• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:47
CEST 10:47
KST 17:47
  • 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 HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
SC4ALL II announced - $10,000 prize pool, Dec 5-62PIG STY FESTIVAL 8.0! (13 - 23 August)8Neeb returns to progaming; rejoins ONSYDE14Weekly Cups (July 20-26): Early returns on 5.0.16b8IntoTheTV X SOOP SC2 League : Weekly & Monthly5
StarCraft 2
General
SC4ALL II: StarCraft 2 Player Announcement 1/8 Balance hotfix patch 5.0.16b (July 16) Neeb returns to progaming; rejoins ONSYDE Clem: "I don't have that much hope in Blizzard" Weekly Cups (July 20-26): Early returns on 5.0.16b
Tourneys
SC4ALL II announced - $10,000 prize pool, Dec 5-6 PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
ASL22 General Discussion BW General Discussion BW Drama: Terror's Debt Incident + C9 disbanding BGH Auto Balance -> http://bghmmr.eu/ Making an Online Broodwar Manager Game
Tourneys
[Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3 2v2v2v2 Tournament
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Odyssey Mineral Stack Saturation PvT advise for noobs
Other Games
General Games
Beyond All Reason Nintendo Switch Thread Path of Exile ZeroSpace Early Access is Now Live! Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
What is a Gamer?
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10783 users

[G] kcdc's PvT FE - Page 4

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 6 69 70 71 Next
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2010-08-12 19:07:32
August 12 2010 19:07 GMT
#61
This strategy simply cant work. I do a 3rax timing push with stim + emp, and to my experience I will (just when stim finishes) always have a stronger army than the protoss. The protoss only chance is getting back in their base and defending with the use of forcefield(s) and wait for collosus/chargelots. But you cant go back in your base when you have an expansion. Sry to say but you will always lose to a well executed timing push going FE as protoss.
Keap
Profile Joined July 2010
United States214 Posts
August 12 2010 19:13 GMT
#62
On August 13 2010 04:07 Hider wrote:
This strategy simply cant work. I do a 3rax timing push with stim + emp, and to my experience I will (just when stim finishes) always have a stronger army than the protoss. The protoss only chance is getting back in their base and defending with the use of forcefield(s) and wait for collosus/chargelots. But you cant go back in your base when you have an expansion. Sry to say but you will always lose to a well executed timing push going FE as protoss.


You are assuming a timing push. If protoss scouts a 1-1-1, which is standard in diamond, that build might very well work. Different builds for different situations.

3 rax works rly well in lower levels, but better players will start to own you with VR rushes, DT rushes, or defensive 3 gate-robo. I'd learn a 1-1-1 just to be safe if I were you
churn
Profile Joined July 2010
28 Posts
August 12 2010 19:25 GMT
#63
I'm definitely interested in this build. I love FE builds but find that most aren't viable.

So far I think:

Z can FE in ZvT
Z can FE in ZvP
Z can NOT FE in ZvZ

P can FE in PvZ
P cannot FE in PvT
P cannot FE in PvP

T is iffy because I've been cooking up a PF FE... but we'll see...
T can FE in TvP easy

but would definitely love to test this with you.

I'm sending you a PM with my Name.ID
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 12 2010 19:26 GMT
#64
On August 13 2010 04:07 Hider wrote:
This strategy simply cant work. I do a 3rax timing push with stim + emp, and to my experience I will (just when stim finishes) always have a stronger army than the protoss. The protoss only chance is getting back in their base and defending with the use of forcefield(s) and wait for collosus/chargelots. But you cant go back in your base when you have an expansion. Sry to say but you will always lose to a well executed timing push going FE as protoss.


I've run into stim + emp timing attacks many times with this build. The timing on that attack quite late (need stim research and multiple ghosts with energy for EMP), and I'll have had my 2-base economy up and running for a few minutes before you set out. You're experiencing that you have a stronger army than 1-base Protoss players, but by the time you attack, I'll have a stronger army than a 1-base Protoss player would have had. This timing attack is pretty strong, however, and does require good control to hold since it hits before I finish charge. If I can get off a few good forcefields (and I spread my sentries so there's no way you'll EMP all of them) early in the battle, it's an easy win from that point forward.

This timing attack is much easier to hold with my expansion timing than it is with a 3-gate expand timing.
TehForce
Profile Joined July 2010
1072 Posts
August 12 2010 19:28 GMT
#65
also just watch the vod i posted the site before, u CAN defend early timing attacks with expo
NesTea <3
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 12 2010 19:40 GMT
#66
This is only viable if you scout a factory, but if you do scout a factory you should do this build or a similar variant of 1 gate FE. 1 gate robo FE is fine if you scout later as well.

3 rax play however is unstoppable with this kinda of build. You need either chargelots + HT or colossi to deal with it, both things you can't have with any sort of supporting army if you expo like this.
Half man, half bear, half pig.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 12 2010 19:44 GMT
#67
On August 13 2010 04:40 Floophead_III wrote:
This is only viable if you scout a factory, but if you do scout a factory you should do this build or a similar variant of 1 gate FE. 1 gate robo FE is fine if you scout later as well.

3 rax play however is unstoppable with this kinda of build. You need either chargelots + HT or colossi to deal with it, both things you can't have with any sort of supporting army if you expo like this.


People keep saying this sort of thing, but I've done this build a lot and haven't experienced these problems at all. I'd suggest playing around with it more before you dismiss it out of hand. IMO, SoW is the best map for this build because the layout makes it hard to harrass and there's a hill outside the nat to keep your zealots alive against kiting.
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 12 2010 20:17 GMT
#68
On August 13 2010 04:44 kcdc wrote:
Show nested quote +
On August 13 2010 04:40 Floophead_III wrote:
This is only viable if you scout a factory, but if you do scout a factory you should do this build or a similar variant of 1 gate FE. 1 gate robo FE is fine if you scout later as well.

3 rax play however is unstoppable with this kinda of build. You need either chargelots + HT or colossi to deal with it, both things you can't have with any sort of supporting army if you expo like this.


People keep saying this sort of thing, but I've done this build a lot and haven't experienced these problems at all. I'd suggest playing around with it more before you dismiss it out of hand. IMO, SoW is the best map for this build because the layout makes it hard to harrass and there's a hill outside the nat to keep your zealots alive against kiting.


Care to play vs me in a game so I can see it in action firsthand? PM me your info and I'll gladly play a few games. My build is designed to stop all FEs. I can't speak for other 3 rax pushes which are probably inferior, but in my experience no FE build has ever worked vs me.
Half man, half bear, half pig.
Kalingingsong
Profile Joined September 2009
Canada633 Posts
Last Edited: 2010-08-12 20:52:26
August 12 2010 20:45 GMT
#69
nice build,

I just played a game at around the diamond 400s level with this, and it worked against a MM pressure opening. The only time where it seemed like there was any danger was when my 4th and 5th gates were going up, he almost managed to break through but pulling probes from the natural held the attack off pretty well (we both lost our armies and i lost a couple of probes), afterwards I was up by almost 20 workers so it was over for him.

I think people who are concerned about this are underestimating zealot stalker micro[using zealots as meatshields and pulling the stalkers away when the zealots are almost dead. Its more effective at holding pressure than you might expect]
Dess.JadeFalcon
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 12 2010 21:15 GMT
#70
On August 13 2010 05:17 Floophead_III wrote:
Show nested quote +
On August 13 2010 04:44 kcdc wrote:
On August 13 2010 04:40 Floophead_III wrote:
This is only viable if you scout a factory, but if you do scout a factory you should do this build or a similar variant of 1 gate FE. 1 gate robo FE is fine if you scout later as well.

3 rax play however is unstoppable with this kinda of build. You need either chargelots + HT or colossi to deal with it, both things you can't have with any sort of supporting army if you expo like this.


People keep saying this sort of thing, but I've done this build a lot and haven't experienced these problems at all. I'd suggest playing around with it more before you dismiss it out of hand. IMO, SoW is the best map for this build because the layout makes it hard to harrass and there's a hill outside the nat to keep your zealots alive against kiting.


Care to play vs me in a game so I can see it in action firsthand? PM me your info and I'll gladly play a few games. My build is designed to stop all FEs. I can't speak for other 3 rax pushes which are probably inferior, but in my experience no FE build has ever worked vs me.


Sure, I'll PM you my name.id when I get home from work. Also, I don't use collosi at all in my PvT and I get HT going very late when I need a gas sink. I find that chargelots + upgrades wind up beating any mid-game bio army pretty easily.
hofodomo
Profile Joined March 2010
United States257 Posts
August 12 2010 22:37 GMT
#71
I think I'll definitely work this into my PvT builds, as I usually just try and get the game over with using a gate-robo-gate immortal attack. Though I usually panic-FF and miss them, so that's a part I could work on.

On August 13 2010 04:25 churn wrote:
P cannot FE in PvP


My post here is a bit off-topic, but it's entirely possible--though not all that profitable--to FE in PvP. A 14 nexus works pretty with a 14/16 double gate afterwards. Adding gas/core or forge can get you settled in against a 1-base push, though you might fall to some sort of void ray rush instead. Problem is, you'll be chronoboosting zealots early, while the other guy can chrono boost his probes.
Smoke weed ev'ry day.
Mnijykmirl
Profile Joined February 2010
United States299 Posts
August 13 2010 00:11 GMT
#72
Problem is, you'll be chronoboosting zealots early, while the other guy can chrono boost his probes.


I think about this a lot. I think about the potential in macro protoss a lot.

If you have fast expanded- you have double the potential worker production than you would normally. It is similar to chronoboosting your nexus 100% the time without spending the actual chronoboost energy. You also get additional chronoboost energy from having a second nexus. This is unlike Zerg or Terran who must invest additional resources to expand their macro mechanics. Since you already have double probe production, chronoboost can be spent entirely on gateways for double speed unit production instead with no probe loss against a protoss that spends chronoboost on nexus only. This can drastically reduce the vulnerability window and opportunity cost of expanding. The unit production must be cut for the expand, but once it starts, units can potentially be produced at a near constant double rate out of two gateways, which can quickly even out the unit count compared to the route of one-base protoss. The only hurdle to overcome is the initial 400 mineral investment window. This may come from wise unit manipulation and long push distances. A tight build can already use the Nexus as supply, saving 125 minerals otherwise spent on pylons. On top of the chronoboost advantage, there is the potential in having higher total gas income.

Whatever is the case, I think the potential for early expand macro protoss over the more common high aggression 1 base protoss is one of the coolest things on the horizon. Seeing massive Zealot/Stalker warpgate, Observer and Immortal as if it were PvT SC:BW is very cool to see.
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2010-08-13 00:27:11
August 13 2010 00:18 GMT
#73
On August 13 2010 06:15 kcdc wrote:
Show nested quote +
On August 13 2010 05:17 Floophead_III wrote:
On August 13 2010 04:44 kcdc wrote:
On August 13 2010 04:40 Floophead_III wrote:
This is only viable if you scout a factory, but if you do scout a factory you should do this build or a similar variant of 1 gate FE. 1 gate robo FE is fine if you scout later as well.

3 rax play however is unstoppable with this kinda of build. You need either chargelots + HT or colossi to deal with it, both things you can't have with any sort of supporting army if you expo like this.


People keep saying this sort of thing, but I've done this build a lot and haven't experienced these problems at all. I'd suggest playing around with it more before you dismiss it out of hand. IMO, SoW is the best map for this build because the layout makes it hard to harrass and there's a hill outside the nat to keep your zealots alive against kiting.


Care to play vs me in a game so I can see it in action firsthand? PM me your info and I'll gladly play a few games. My build is designed to stop all FEs. I can't speak for other 3 rax pushes which are probably inferior, but in my experience no FE build has ever worked vs me.


Sure, I'll PM you my name.id when I get home from work. Also, I don't use collosi at all in my PvT and I get HT going very late when I need a gas sink. I find that chargelots + upgrades wind up beating any mid-game bio army pretty easily.


I am very interested in these games. Pls pls (!) post the replays here as you finshed the games, because most of the T kcdc encountered (except for 1 or 2) were obviously not that good and based on Floophead's Posts here at TL I consider him to be a decent player.

On August 13 2010 09:11 Mnijykmirl wrote:
Show nested quote +
Problem is, you'll be chronoboosting zealots early, while the other guy can chrono boost his probes.


I think about this a lot. I think about the potential in macro protoss a lot.

If you have fast expanded- you have double the potential worker production than you would normally. It is similar to chronoboosting your nexus 100% the time without spending the actual chronoboost energy. You also get additional chronoboost energy from having a second nexus. This is unlike Zerg or Terran who must invest additional resources to expand their macro mechanics. Since you already have double probe production, chronoboost can be spent entirely on gateways for double speed unit production instead with no probe loss against a protoss that spends chronoboost on nexus only. This can drastically reduce the vulnerability window and opportunity cost of expanding. The unit production must be cut for the expand, but once it starts, units can potentially be produced at a near constant double rate out of two gateways, which can quickly even out the unit count compared to the route of one-base protoss. The only hurdle to overcome is the initial 400 mineral investment window. This may come from wise unit manipulation and long push distances. A tight build can already use the Nexus as supply, saving 125 minerals otherwise spent on pylons. On top of the chronoboost advantage, there is the potential in having higher total gas income.

Whatever is the case, I think the potential for early expand macro protoss over the more common high aggression 1 base protoss is one of the coolest things on the horizon. Seeing massive Zealot/Stalker warpgate, Observer and Immortal as if it were PvT SC:BW is very cool to see.


Simply +1 ! Exactly my thoughts.
The Potential of double Nexus is currently very undervalued.
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 13 2010 03:42 GMT
#74
On August 13 2010 06:15 kcdc wrote:
Show nested quote +
On August 13 2010 05:17 Floophead_III wrote:
On August 13 2010 04:44 kcdc wrote:
On August 13 2010 04:40 Floophead_III wrote:
This is only viable if you scout a factory, but if you do scout a factory you should do this build or a similar variant of 1 gate FE. 1 gate robo FE is fine if you scout later as well.

3 rax play however is unstoppable with this kinda of build. You need either chargelots + HT or colossi to deal with it, both things you can't have with any sort of supporting army if you expo like this.


People keep saying this sort of thing, but I've done this build a lot and haven't experienced these problems at all. I'd suggest playing around with it more before you dismiss it out of hand. IMO, SoW is the best map for this build because the layout makes it hard to harrass and there's a hill outside the nat to keep your zealots alive against kiting.


Care to play vs me in a game so I can see it in action firsthand? PM me your info and I'll gladly play a few games. My build is designed to stop all FEs. I can't speak for other 3 rax pushes which are probably inferior, but in my experience no FE build has ever worked vs me.


Sure, I'll PM you my name.id when I get home from work. Also, I don't use collosi at all in my PvT and I get HT going very late when I need a gas sink. I find that chargelots + upgrades wind up beating any mid-game bio army pretty easily.


Well, my push comes too late to deal with the build. We did a fair amount of testing and 1 gate FE is very strong vs ghost based play.

Vs mech play, it's strong but there are 2 factory builds which are nasty to deal with, if not outright counters.

Vs the standard 3 rax stim/conc mara push I think you'd lose, but that's defined by tech lab immediately on rax, which is something scoutable and punishable with voidray (which you can transition to before expo starts.)

All in all, I think my earlier assessment that TvP was broken was not correct. Bio play doesn't automatically net an advantage for T. I think in fact it's allin and rather stupid after the games I just played.

I suspect 1 gate FE vs siege expo will become standard in a few months.
Half man, half bear, half pig.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
Last Edited: 2010-08-13 03:54:46
August 13 2010 03:51 GMT
#75
I was doing quite a similar build to this, up until i got 2-rax cloak-ghost rushed.... afaik you just dont get a robo even close to soon enough against that, and its practically instant-loss as 2 ghosts have enough nrg to kill almost every single probe you have at that point...

edit: that being said, the build served me well up until that point at high diamond, but I just dont like the idea of my 'standard' build having a hard counter that's near impossible to scout =[
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Floophead_III
Profile Joined September 2009
United States1832 Posts
Last Edited: 2010-08-13 03:54:12
August 13 2010 03:53 GMT
#76
On August 13 2010 12:51 Ftrunkz wrote:
I was doing quite a similar build to this, up until i got 2-rax cloak-ghost rushed.... afaik you just dont get a robo even close to soon enough against that, and its practically instant-loss as 2 ghosts have enough nrg to kill almost every single probe you have at that point...


You'd want to notice it coming and block your ramp with stalkers and pull nat probes back to your main while you wait for robo. That opening with cloak ghost is really rather allin and super risky. I've used it a few times but I don't like it. It's too much gas and doesn't transition very well unlike dt for protoss which at least makes archons (and dts are way more scary in combat).
Half man, half bear, half pig.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
August 13 2010 03:57 GMT
#77
On August 13 2010 12:53 Floophead_III wrote:
Show nested quote +
On August 13 2010 12:51 Ftrunkz wrote:
I was doing quite a similar build to this, up until i got 2-rax cloak-ghost rushed.... afaik you just dont get a robo even close to soon enough against that, and its practically instant-loss as 2 ghosts have enough nrg to kill almost every single probe you have at that point...


You'd want to notice it coming and block your ramp with stalkers and pull nat probes back to your main while you wait for robo. That opening with cloak ghost is really rather allin and super risky. I've used it a few times but I don't like it. It's too much gas and doesn't transition very well unlike dt for protoss which at least makes archons (and dts are way more scary in combat).

dt's more scary than ghosts pvt? you srs? =[

Anyway, i guess that's actually a pretty valid and simple solution, since you'll be warping down the bottom of the ramp anyway and the probes can just maynard through them... In fact i feel incredibly stupid for not thinking of it ;o...
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2010-08-13 06:12:40
August 13 2010 04:16 GMT
#78
On August 13 2010 12:42 Floophead_III wrote:
Well, my push comes too late to deal with the build. We did a fair amount of testing and 1 gate FE is very strong vs ghost based play.

Vs mech play, it's strong but there are 2 factory builds which are nasty to deal with, if not outright counters.

Vs the standard 3 rax stim/conc mara push I think you'd lose, but that's defined by tech lab immediately on rax, which is something scoutable and punishable with voidray (which you can transition to before expo starts.)

All in all, I think my earlier assessment that TvP was broken was not correct. Bio play doesn't automatically net an advantage for T. I think in fact it's allin and rather stupid after the games I just played.

I suspect 1 gate FE vs siege expo will become standard in a few months.


We played several games testing different Terran builds. Against bio, the FE was solid IMO. I did lose 2 games against bio, but in one of them, I forgot warpgate research and in the other I lost 2 zealots to bad rallies. It turns out I'm not very good....particularly when trying to chat. Against mech, Floop did have a pretty strong timing push with marines, tanks and hellions that killed me the first time I saw it, but we tried it again, and I somehow crushed it the second time.

I did pick up a bunch of notes on the timings from the games tho. First, after you get your expo down, it's probably a good idea to cut probes a bit to get your 2nd and 3rd gateways started ASAP. You'll also want to spend a chronoboost or 2 on your warpgate research. The pushes were hitting just after warpgates finished and just before my additional gateways finished. If I had the 2nd and 3rd gateways done maybe 5-10 seconds earlier, it would have been muuuuch easier to hold. Also, one thing I didn't do in those games at all but plan to start doing is to keep my units in my main rather than outside my nat until I get my 3 warpgates up and running. Allowing the expansion nexus to tank some shots at the start of the fight would help a lot.

All in all, I came away more convinced that the FE is stable, tho I'd encourage others to play around with it or to try to come up with ways to beat it.

Also, I agree with Floop's sentiment that as more P players start using this build, PvT will become both sides expanding early.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 13 2010 04:23 GMT
#79
On August 13 2010 12:53 Floophead_III wrote:
Show nested quote +
On August 13 2010 12:51 Ftrunkz wrote:
I was doing quite a similar build to this, up until i got 2-rax cloak-ghost rushed.... afaik you just dont get a robo even close to soon enough against that, and its practically instant-loss as 2 ghosts have enough nrg to kill almost every single probe you have at that point...


You'd want to notice it coming and block your ramp with stalkers and pull nat probes back to your main while you wait for robo. That opening with cloak ghost is really rather allin and super risky. I've used it a few times but I don't like it. It's too much gas and doesn't transition very well unlike dt for protoss which at least makes archons (and dts are way more scary in combat).


I haven't ever played against cloaked ghost rushes, but in my experience, the observer comes out in plenty of time to deal with cloaked banshee rushes. If you do get caught w/o detection, blocking the ramp with stalkers and running your probes through them from one base to the other does seem like an easy way to handle it tho.
churn
Profile Joined July 2010
28 Posts
August 13 2010 04:33 GMT
#80
The better of the games we played.

You guys should decide yourselves if this is solid play.

3 rax heavy marauder with stim and conc shell as fast as possible.

[image loading]
Prev 1 2 3 4 5 6 69 70 71 Next
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
04:00
Qualifiers Day 1
Afreeca ASL 3040
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 10
StarCraft: Brood War
Zeus 657
actioN 474
Larva 237
Dewaltoss 154
Soma 95
Sharp 59
ToSsGirL 51
ZergMaN 23
NotJumperer 8
Dota 2
canceldota139
League of Legends
JimRising 517
Counter-Strike
summit1g8422
Other Games
gofns8651
ceh9672
RuFF_SC252
Organizations
Other Games
gamesdonequick888
StarCraft: Brood War
UltimateBattle 151
StarCraft 2
IntoTheiNu 15
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH233
• StrangeGG 45
• mYiSmile135
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV577
• lizZardDota2347
League of Legends
• Jankos963
• Stunt429
Upcoming Events
RSL Revival
13m
ByuN vs SHIN
Solar vs Lambo
Tasteless33
WardiTV Summer Champion…
2h 13m
Afreeca Starleague
19h 13m
RSL Revival
1d
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
1d 3h
WardiTV Weekly
2 days
Sparkling Tuna Cup
3 days
PiGosaur Cup
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
[ Show More ]
Replay Cast
4 days
The PondCast
5 days
Replay Cast
5 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Escore Tournament S3: W5
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
ASL Season 22: Qualifier #1
RSL Revival: Season 6
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026

Upcoming

ASL Season 22: Qualifier #2
K-JUNGMAN
Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
Escore Tournament S3: W8
CSLAN 4
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
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 © 2026 TLnet. All Rights Reserved.