
Make sure your obs will see the drops coming, and have an equal number of shuttles, and preferably shuttle speed. Have storm, and a couple units reasy on your cliff(s) so that you buy yourself time to drops stuff. You could cannon your cliffs (I mean put cannons physically on the cliff, but that would be expensive).
ihatett
Profile Joined January 2005
United States2289 Posts
Last Edited: 2005-03-15 07:01:46
March 15 2005 07:01 GMT
#11
I wish I had the multitasking ability to play that way.
I love Protoss because it is tough and straight. Protoss is the race for men.
RiSE
Profile Joined April 2004
United States3182 Posts
March 15 2005 07:16 GMT
#12
Yeah, this build is really fucking annoying.
heavy hand upon the land, feel it's weight inside you
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
Last Edited: 2005-03-15 07:36:43
March 15 2005 07:35 GMT
#13
obs everywhere and 4-5 speed shuttles while expanding all over

eventually carriers but don't make the switch too early, you'll lose your expands and get overrun right after
Administrator
DJEtterStyle
Profile Blog Joined October 2003
United States2766 Posts
March 15 2005 07:37 GMT
#14
Good map control, a few shuttles, and storm are the keys here. Storm is ridiculously effective against Terrans who don't space their units properly, and a dropship Terran is going to have all of his units in one blob when dropping. Beyond that, a few units and a couple of high templar can defend an expansion from a pretty damn big drop while still allowing you to keep your main army in good position to combat a push.
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
March 15 2005 08:05 GMT
#15
storm is good but watch out that you're not overteching, many shuttles + speed + storm is alot of units missing, always keep an eye on his army somehow with your observers and make sure you have the units to beat it straight up if he ever decided to move out
Administrator
GroT
Profile Blog Joined January 2004
Belgium3003 Posts
March 15 2005 09:05 GMT
#16
first of all see it coming so you can remember this thread and follow the (unusually high quality!) advice posted in it.. maybe observer sight range after you expand and use the observer in his base so you can see him building a starport/dropships or lots of turrets (if there are so many turrets that you can't manoeuver your observer, assume starport+ships, even if you are wrong the turrets hurt him so bad that you are still ahead)



some info from the terran point of view because i have nothing to add from the P side:




mind that you can get away with this tech (4 speed shuttles if you're gonna follow naz) because the terran's macro is getting hurt bad by building a starport / dropships possibly even goliaths


also any terran who is playing this style will be willing to sacrifice units to kill probes (i'm thinking vulture raids, dropped tanks killing some probes and dying right after)


these 2 reasons also mean you can get away with cannons, as your army size will still be good enough



I also kind of like the psy storm way because it's impossible to multitask terran so hard that you could slowpush and harass everywhere at the same time, which means that the terran will only start pushing much later. This means that he'll have to ignore slow pushing alltogether and attack the nada way (unsiege everything, attack move, siege everything, repeat) and the nada way is very weak against storm

however, I don't know if it's possible to secure your cliffs if you don't get multiple shuttles.. maybe you can get away with it by putting some goons on your cliff in advance and leaving your filled shuttle hovering over your cliff?
DANCE ALL DAY
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
March 15 2005 09:08 GMT
#17
Rofl I always thought of Yangachi as the equivalent of ' fag ' [ Not in the gay sense ] or ' annoying ' in English.
exalted
Profile Blog Joined March 2004
United States3612 Posts
March 15 2005 09:42 GMT
#18
Agreed, but DO not make the mistake of going to quickly with the speed shuttle upgrade, make sure you get leg speed first. Even if you go more than 1 shuttle and use zeals in the shuttles, you will be at a severe disadvantage if he starts pushing out.

Many players will only go 2 dropship nada style, I don't believe this warrants getting speed shuttle becuase the major threat also includes vultures (he has so many options like ferry 8 vults + 4 tanks onto cliff, use tanks to take out cannons, use vultures to kill probes, double pronged attack on two expos, etc).

Don't get frustrated and waste all your units in a counterattack - you will die. Just try to keep 1-2 bases ahead of him and then make the switch (prefer arbiter becuase its less "timing" oriented [if you go say, 3 gate carrier without a CLEAR advantage the game is still for his taking [especially becuase he has ups + armory already, where he might have enough gas to build a sci facility and vessel]).

DO get Obs speed and monitor islands and his "half" side of the expansions (if you are 3 he is 6, patrol an obs between 9 main and top left island, etc).
too easy
Sadist
Profile Blog Joined October 2002
United States7290 Posts
March 15 2005 09:42 GMT
#19
cliff terrans are the easiest to beat ;d i dont even play toss but ive never really had a problem with it at all, same with island pvt. Gols suck period, just keep a few units on your cliff like 4 goons 2-4 zeals and then drop with like 2-3 shuttles or more withs peed if you feel like you need to and have obs ;d
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
Rekrul
Profile Blog Joined November 2002
Korea (South)17174 Posts
March 15 2005 09:56 GMT
#20
expand a lot to other mains that terran can't cliff drop and have storm and go arbiters

fuck carriers and shuttles, they will cause ur army to be way too small and leave u with weakpoints
why so 진지해?
pfff
Profile Joined May 2004
Belgium1352 Posts
March 15 2005 10:21 GMT
#21
i dont like this style.
imo its just giving the toss free speed shuttles.
off course if he doesnt see it coming hes fucked, but you wouldve probably owned him anyway if he doesnt see it coming.
It ain’t no sin to be glad you’re alive
uhjoo
Profile Joined October 2004
Korea (South)1740 Posts
March 15 2005 10:35 GMT
#22
first, i agree with grot the posts here are definitely

second, the thing that's really annoying about this strat is that unless i know it's coming, 2 dropships of 4 goli/2tank are on my cliff at the timing that i usually have only 1 shuttle of zeals and perhaps around 9 goons. this first drop is the killer for me-- if i can stop it, i know he is going yangachi and i can take another expo faster, prepare speed shuttles, get templars earlier than i would normally, etc. but if that first drop is a success, i'm basically screwed even before i've even fought a decent center fight, especially if the terran has vultures running all around. at least this is what i feel like the timing is 90% of the time.

third, when i see yangachi i get self-conscious about falling behind in upgrades and immediately throw down another forge early to upgrade... is this a bad idea?

fourth, if the terran has enough turrets up sometimes it's hard to get a sense of when he is going to switch to pure vult tank, so i also feel pressure to add gates.

so the priorities in my mind are:

1) stop the first two dropships
2) tech to templar or speed shuttle
3) add gates
4) upgrade
5) expand

how does this ordering of priorities sound?

thanks for the advice so far ^^
i want bubbles the warrior monkey back
Cambium
Profile Blog Joined June 2004
United States16368 Posts
Last Edited: 2005-03-15 10:39:49
March 15 2005 10:39 GMT
#23
When I do PvT, I play defensively, as in, I'll place 2 cannons around my exps so if it gets dropped or harassed, I'll have time to save it with my troops. If the Terran is going mass dropships, you don't have to take your natural, I sometimes just take the min only and incrases my Zeal to Goon ratio then expand at other mains.

When you want something, all the universe conspires in helping you to achieve it.
wishterran
Profile Joined February 2004
United States1045 Posts
March 15 2005 10:48 GMT
#24
to simplify: deny the harassment so that you can force the big confrontation, then win that.
exalted
Profile Blog Joined March 2004
United States3612 Posts
March 15 2005 11:05 GMT
#25
Don't worry about the upgrades so much, him having 1/1 isn't the end of the world, just having his main and natural isn't enough for him to be able to get 2/2, having just 1 forge upgrading is enough.

Definitely put expanding ahead of that, forge + upgrade is already 250/100 which is basically an expand, that enables you to get +40 control over him in the same time that upgrade would have finished, much more important.
too easy
ihatett
Profile Joined January 2005
United States2289 Posts
March 15 2005 11:08 GMT
#26
OT

fuck i just wasted 35 minutes playing a fucking gay terran that turtled on islands i had to kill all my probes to get supply for carriers why do fags do that and it turns out he wasn't even there anymore he had tanks and turrets everywhere fucking peice of shit
I love Protoss because it is tough and straight. Protoss is the race for men.
pooper-scooper
Profile Joined May 2003
United States3108 Posts
March 15 2005 11:14 GMT
#27
I wanted to add one thing:

I'm an imperfect player, much like you are probably. This helps me a lot. If I have a temp in the area, I storm him, and send (usually mostly zeals) to mop up.

I send the rest of my army (mostly goons)to try to get the ships returning to his main (your army should be central, and you should watch the general path of his leaving droppers). If you can kill his ships, even the empty one's returning, it greatly slows the time till he can drop again. In addition I also find that people don't watch their ships returning as closely as they watch them unloading. If his ships are already hurt from storm, sometimes you can get a BUNCH of them, while he is trying to micro his pathetic drop.

Feel free to discredit this, any top players.
Good...Bad... Im the guy with the gun
jjun212
Profile Joined December 2004
Canada2208 Posts
March 15 2005 12:27 GMT
#28
i remember in a replay toss got some sairs..

helped a little because it scared terran
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
March 15 2005 12:32 GMT
#29
On March 15 2005 21:27 jjun212 wrote:
i remember in a replay toss got some sairs..

helped a little because it scared terran


Cause... the terran couldn't float building recon anymore? >_>
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
March 15 2005 12:45 GMT
#30
goliaths auto target sairs over shuttles
Administrator
stimpack[pG]
Profile Joined November 2004
Philippines88 Posts
March 15 2005 17:26 GMT
#31
why build gols? u can hav vults surrounding your tanks wen you drop.
LastWish
Profile Blog Joined September 2004
2015 Posts
March 15 2005 19:53 GMT
#32
I prefer placing goons(in groups of 3-4) all over the map against droping terran and eventually catching his dropships while flying. Also building distant pylon early on other main is a good thing to do.
Only problem is combined droping with vulture abuse. Building cannons and blocking entrances with buildings(so there is only a small passage) is always a good idea.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Louder
Profile Blog Joined September 2002
United States2276 Posts
March 16 2005 01:45 GMT
#33
1 dt + 2-3 cannons on cliffs vs overly drop-happy terran works for me
Heen
Profile Blog Joined November 2003
Korea (South)2178 Posts
March 16 2005 05:16 GMT
#34
I'm a T player and I was wondering which is more annoying, tank vult or tank gol?

Gol since they prevent dropships from unloading on top of siege tanks.
('''(G_G/'''')
fEAthEr
Profile Joined July 2004
Canada482 Posts
March 16 2005 06:11 GMT
#35
we call it

"Turbo Newbie"

btw
uhjoo
Profile Joined October 2004
Korea (South)1740 Posts
March 16 2005 06:22 GMT
#36
On March 16 2005 15:11 fEAthEr wrote:
we call it

"Turbo Newbie"

btw


err no "turbo newbie" is 3 rine 1 scv 1 tank dropship, usually performed against zergs and not tosses -__-;;
i want bubbles the warrior monkey back
SCFraser
Profile Joined May 2003
Canada1534 Posts
March 16 2005 07:55 GMT
#37
On March 16 2005 02:26 stimpack[pG] wrote:
why build gols? u can hav vults surrounding your tanks wen you drop.

for cliffs u can bring a few gols to pick off shuttles.

Or bring a couple of scvs for turrets.
I want something good to die for, to make it beautiful to live.
Louder
Profile Blog Joined September 2002
United States2276 Posts
March 16 2005 22:21 GMT
#38
On March 16 2005 16:55 SCFraser wrote:
Show nested quote +
On March 16 2005 02:26 stimpack[pG] wrote:
why build gols? u can hav vults surrounding your tanks wen you drop.

for cliffs u can bring a few gols to pick off shuttles.

Or bring a couple of scvs for turrets.


turrets are better, they don't require that you use extra supply to hold the cliff, unlike goliaths. also, goliaths can be stormed, turrets obviously cannot
BullocH
Profile Joined December 2003
Canada51 Posts
March 16 2005 23:12 GMT
#39
Don't play temple
m3th
Profile Joined March 2005
United States19 Posts
March 17 2005 23:14 GMT
#40
Hmm... Fighting a terran like this is definitely difficult as Protoss. But I think the difficulty is really in restraining yourself. When you fight a turtle you have to somewhat act similar to a turtle. Don't get too worked up. Play the game you always do, but remember to be conservative in your play. I personally wouldn't throw down that second forge too early into the game because upgrades really won't help you as much in the early game as getting ahead in tech/containment. Though I've yet to play any seriously good Terran players that use this strategy (Thank God...), I've found a healthy amount of cannons to be the ultimate solution to impeding drops in my base. I'm not a terribly good player, but this is sort've how I play against and turtling dropship terran.

First of all, scouting is extremely important because you don't want him to take any expansions and if he does, you don't want him to be able to hold it without a significant investment which somewhat diminishes the value of the expansion. After fending off the initial drop (which is something everyone does his own way), keep a good amount of observers in the air to scout out what your opponent is doing. The point is to take over the map while containing him in his main and possibly his natural. Don't use excessive units for defense because you need to be harrassing him (even though it will cost you a couple of units to do so). Keep some Templar on cliffs and at your base to prevent from drops and use cannons at vital locations such as chokes, cliffs, and ideal drop locations. Templars can deal massive damage for little cost with their psi storm and cannons are just extremely effective at deterring dropships or at least making them alter their course. The general idea is, take your time, build a few nexuses, be a cannon-whore to discourage drops and set him back. I generally build about 6 cannons at each of my expansions and 1/2 cannon(s) or at least an observer at each location my opponent can possibly expand to. Many lower skilled terrans tend to panick when they find that drops will be ineffective so they either invest in costly wraiths, hoping that maybe it will help them bypass the cannons, or get careless and start neglecting their base defenses to invest in a more significant ground army and expansion attempts. As long as you have expansions and he doesn't, that gives you a definite production advantage and then you should be in more of a better situation to out-upgrade him and essentially, out-turtle him. You want him to waste an excessive amount of money both taking and holding every expansion he has. Be sure to attack any expansion attempts right away and prevent him from being able to just run one or two SCVs to build an expansion by keeping either cannons or military units at each expansion. Force him to spend money on a small army to fight his way through to each expansion and you should be fine. Play a solid, timed, and conservative game and you should win.

It's a mistake to rush things and risk spreading your forces too thin. Remember that if he's a turtle, he's stressing defense (as long as you're either attacking or making him know that you're in a position to), not taking over the whole map. Take your time. I know, it's a really long route and I personally hate having to wait till a guy starves himself out of minerals and leaves the game, but I've really found no other really effective option vs. a turtle terran simply because terrans make the absolute best turtles... =T

Oh, and you might want to try out some stuff with Arbiters (Stasis/Recall) and Dark Archon (Maelstrom) later in the game. It'll hamper any attack attempts by effectively dividing his force into two different attacks.
Everyone dies
SCFraser
Profile Joined May 2003
Canada1534 Posts
March 17 2005 23:31 GMT
#41
Who is this guy??
I want something good to die for, to make it beautiful to live.
FroZZoR
Profile Joined October 2002
China925 Posts
March 18 2005 12:21 GMT
#42
On March 18 2005 08:14 m3th wrote:
Hmm... Fighting a terran like this is definitely difficult as Protoss. But I think the difficulty is really in restraining yourself. When you fight a turtle you have to somewhat act similar to a turtle. Don't get too worked up. Play the game you always do, but remember to be conservative in your play. I personally wouldn't throw down that second forge too early into the game because upgrades really won't help you as much in the early game as getting ahead in tech/containment. Though I've yet to play any seriously good Terran players that use this strategy (Thank God...), I've found a healthy amount of cannons to be the ultimate solution to impeding drops in my base. I'm not a terribly good player, but this is sort've how I play against and turtling dropship terran.

First of all, scouting is extremely important because you don't want him to take any expansions and if he does, you don't want him to be able to hold it without a significant investment which somewhat diminishes the value of the expansion. After fending off the initial drop (which is something everyone does his own way), keep a good amount of observers in the air to scout out what your opponent is doing. The point is to take over the map while containing him in his main and possibly his natural. Don't use excessive units for defense because you need to be harrassing him (even though it will cost you a couple of units to do so). Keep some Templar on cliffs and at your base to prevent from drops and use cannons at vital locations such as chokes, cliffs, and ideal drop locations. Templars can deal massive damage for little cost with their psi storm and cannons are just extremely effective at deterring dropships or at least making them alter their course. The general idea is, take your time, build a few nexuses, be a cannon-whore to discourage drops and set him back. I generally build about 6 cannons at each of my expansions and 1/2 cannon(s) or at least an observer at each location my opponent can possibly expand to. Many lower skilled terrans tend to panick when they find that drops will be ineffective so they either invest in costly wraiths, hoping that maybe it will help them bypass the cannons, or get careless and start neglecting their base defenses to invest in a more significant ground army and expansion attempts. As long as you have expansions and he doesn't, that gives you a definite production advantage and then you should be in more of a better situation to out-upgrade him and essentially, out-turtle him. You want him to waste an excessive amount of money both taking and holding every expansion he has. Be sure to attack any expansion attempts right away and prevent him from being able to just run one or two SCVs to build an expansion by keeping either cannons or military units at each expansion. Force him to spend money on a small army to fight his way through to each expansion and you should be fine. Play a solid, timed, and conservative game and you should win.

It's a mistake to rush things and risk spreading your forces too thin. Remember that if he's a turtle, he's stressing defense (as long as you're either attacking or making him know that you're in a position to), not taking over the whole map. Take your time. I know, it's a really long route and I personally hate having to wait till a guy starves himself out of minerals and leaves the game, but I've really found no other really effective option vs. a turtle terran simply because terrans make the absolute best turtles... =T

Oh, and you might want to try out some stuff with Arbiters (Stasis/Recall) and Dark Archon (Maelstrom) later in the game. It'll hamper any attack attempts by effectively dividing his force into two different attacks.

If you have no idea what you are talking about please STFU. Dark Archon doesnt work vs. terran. Building 6 cannons at a base is retarded. Everything you said just shows that you are a newbie...
Anyway i usually like to take a few bases(nat. min only. maybe 1 other one) and get maybe 2 unupgraded speed shuttles and then fast tech to 2 stargate carriers... as that stops any drop cold. By the time they have enough dropships to do mass drops you should have maybe 2 carriers or something and it works well for me. You should be producing units out of like 5 gates too so they wont be able to attack you fast enough. The truth is that any build that involves expanding THEN getting drop after is extremely weak... u have to go dropships before expand to have a chance.
There can be only one
m3th
Profile Joined March 2005
United States19 Posts
Last Edited: 2005-03-18 13:30:19
March 18 2005 13:20 GMT
#43
I only suggest turtling with shit like 6 cannons at a base because beating a good Terran (even a turtling Terran) at speed is very difficult as Toss... Maybe my Toss just sucks, but Terrans can just turtle so effectively with such little investment... I think DAs are fine against Terrans. I don't know how effective Maelstrom is (I've seen it used quite effectively vs. me when I was zerg...), but mind controlling a critical unit or two never brought me any bad results.... I think DAs are underused and underrated which is why I noted that he should "try some stuff" with them... even though I have a personal preference for arbiters (a little less godly than defilers). You make it sound like the Terran will do nothing except just turtle in his base and wait for his dropships. I suggested what I did because I know any good terran will put a shitload of pressure on you all throughout the game. You can't just quick tech without adequate defense because any good terran will abuse that fact. What's wrong with putting down a couple of cannons? 2 bunkers near your minerals and a turret wil run you 675 min. 4 cannons run you 600 + the 100 for the pylon if you don't already have one nearby to feed of of... Against someone that's going to drop on you, I don't think a little investment in static defense is a bad thing unless of course you're totally confident in your ability to guard every possible route to all of your bases and expansions... Hell, static defense is never a bad thing because it gives you defense without wasting supply. IMHO, fast-teching to carriers is a brilliant way to make yourself look like a total retard should he not play exactly as you want him to play... I say this because I've personally experienced the adverse results of fast teching because I thought the guy was going to turtle... Which brings me to what I was originally going to say.

"How on earth would you know that he's definitely going to turtle and go dropships?"

I suppose you can SUSPECT that he might if he's totally sealed off his base and stuff early game, but that doesn't necessarily make it reality...

I'd also like to add that building a good number of cannons vs. a turtler is not retarded at all... If it were T vs. T, you'd build turrets and bunkers, wouldn't you? What's the difference with building cannons at various places in the map? Defense is defense, even with the best offense, it's not something you can ignore because shit happens and your army might not get there in time. I can tell you first hand that I've caught plenty of people off guard with drops simply because of unlucky timing on their part and their lack of proper static defense let me decimate at least half their base (if not their entire base) before their units even got back. For me personally, 6 cannons in my main is an assurance that such a drop will never happen and even if it did, 6 cannons and a HT is more than enough to fend off most drops and would buy me time to get my units back to my bsae if I felt they couldn't. And of course I don't mean to build 6 cannons right away, that would be retarded, but increasing your defense little by little throughout the game as you find yourself with some minerals to spare is always a good thing in my opinion. But whatever, that's just the way I play and you can call me paranoid as hell for building excessive static defense, but I've just been caught with my pants down far, far, too many times...
Everyone dies
choader
Profile Joined June 2003
United States487 Posts
March 18 2005 13:54 GMT
#44
On March 18 2005 21:21 FroZZoR wrote:
If you have no idea what you are talking about please STFU.
Failure by design.
Casper...
Profile Joined October 2002
Liberia4948 Posts
March 18 2005 15:15 GMT
#45
i suggest you keep your pants down and grab your ankles
JAM THE FUCKER!
LastWish
Profile Blog Joined September 2004
2015 Posts
March 18 2005 18:15 GMT
#46
m3th please stop posting in this thread, at least I think u are not a protoss player. What the hell if someone who need help reads your post and tries to implement it? ...he will probably lose...
1. Static defence isn't too good vs terran, because sieged tanks have quite a longer range than cannons and tear them apart on 3 shots. Also Dragoons are cheaper(in minerals) and do almost the same damage vs large units(dragoon 30 cooldown, cannon 22 = cannon shoots 4 times while dragoon 3, but you can upgrade your dragoons).
2. Carriers retarded? You see if the terran didn't exp too much this mostly means only one exp he can't defend well vs carriers because he invested a lot into drops. Carriers are best protoss anti-drop units and if u don't rush into them they are only to benefit.
3. DA?, Where the hell did u see DA in PvT, it's a total bullshit. Please don't build them unless you have an upper hand in the game. And u also said that u see them often in PvZ, well I don't know what replays you've been watching but I see them like in 1 game from 20.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
MannerLess_
Profile Joined November 2003
Brazil535 Posts
March 18 2005 21:50 GMT
#47
Maelstrom? Rofl, mass DA drop him and freeze all of his scvs for 5seconds!
ur hed got smashed by ur moms dik lololol
LeJester
Profile Joined July 2003
United States211 Posts
March 18 2005 23:01 GMT
#48
I'm glad m3th is here, otherwise I might have been dumb enough to listen to Froz's advice.
No seriously, Im not kidding.
Empyrean
Profile Blog Joined September 2004
17009 Posts
Last Edited: 2005-03-18 23:29:10
March 18 2005 23:28 GMT
#49
On March 18 2005 22:20 m3th wrote:
I only suggest turtling with shit like 6 cannons at a base because beating a good Terran (even a turtling Terran) at speed is very difficult as Toss...


-Hello Cannons!
-Hello Siege Tanks!
-I'm attacking ok?
-Wtf I can't attack back ;(

Maybe my Toss just sucks, but Terrans can just turtle so effectively with such little investment... I think DAs are fine against Terrans. I don't know how effective Maelstrom is (I've seen it used quite effectively vs. me when I was zerg...),


Yes. Your toss does suck. DAs are useless. You don't see turtle Terran that go biomech do you?

but mind controlling a critical unit or two never brought me any bad results.... I think DAs are underused and underrated which is why I noted that he should "try some stuff" with them... even though I have a personal preference for arbiters (a little less godly than defilers).


No, it costed two dark templar, money for them, 4 supply, and the money it cost to research mc. DAs, like Valkyries, are underused and underrated because they fucking suck in most cases. The only time I see Valkyries used are TvTs on Valhalla and the only time I see DAs used are long PvZ.

You make it sound like the Terran will do nothing except just turtle in his base and wait for his dropships. I suggested what I did because I know any good terran will put a shitload of pressure on you all throughout the game.


With...gasp... DROPSHIPS.

You can't just quick tech without adequate defense because any good terran will abuse that fact. What's wrong with putting down a couple of cannons? 2 bunkers near your minerals and a turret wil run you 675 min.


Because Tanks roll cannons over on EVERY expansion except islands on Lost Temple. And I don't know who you've been playing, but in TvPs you don't build Bunkers by your Command Center.

4 cannons run you 600 + the 100 for the pylon if you don't already have one nearby to feed of of... Against someone that's going to drop on you, I don't think a little investment in static defense is a bad thing unless of course you're totally confident in your ability to guard every possible route to all of your bases and expansions... Hell, static defense is never a bad thing because it gives you defense without wasting supply.


Yes, but it wastes a shitlod of money. Would you rather have a new Nexus or a Pylon and two cannons?

IMHO, fast-teching to carriers is a brilliant way to make yourself look like a total retard should he not play exactly as you want him to play... I say this because I've personally experienced the adverse results of fast teching because I thought the guy was going to turtle... Which brings me to what I was originally going to say.


Carriers are always extremely strong against Terran. Cliff abuse>Goliaths A few observser/a few Corsair>Wraiths. Your experience was probably c6 level.

"How on earth would you know that he's definitely going to turtle and go dropships?"

I suppose you can SUSPECT that he might if he's totally sealed off his base and stuff early game, but that doesn't necessarily make it reality...


It's a better bet than him going Infantry so your pathetic Maelstrom will actually work.

[quote]I'd also like to add that building a good number of cannons vs. a turtler is not retarded at all... If it were T vs. T, you'd build turrets and bunkers, wouldn't you?[quote]

In TvTs I don't build Bunkers. And Cannons are so useless against Tanks on cliffs.

[quote]What's the difference with building cannons at various places in the map? Defense is defense, even with the best offense, it's not something you can ignore because shit happens and your army might not get there in time.[/quote]

It's a waste of money to something that won't even counter-attack a Tank.

[quote]I can tell you first hand that I've caught plenty of people off guard with drops simply because of unlucky timing on their part and their lack of proper static defense let me decimate at least half their base (if not their entire base) before their units even got back.[/quote]

Hey let's play a game! It's called the WHO FUCKING CARES GAME.

[quote]For me personally, 6 cannons in my main is an assurance that such a drop will never happen and even if it did, 6 cannons and a HT is more than enough to fend off most drops and would buy me time to get my units back to my bsae if I felt they couldn't.[/quote]

They won't do shit against Tanks. You've wasted 900 minerals on things that can't attack back.

[quote]And of course I don't mean to build 6 cannons right away, that would be retarded, but increasing your defense little by little throughout the game as you find yourself with some minerals to spare is always a good thing in my opinion. But whatever, that's just the way I play and you can call me paranoid as hell for building excessive static defense, but I've just been caught with my pants down far, far, too many times...[/QUOTE]

Maybe in some of your losses, the loss was due to your WASTEFULNESS in your making static defense instead of units. WIth 900 minerals for six cannons, you could make 9 reavers or expand twice or make six gates instead.

I'd suggest you get out of this topic.
Moderator
Oxygen
Profile Blog Joined November 2003
Canada3581 Posts
Last Edited: 2005-03-19 06:17:04
March 19 2005 06:16 GMT
#50
Dude, I'm not sure which you're better at. Piano or owning people?
Dont drink and derive. TSL: Made with Balls.
Empyrean
Profile Blog Joined September 2004
17009 Posts
March 19 2005 06:40 GMT
#51
My head's getting big haha. I was just stating the facts. All players who know something about Starcraft knows that wasting money on six cannons per expo PvT is stupid.
Moderator
KiLLme1st
Profile Joined December 2003
United States1824 Posts
March 19 2005 07:26 GMT
#52
I like the bunker comments for TvT.
CAPSLOCK IS AUTOPILOT FOR COOL
RaGe
Profile Blog Joined July 2004
Belgium9947 Posts
March 19 2005 18:35 GMT
#53
On March 18 2005 22:20 m3th wrote:
I only suggest turtling with shit like 6 cannons at a base because beating a good Terran (even a turtling Terran) at speed is very difficult as Toss... Maybe my Toss just sucks, but Terrans can just turtle so effectively with such little investment... I think DAs are fine against Terrans. I don't know how effective Maelstrom is (I've seen it used quite effectively vs. me when I was zerg...), but mind controlling a critical unit or two never brought me any bad results.... I think DAs are underused and underrated which is why I noted that he should "try some stuff" with them... even though I have a personal preference for arbiters (a little less godly than defilers). You make it sound like the Terran will do nothing except just turtle in his base and wait for his dropships. I suggested what I did because I know any good terran will put a shitload of pressure on you all throughout the game. You can't just quick tech without adequate defense because any good terran will abuse that fact. What's wrong with putting down a couple of cannons? 2 bunkers near your minerals and a turret wil run you 675 min. 4 cannons run you 600 + the 100 for the pylon if you don't already have one nearby to feed of of... Against someone that's going to drop on you, I don't think a little investment in static defense is a bad thing unless of course you're totally confident in your ability to guard every possible route to all of your bases and expansions... Hell, static defense is never a bad thing because it gives you defense without wasting supply. IMHO, fast-teching to carriers is a brilliant way to make yourself look like a total retard should he not play exactly as you want him to play... I say this because I've personally experienced the adverse results of fast teching because I thought the guy was going to turtle... Which brings me to what I was originally going to say.

"How on earth would you know that he's definitely going to turtle and go dropships?"

I suppose you can SUSPECT that he might if he's totally sealed off his base and stuff early game, but that doesn't necessarily make it reality...

I'd also like to add that building a good number of cannons vs. a turtler is not retarded at all... If it were T vs. T, you'd build turrets and bunkers, wouldn't you? What's the difference with building cannons at various places in the map? Defense is defense, even with the best offense, it's not something you can ignore because shit happens and your army might not get there in time. I can tell you first hand that I've caught plenty of people off guard with drops simply because of unlucky timing on their part and their lack of proper static defense let me decimate at least half their base (if not their entire base) before their units even got back. For me personally, 6 cannons in my main is an assurance that such a drop will never happen and even if it did, 6 cannons and a HT is more than enough to fend off most drops and would buy me time to get my units back to my bsae if I felt they couldn't. And of course I don't mean to build 6 cannons right away, that would be retarded, but increasing your defense little by little throughout the game as you find yourself with some minerals to spare is always a good thing in my opinion. But whatever, that's just the way I play and you can call me paranoid as hell for building excessive static defense, but I've just been caught with my pants down far, far, too many times...



basicly you're telling froz that if he were a decent terran he'd totally lose vs cannon making protosses?

god.you really have no idea what you're talking about.Even a drunken androide would never consider doing this.
Evanthebouncy pisses on you.
Moderatorsometimes I get intimidated by the size of my right testicle
FeeLdAfuRy
Profile Joined October 2002
Australia290 Posts
March 19 2005 21:02 GMT
#54
That guy had to be a troll.
shinigami
Profile Blog Joined June 2004
Canada423 Posts
March 20 2005 00:59 GMT
#55
OMG! I just woke up and read this thread! I then proceeded to ROFL!
Ha ha ha! I can't stop laughing! Oh God! My stomach hurts! Aha ha ha ha!

Damn, what a way to start the day~

As a frequent 양아치테란 (yangachi terran) player, I truthfully say that I hate:
- Carriers!!! The ultimate turtle punisher! omg so ownage!
- The occasional DT harassment
- Arbiter players freezing up my mechies
- Shuttles reinforcing goons/lots on expoed cliffs (when dropped)
- Meeting a very large resistance when pushing out </3

Also, the protoss tends to deny all my expansion attempts, or to CONSTANTLY harass my expos.
I was thinking about joining a debate club, but I was talked out of it.
shinigami
Profile Blog Joined June 2004
Canada423 Posts
March 20 2005 01:03 GMT
#56
My edit won't post. Sorry about this:

I wanted to add that some protoss players make a small dropship raiding anti-air force.
That's annoying too as it forces me to retreat or pack goliaths, which is a definitely worser choice for drops than tanks (tanks can be microed easier, and take down goons! :D).
I was thinking about joining a debate club, but I was talked out of it.
ManaBlue
Profile Blog Joined July 2004
Canada10458 Posts
March 20 2005 01:45 GMT
#57
I don't know why you're all jumping on this kid. Cannons R teh GoSu!
ModeratorTL VOD legends: Live2Win, hasuprotoss, Cadical, rinizim, Mani, thedeadhaji, Kennigit, SonuvBob, yakii, fw, pheer, CDRdude, pholon, Uraeus, zatic, baezzi. The contributors make this site what it is. *Props to FakeSteve for respecting the guitar gods*
EAGER-beaver
Profile Joined March 2004
Canada2799 Posts
March 20 2005 21:48 GMT
#58
Keep oberservers up so you can always track the drop ships movement. Intercepting them mid flight with goons means gg. Storm is really good at cleaning up terran drops, as long as you see them coming. Really, it's all about having observers sitting around the map so you know exactly what he's doing.
Simon and Garfunkel rock my face off
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 21 2005 04:06 GMT
#59
On March 19 2005 08:28 Empyrean wrote:
Maybe in some of your losses, the loss was due to your WASTEFULNESS in your making static defense instead of units. WIth 900 minerals for six cannons, you could make 9 reavers or expand twice or make six gates instead.

I'd suggest you get out of this topic.


reaver = 200 mins. you could have 4 and a half reavs
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Refrain[FriZ]
Profile Joined June 2003
Canada4337 Posts
March 21 2005 04:15 GMT
#60
Guys... isn't uhjoo = Xellos?

Why is he asking us for advice?
Heen
Profile Blog Joined November 2003
Korea (South)2178 Posts
March 21 2005 10:18 GMT
#61
He isn't... I think it's some sort of inside joke.
('''(G_G/'''')
StarN
Profile Blog Joined November 2004
United States2587 Posts
March 21 2005 14:56 GMT
#62
On March 21 2005 13:06 HungZerg wrote:
Show nested quote +
On March 19 2005 08:28 Empyrean wrote:
Maybe in some of your losses, the loss was due to your WASTEFULNESS in your making static defense instead of units. WIth 900 minerals for six cannons, you could make 9 reavers or expand twice or make six gates instead.

I'd suggest you get out of this topic.


reaver = 200 mins. you could have 4 and a half reavs

more like 3 reavers cuz of scrarab cost
and yes... m3th is definately the biggest retard i've ever seen post...
If i could play m3th i could probably make 6 cannons/Base , get darkarchons, and not use carrier and still win XD
Retired BW Noob
KillerPenguin
Profile Joined June 2004
United States516 Posts
March 22 2005 00:14 GMT
#63
On March 16 2005 10:45 Louder wrote:
1 dt + 2-3 cannons on cliffs vs overly drop-happy terran works for me


Yeah cannon can work nice. They are better at pimping a ship than goons.
http://www.escapeintolife.com/
Empyrean
Profile Blog Joined September 2004
17009 Posts
March 22 2005 03:49 GMT
#64
On March 21 2005 23:56 StarN wrote:
Show nested quote +
On March 21 2005 13:06 HungZerg wrote:
On March 19 2005 08:28 Empyrean wrote:
Maybe in some of your losses, the loss was due to your WASTEFULNESS in your making static defense instead of units. WIth 900 minerals for six cannons, you could make 9 reavers or expand twice or make six gates instead.

I'd suggest you get out of this topic.


reaver = 200 mins. you could have 4 and a half reavs


I meant Zealots but I was thinking of a pvp game I just played where I just enough money for a reaver and killed the Biomech Terran's last infantry. oops
more like 3 reavers cuz of scrarab cost
and yes... m3th is definately the biggest retard i've ever seen post...
If i could play m3th i could probably make 6 cannons/Base , get darkarchons, and not use carrier and still win XD
Moderator
exalted
Profile Blog Joined March 2004
United States3612 Posts
Last Edited: 2005-05-14 02:11:09
May 14 2005 02:10 GMT
#65
On March 18 2005 08:14 m3th wrote:
I am a newbie and need to post les...wait no, I need to stop posting in Strategy forum. But don't mind me, I like flaming one of the top 3 players in the US becuase I am a decent terran.


Fixed for truth.
too easy
exalted
Profile Blog Joined March 2004
United States3612 Posts
May 14 2005 02:12 GMT
#66
Btw:

Uhjoo is not Xellos.
Maelstrom does shit against Mechanical units.
You do not build bunkers in TvT.
Reavers are not good past earlymidgame.
Be wary of Terran coming out and killing you - his units are mobile, just more money on turrets - the money he spends on turrets + dropships = you expand, play 3 or 4 base against his 2 - that extra money allows you to go carriers.
too easy
Legionnaire
Profile Joined January 2003
Australia4514 Posts
Last Edited: 2005-05-14 03:18:16
May 14 2005 03:16 GMT
#67
Didn't read any other posts.

Always remember storm is your friend, just make sure you know what they are doing with obs everywhere, once you see it, 2 zeals 2 goons 1 temp on a cliff, the rest of your units outisde his base not threatening but not too far back. Have 1-2 obs in key points to know which way he sends them, 1-2 shuttles is all u need, storm it to high heaven. (an extra temp on low ground for back up if needed) 4-6 storms does so much damage, his dropships get owned, his units are half dead, your back up kills it all)

Exalted, reavers own, do not blasphemy.
My hope is one day stupid people will feel the same pain when they talk, as the pain the rest of us feel when we hear them. Twitter: @Legionnaire_au
Locked
Profile Joined September 2004
United States4182 Posts
Last Edited: 2005-05-14 03:27:56
May 14 2005 03:25 GMT
#68
On May 14 2005 11:10 exalted wrote:
Show nested quote +
On March 18 2005 08:14 m3th wrote:
I am a newbie and need to post les...wait no, I need to stop posting in Strategy forum. But don't mind me, I like flaming one of the top 3 players in the US becuase I am a decent terran.


Fixed for truth.


did you really bump this just to flame someone?


lol also i thought you hated carriers
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
EchoOfRain
Profile Joined November 2004
United States516 Posts
May 14 2005 13:30 GMT
#69
maybe that guy really was on meth....thats about the only explanation for his gosu strategies i can think of...
quote
tensionwave
Profile Joined September 2004
United States66 Posts
May 14 2005 13:56 GMT
#70
any reps of this strat?
EX-War3 player trying to learn Broodwar, dont get upset over my noobness :D
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
May 14 2005 15:58 GMT
#71
On May 14 2005 12:16 Legionnaire wrote:
Exalted, reavers own, do not blasphemy.


This is why we all love Leg! :p

I've gotta say it would be nice if you could mc a full dropship or two once you know terran is going for mass drops, other ways previously stated are just more solid though.
I am the mirror, I am the destiny, I am the herald that points the way...
Sorrow_eyes
Profile Joined February 2005
United States1007 Posts
May 14 2005 16:47 GMT
#72
On March 21 2005 13:15 Refrain[FriZ] wrote:
Guys... isn't uhjoo = Xellos?

Why is he asking us for advice?


Haha! He's too godly in drop as a terran that when he play toss he dosnt know how to counter it!

Annyways, an odd build would be add some 3 or so sairs, they can scout drpoships and attack them, which slow them down. And when the T get careless with his drops and drop all unit at 1 spot, you can Web them pretty nicly :S (i know its hard to pull off so dont flam plz :p)
Myacctmessup: People tried to create a Perfect language that the whole world can communicate with out difficulty, that it is universal and easy to learn. Do you hapen to know what language is it? Fireblast: You mean love?
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