• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:07
CEST 16:07
KST 23:07
  • 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
[ASL20] Finals Preview: Arrival4TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou21Weekly Cups (Oct 13-19): Clem Goes for Four3BSL Team A vs Koreans - Sat-Sun 16:00 CET9Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)81
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Chinese SC2 server to reopen; live all-star event in Hangzhou The New Patch Killed Mech! Weekly Cups (Oct 13-19): Clem Goes for Four 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Merivale 8 Open - LAN - Stellar Fest Tenacious Turtle Tussle RSL Season 3 Qualifier Links and Dates $1,200 WardiTV October (Oct 21st-31st) SC2's Safe House 2 - October 18 & 19
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
[ASL20] Finals Preview: Arrival Is there anyway to get a private coach? BSL Team A vs Koreans - Sat-Sun 16:00 CET OGN to release AI-upscaled StarLeague from Feb 24 BW General Discussion
Tourneys
[ASL20] Grand Finals ASL final tickets help Small VOD Thread 2.0 [Megathread] Daily Proleagues
Strategy
Roaring Currents ASL final Relatively freeroll strategies BW - ajfirecracker Strategy & Training TvP Upgrades
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread The Chess Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Korean Music Discussion Series you have seen recently... Movie Discussion!
Sports
MLB/Baseball 2023 2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Benefits Of Limited Comm…
TrAiDoS
Sabrina was soooo lame on S…
Peanutsc
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1676 users

[G] Positioning, Formations, and Tactics - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 Next All
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
January 26 2011 22:51 GMT
#21
On January 27 2011 06:58 TimeSpiral wrote:
Show nested quote +
On January 27 2011 06:46 VelRa_G wrote:
Great stuff. It's good to see a rigorous analysis of these fundamental, core aspects of gameplay. If you want to be extra baller, immortalize this thread on Liquipedia.


I'm unfamiliar with this process. Care to elaborate?

Is this something you guys think the community would consider useful enough to have in that type of directory?


Of course. There is already a Unit Positioning article there, but its current situation is barebones.

(Wiki)Unit Positioning

Head here and login with your TL account. If you are unsure about how to contribute to a Wiki, you can navigate the numerous help pages available there.
Nuda Veritas
dbosworld
Profile Blog Joined April 2010
United States317 Posts
January 26 2011 23:03 GMT
#22
You mention Fig. G and Fig. H, but there is only two E's and two F's.
Former CAL-I/CPL CounterStrike Player - Halo1PC CPL/CAL Player
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 26 2011 23:24 GMT
#23
On January 27 2011 08:03 dbosworld wrote:
You mention Fig. G and Fig. H, but there is only two E's and two F's.


Wow. I know exactly why that happened too. Shoot.

I've put in a temporary edit. I will fix it tomorrow :/

Thanks, Dbosworld.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
January 26 2011 23:40 GMT
#24
Don't forget the Protoss forcefields which can be used to split up a bioball into 3 or 4 parts if used creatively in conjunction with terrain. This will majorly screw the positioning of terran. Psi storms will wreck the trapped marines, and the part nearest to the P army will get surrounded by zlots.

What I don't get is why pro players (Sjow, demuslim, even the ogs terrans) don't load their trapped guys up into medivacs and escape, instead choosing to stim, run and let them die. Surely the micro can't be THAT tough? If you can drop, surely you can load trapped guys into medivacs.

Btw, jinro is the only terran player I have seen escaping FF trap by evacuating marauders with medivacs, but he does it rarely because he relies more heavily on tanks, and Toss are forced to move back due to the long tank range.
I'm the King Of Nerds
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
January 26 2011 23:44 GMT
#25
Spread your arc for my ball so I can focus fire.

Stupid things aside, this is a good post for newbies. You should also integrate some analysis of Terrain because formation and Terran go hand and hand. For example, there's a reason why you set up your ranged units behind a choke because they end up in the 'ball' formation.

[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 26 2011 23:53 GMT
#26
On January 27 2011 08:44 Antisocialmunky wrote:
Spread your arc for my ball so I can focus fire.

Stupid things aside, this is a good post for newbies. You should also integrate some analysis of Terrain because formation and Terran go hand and hand. For example, there's a reason why you set up your ranged units behind a choke because they end up in the 'ball' formation.



Don't assume someone is a noob just because you already know something But I get your point.

That is why I labeled the knowledge classification as "Intermediate." I could definitely see myself expanding this type of article if I see there is a calling for it.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
January 26 2011 23:55 GMT
#27
Oh, before I forget, I want to provide a quick answer (in my perspective, so don't take it too seriously) to the zergling baneling combo against marine ball/spread formation.

As the T, I will ball up my bioball against the zerg for maximum damage output, but will assign 1 hotkey for marauders and 1 hotkey for marines. When the banelings come rolling, I will select the marine hotkey and pull back, while the marauders will scoot and shoot the banelings (1 marauder 2 shot 1 baneling w/o upgrades). All this while maintaining ball formation (2 balls). Hopefully this will be enough to take down the banelings. If not, then I will lose all marauders to zerglings but still have full marine ball to take down the weakened zerglings.

If there was nowhere left to run, then I will spread the marines using mouse dragging, and hope to escape with at least one portion of the marines.

I rarely face such massive head-on attacks by the zerg on naked bioballs, as I use drops and airforce to hurt zerg, while using bunkers as defense (not many banelings left if they rushed my bunkers and depots). Hence, do take what I wrote with a grain of salt...
I'm the King Of Nerds
Simberto
Profile Blog Joined July 2010
Germany11603 Posts
January 26 2011 23:56 GMT
#28
An important thing to add is that the disadvantage of Ball vs Arc is greatly reduced if the distance between both armies is smaller then the range of the units. For example, if you have two pure stalker forces, and your enemy has an arc on you, it can be beneficial to blink right on top of him, of course only if you are sure that you have at least similar amounts of stuff, since this will make a retreat of any side very hard and costly.

The main goal is always to maximize the amount of your stuff hitting his stuff, and ideally at the same time to reduce the amount of his stuff hitting yours. While this is quite obvious, it can´t hurt to state it, because i think while it is intuitively clear, since i have the feeling that a lot of people do know which positions they prefer their army to be in from experience, but do not exactly know why these specific positions are better than others. And this always comes down to maximizing the amount of time your units hit the enemies, and minimize the amount of time the enemy units hit yours. Ranged want to kite melees, because this way they get more hits for each hit the enemy gets. Melees want to surround, because this way they can prevent the enemy from kiting. Siegetanks want to be spread out, because they can still fire all the time because of their large range, but the enemy needs to run from tank to tank to kill them. No unit should be wandering around behind the lines looking for a spot to get in, because then they are not firing, which is bad. All comes down to the same basic principle.

So even if you don`t have an arc, an engagement where your ball is near to his arc is far less bad for you than an engagement where your ball is at maximum range of his arc, with all of your enemies stuff firing at you, while half of your guys run around aimlessly, and generally are not firing.
Jayrod
Profile Joined August 2010
1820 Posts
January 27 2011 00:05 GMT
#29
On January 27 2011 04:43 Skyro wrote:
Show nested quote +
On January 27 2011 03:39 .kv wrote:
Nice post but you should also inform techniques on how to get this arc instead of creating a ball when you move out and attack


In that coaching video that was posted with InControl he pointed out a nice way to achieve a nice arc/spread while moving your army by first spreading out your army and then clicking attack move to a point very far in front of them, causing them to move in a more uniform line, rather than converging to a point close in front of them and forming a ball.

remember to make sure there arent any ramps or any other obstacles between you and you attack move location, your units will converge on a turn or a ramp regardless. This tactic works best in open ground but can be tailored to fit many scenarios... Its crucial in PvP collossus wars to use this imo.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-01-27 01:01:32
January 27 2011 01:01 GMT
#30
On January 27 2011 08:53 TimeSpiral wrote:
Show nested quote +
On January 27 2011 08:44 Antisocialmunky wrote:
Spread your arc for my ball so I can focus fire.

Stupid things aside, this is a good post for newbies. You should also integrate some analysis of Terrain because formation and Terran go hand and hand. For example, there's a reason why you set up your ranged units behind a choke because they end up in the 'ball' formation.



Don't assume someone is a noob just because you already know something But I get your point.

That is why I labeled the knowledge classification as "Intermediate." I could definitely see myself expanding this type of article if I see there is a calling for it.


I'd say unit positioning is a pretty basic skill because good positioning will beat mindless good macro if you have decent macro.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Cano
Profile Joined July 2010
Poland200 Posts
Last Edited: 2011-01-27 02:10:44
January 27 2011 02:09 GMT
#31
Speedlings are almost 5x better against the spread than they are against the ball
It would be better if you could avoid things like that. 5 is a number you pulled out of... nowhere. It depends on the number of lings, marines, marauders, quality of spread, positioning of marauders, zergling micro, terrain, usage of stim, creep presence...
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 27 2011 02:17 GMT
#32
On January 27 2011 11:09 Cano wrote:
Show nested quote +
Speedlings are almost 5x better against the spread than they are against the ball
It would be better if you could avoid things like that. 5 is a number you pulled out of... nowhere. It depends on the number of lings, marines, marauders, quality of spread, positioning of marauders, zergling micro, terrain, usage of stim, creep presence...


It is definitely a generalization, but in the example I created the formula yields a result of 4.59. Yes, there are many factors, but I'd be willing to be that if I ran this permutation through statistical rigor we'd see a nice standard distribution with 4-6x being the majority.

I think it is unfair to say I based it on "nowhere" when I show you the exact formula used to generate the number.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Simberto
Profile Blog Joined July 2010
Germany11603 Posts
Last Edited: 2011-01-27 03:40:27
January 27 2011 03:11 GMT
#33
Yes, but you need to realize that your formula does not directly apply to a real world situation. Your formula describes the surface area of the terran bio army. While this is certainly relevant, it only directly translates into the effectivity of the zerglings if they magically appear with instant 100% surface area, and only applies for as long as there are enough zerglings to cover the whole of the surface area, and the area does not change, for example because of stuff dieing.

In a real world situation, the zerglings need to flood in, probably from one specific direction, wrap around the bio, and kill it. All this time you are losing lings, and you will especially lose the foremost lings first, thus making the time to get the surround even longer, so you will need more zerglings to ever achieve that perfect surround, decreasing the efficiency of them even more. Encounters between bio and lings do not tend to take a long time, since both sides, but especially the bioball, do insane amounts of damage to each other, so the time to get the surround is not insignificant. This time also is different when surrounding a ball when compared to surrounding small blobs, and especially the zerglings do not gain any efficiency from the surface area they have while moving in to surround.

So if you lose half of your lings before you even get a surround, you might not even have enough lings left to even use all of that surface area, thus gaining nothing at all. You only gain the full potential increase if the time running to the enemy is insignificant when compared to the time spend fighting, and also you have enough lings to cover the whole surface for the whole time of the engagement, which basically is not a real-world situation.

Edit: This is not meant to say that this is not important. Just the plain "5 times more efficient" feels strange. I just did some testing, and, for example, you can fit around 23 lings around a ball of 20 marines, but if you spread those rines out into groups of three, each group can be surrounded by about 9 lings, making a total of about 63 lings able to hit them. Note how this, for example, is not an increase of *5.

For all of the following tests i used stim + combat shields vs lings with speed, no upgrades on each side.

The influence of the formation is still very important, for example, those same 20 marines spread out like that die to 40 lings, with about 11 lings at half health still alive. But clustered up, more than half of the marines survive, and all the lings are dead. Your lings are far more effecive against spread out marines. But do not make up random numbers.

For example, those same 20 marines spread very barely defeated 36 lings. If those 36 lings were 5x as effective as they would be against a clustered force, this would mean that the 20 marines clustered would be able to barely defeat, or maybe barely lose against, 180 lings. This obviously does not happen. About 150 lings survive. The reason is obviously that marines start dieing, and there are still enough lings to cover the whole surface area for the whole fight.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
Last Edited: 2011-01-27 04:18:24
January 27 2011 04:08 GMT
#34
On January 27 2011 12:11 Simberto wrote:
Yes, but you need to realize that your formula does not directly apply to a real world situation. Your formula describes the surface area of the terran bio army. While this is certainly relevant, it only directly translates into the effectivity of the zerglings if they magically appear with instant 100% surface area, and only applies for as long as there are enough zerglings to cover the whole of the surface area, and the area does not change, for example because of stuff dieing.

In a real world situation, the zerglings need to flood in, probably from one specific direction, wrap around the bio, and kill it. All this time you are losing lings, and you will especially lose the foremost lings first, thus making the time to get the surround even longer, so you will need more zerglings to ever achieve that perfect surround, decreasing the efficiency of them even more. Encounters between bio and lings do not tend to take a long time, since both sides, but especially the bioball, do insane amounts of damage to each other, so the time to get the surround is not insignificant. This time also is different when surrounding a ball when compared to surrounding small blobs, and especially the zerglings do not gain any efficiency from the surface area they have while moving in to surround.

So if you lose half of your lings before you even get a surround, you might not even have enough lings left to even use all of that surface area, thus gaining nothing at all. You only gain the full potential increase if the time running to the enemy is insignificant when compared to the time spend fighting, and also you have enough lings to cover the whole surface for the whole time of the engagement, which basically is not a real-world situation.

Edit: This is not meant to say that this is not important. Just the plain "5 times more efficient" feels strange. I just did some testing, and, for example, you can fit around 23 lings around a ball of 20 marines, but if you spread those rines out into groups of three, each group can be surrounded by about 9 lings, making a total of about 63 lings able to hit them. Note how this, for example, is not an increase of *5.

For all of the following tests i used stim + combat shields vs lings with speed, no upgrades on each side.

The influence of the formation is still very important, for example, those same 20 marines spread out like that die to 40 lings, with about 11 lings at half health still alive. But clustered up, more than half of the marines survive, and all the lings are dead. Your lings are far more effecive against spread out marines. But do not make up random numbers.

For example, those same 20 marines spread very barely defeated 36 lings. If those 36 lings were 5x as effective as they would be against a clustered force, this would mean that the 20 marines clustered would be able to barely defeat, or maybe barely lose against, 180 lings. This obviously does not happen. About 150 lings survive. The reason is obviously that marines start dieing, and there are still enough lings to cover the whole surface area for the whole fight.


Nice tests!

I like to see that. In one of my responses I did indicate that in order for the numbers to be precise you would need to use in-game unit measurements in relation to specific unit collision masks, etc, etc. So I get that.

Why do you think the numbers are random? The formula states that units are 4.59 times more exposed to melee attack in the spread formation than a ball of similar forces. I really don't think this needs to turn into an argument. I've edited the original post to alleviate some of the confusing wording. But the fact that there is a potential to be nearly five times more effective is true. I'm not sure why you think this means the number of units killed or defended is multiplied by 5 (as alluded to in your last post). In the nicest way possible, I think you are just slightly confused about that one aspect.

Now, granted, when comparing equal food counts of lings and marines, and setting it up in the lab, you get results like the ones you described. However, that is not what I was saying in the OP at all. I'm talking about the importance of unit positioning, and in this particular scenario, the vulnerability units have against fast moving melee units when in the spread formation, most notably, speedlings. Nowhere in the OP was I comparing "equal army marines to equal army speedlings." If I implied that, I will revise the wording.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Simberto
Profile Blog Joined July 2010
Germany11603 Posts
Last Edited: 2011-01-27 16:35:10
January 27 2011 16:25 GMT
#35
Well, yes, the last part of was merely something fun i tried out, and is obviously not very useful, or intelligent.

The point i was making is that it your formula states that units have 4.59 times more surface area in that specific case, but not always. For example, if i oversimplify it to the marines taking up a specific area which could be distributed anyway you like, instead of them being specific units each, and assuming circular spaces covered, the following formulas for a circle are well known:

A=Pi*r²
C=2*Pi*r

With A being the area of the circle, and C the surface (don´t know the english word for that on a 2-dimensional figure)

So, if you split the area of one circle out into x different equal circles, you gain

A'=x*Pi*r'²=A=Pi*r²
since r=C/(2*Pi), and C'=x*2*Pi*r' ---> r'=C'/(2*Pi*x)
==> x*C'²/(4*Pi*x²)=C²/(4Pi)
C'²/x=C²
C'=C*sqrt(x)
C'/C=sqrt(x)

This means that the change in surface area is proportional to the squareroot of the amount of pockets you split the circle to. Obviously, this gets less precise the smaller the numbers of units involved are.

But generally, for example, if you split your stuff into 4 groups, this increases their surface area by 2, if you split it in 9 groups, by 3, and so on.

I, too, do not want to overcomplicate this, however, i believe that the formula you used to derive the surface area was based mostly on those circles which you draw by eye, if i am right. But maybe this formula i derived will help you out a bit.

Also, the problem that other guy and me were complaining about, is not the exact number of 5, but the general fact that you used a number there at all. As you can see from my results, the surface area increases with the amount of pockets created, and your 4.5* increase means that the enemy created about 20 pockets, while different results are gained at different amounts of unit groups. Also, the surface area, while being important, can not be directly translated into speedling efficiency.

Sorry for intruding and overmathing on a very specific and not necessarily very important part of your OP.

Edit: Stupidity
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
January 27 2011 18:15 GMT
#36
great post man. Think little tips should be outlined for noobies, like having an "arc" of marines at the top of your ramp on hold position to maximize dmg to a stalker that wants to peek up to harass. Also makes it super easy to pull a weakened marine away.

ponyo.848
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 27 2011 18:47 GMT
#37
On January 28 2011 03:15 Ponyo wrote:
great post man. Think little tips should be outlined for noobies, like having an "arc" of marines at the top of your ramp on hold position to maximize dmg to a stalker that wants to peek up to harass. Also makes it super easy to pull a weakened marine away.



I plan on expanding this into more of a comprehensive Guide. I think the community will enjoy it.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
ZXRP
Profile Joined August 2010
South Africa114 Posts
January 27 2011 18:57 GMT
#38
Really good job man. It's always cool to see intuitive concepts analyzed like this.
If you wish to make an apple pie from scratch, you must first invent the Universe - Carl Sagan
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 28 2011 17:50 GMT
#39
UPDATE
========



Hey everyone, I just updated this guide with new graphics and whole new sections!

Let me know what you think.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
January 28 2011 18:03 GMT
#40
Love it! Gonna study this loads, gonna help a ton in ZvZ roach battles.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
11:00
Group B
WardiTV1150
TKL 310
IndyStarCraft 213
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 310
IndyStarCraft 213
Rex 117
StarCraft: Brood War
Britney 72657
GuemChi 1794
Leta 329
Stork 287
Last 169
Hyun 132
ggaemo 118
JYJ62
Backho 57
Aegong 40
[ Show more ]
ZZZero.O 37
JulyZerg 26
zelot 26
ToSsGirL 24
Bonyth 20
scan(afreeca) 18
SilentControl 9
Dota 2
Gorgc8386
KheZu624
syndereN240
Fuzer 160
canceldota147
Super Smash Bros
Mew2King75
Heroes of the Storm
Khaldor320
Liquid`Hasu109
Other Games
singsing2188
B2W.Neo841
KnowMe438
Lowko301
Sick214
XcaliburYe195
Hui .165
Trikslyr23
Organizations
StarCraft: Brood War
CasterMuse 2
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV707
• Ler73
Other Games
• tFFMrPink 9
Upcoming Events
OSC
53m
SKillous vs goblin
Spirit vs GgMaChine
ByuN vs MaxPax
Afreeca Starleague
17h 53m
Snow vs Soma
Sparkling Tuna Cup
19h 53m
WardiTV Invitational
21h 53m
CrankTV Team League
22h 53m
BASILISK vs Streamerzone
Team Liquid vs Shopify Rebellion
Team Vitality vs Team Falcon
BSL Team A[vengers]
1d
Gypsy vs nOOB
JDConan vs Scan
RSL Revival
1d 2h
Wardi Open
1d 21h
CrankTV Team League
1d 22h
Replay Cast
2 days
[ Show More ]
WardiTV Invitational
2 days
CrankTV Team League
2 days
Replay Cast
3 days
CrankTV Team League
3 days
Replay Cast
4 days
The PondCast
4 days
CrankTV Team League
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
EC S1
Thunderpick World Champ.
CS Asia Championships 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

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.