• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:02
CEST 17:02
KST 00:02
  • 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] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5TL.net Map Contest #21 - Finalists4Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High15
Community News
Weekly Cups (Sept 29-Oct 5): MaxPax triples up2PartinG joins SteamerZone, returns to SC2 competition245.0.15 Balance Patch Notes (Live version)99$2,500 WardiTV TL Map Contest Tournament 151Stellar Fest: StarCraft II returns to Canada11
StarCraft 2
General
5.0.15 Balance Patch Notes (Live version) Weekly Cups (Sept 29-Oct 5): MaxPax triples up PartinG joins SteamerZone, returns to SC2 competition ZvT - Army Composition - Slow Lings + Fast Banes Stellar Fest: StarCraft II returns to Canada
Tourneys
Tenacious Turtle Tussle Stellar Fest $2,500 WardiTV TL Map Contest Tournament 15 Sparkling Tuna Cup - Weekly Open Tournament LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025
Strategy
Custom Maps
External Content
Mutation # 494 Unstable Environment Mutation # 493 Quick Killers Mutation # 492 Get Out More Mutation # 491 Night Drive
Brood War
General
Question regarding recent ASL Bisu vs Larva game BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ RepMastered™: replay sharing and analyzer site [ASL20] Ro8 Preview Pt2: Holding On
Tourneys
[Megathread] Daily Proleagues [ASL20] Ro8 Day 4 [ASL20] Ro8 Day 3 Small VOD Thread 2.0
Strategy
Proposed Glossary of Strategic Uncertainty Current Meta TvZ Theorycraft - Improving on State of the Art 9 hatch vs 10 hatch vs 12 hatch
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread Path of Exile
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
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
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
Recent Gifted Posts The Automated Ban List BarCraft in Tokyo Japan for ASL Season5 Final
Blogs
[AI] From Comfort Women to …
Peanutsc
Mental Health In Esports: Wo…
TrAiDoS
Try to reverse getting fired …
Garnet
[ASL20] Players bad at pi…
pullarius1
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2039 users

The Strength of Multi-Pronged Attacks in ZvP - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 Next All
dotZero
Profile Joined September 2010
United States66 Posts
March 21 2011 00:15 GMT
#21
On March 21 2011 09:06 KevinIX wrote:
Hmm. Good writeup. But spreading your army out will just force a protoss to go into a base trade.

edit: I take that back. If you hit at a good timing before the 3rd has kicked in, the death ball isn't big enough to crush through the entire Zerg base. I might have to think about this.


What makes you say this? If the protoss is losing his base, and you're equal to him, once you take out most of his stuff, you can just re-rally and attack from behind while engaging with reinforcements from your hatches at the front, and smash him from both sides.
vojnik
Profile Joined October 2010
Macedonia923 Posts
March 21 2011 00:18 GMT
#22
i saw that epizode with iNControl, those 2 prone attacks really messed up the tosses flow
For the swarm!
KevinIX
Profile Joined October 2009
United States2472 Posts
March 21 2011 00:19 GMT
#23
On March 21 2011 09:05 iChau wrote:
Show nested quote +
On March 21 2011 08:01 MrBitter wrote:
On March 21 2011 07:57 iChau wrote:
On March 21 2011 07:51 Moja wrote:
One thing to emphasize is how incredibly strong and cheap drop tech + OL speed is for zerg...


Well, I wouldn't say strong.


I would...


My post was vague lol. Well, when I said that it wasn't strong, I meant that it's not as good as terran drops.

One thing I'm talking about is that you can snipe A LOT faster with marauders than with roaches. Another is that they're incredibly mobile compared to zerg drops.

Zerg drops are still good, but if they get caught, there's a very high chance that you have to drop where you're currently at because a) protoss has blink stalkers b) protoss has phoenixes/void rays for deathball.

Those air units and blink stalkers can easily snipe drops if scouted.

I would say
"One thing to ephasize is how incredibly strong OL drops in the main combined with the basic ground army attacking anywhere else."

If the drop makes it, it's incredibly strong, but another thing to factor is that there's a lot of chokes inside a protoss base because of buildings require pylons (this is why you see buildings spread out within a toss base). If the zerg is caught just when he's about to drop, but the zerg is not at an optimal spot and instead gets choked between buildings, they'll DIE from colossi splash. The void rays/phoenies will clear everything else out.

Even if a terran's medivacs die, the MM can just run around and play ring around the rosy, which roaches, and especially hydras, cannot do.

There is one big difference between Zerg drops and Terran drops though. Terran drops are very self sustaining and efficient harass units. 1 medivac+marines is far more potent than a group of ling/roach. But the strength of the Zerg drop is that at any moment, there are a dozen overlords available to doom drop. Fly in 6 overlords, and your opponent is forced to pull his entire army back whether your overlords are all full or if there's only a half dozen lings in there.
Liquid FIGHTING!!!
MrBitter
Profile Joined January 2008
United States2940 Posts
March 21 2011 00:28 GMT
#24
For anyone who hasn't seen it, be sure to check out the replay pack at the bottom of the post. Some really nice examples, imo, of what I'm trying to preach.
dave333
Profile Joined August 2010
United States915 Posts
March 21 2011 00:37 GMT
#25
Unfortunately zerg doesn't have medivac+rines/rauders for truly awesome pwn drops.

But yeah otherwise, you can't attack the deathball at all. This is why mutas are so strong vs. toss when you don't get 6 gate all ined.

iChau
Profile Joined December 2010
United States1210 Posts
March 21 2011 00:37 GMT
#26
On March 21 2011 09:19 KevinIX wrote:
Show nested quote +
On March 21 2011 09:05 iChau wrote:
On March 21 2011 08:01 MrBitter wrote:
On March 21 2011 07:57 iChau wrote:
On March 21 2011 07:51 Moja wrote:
One thing to emphasize is how incredibly strong and cheap drop tech + OL speed is for zerg...


Well, I wouldn't say strong.


I would...


My post was vague lol. Well, when I said that it wasn't strong, I meant that it's not as good as terran drops.

One thing I'm talking about is that you can snipe A LOT faster with marauders than with roaches. Another is that they're incredibly mobile compared to zerg drops.

Zerg drops are still good, but if they get caught, there's a very high chance that you have to drop where you're currently at because a) protoss has blink stalkers b) protoss has phoenixes/void rays for deathball.

Those air units and blink stalkers can easily snipe drops if scouted.

I would say
"One thing to ephasize is how incredibly strong OL drops in the main combined with the basic ground army attacking anywhere else."

If the drop makes it, it's incredibly strong, but another thing to factor is that there's a lot of chokes inside a protoss base because of buildings require pylons (this is why you see buildings spread out within a toss base). If the zerg is caught just when he's about to drop, but the zerg is not at an optimal spot and instead gets choked between buildings, they'll DIE from colossi splash. The void rays/phoenies will clear everything else out.

Even if a terran's medivacs die, the MM can just run around and play ring around the rosy, which roaches, and especially hydras, cannot do.

There is one big difference between Zerg drops and Terran drops though. Terran drops are very self sustaining and efficient harass units. 1 medivac+marines is far more potent than a group of ling/roach. But the strength of the Zerg drop is that at any moment, there are a dozen overlords available to doom drop. Fly in 6 overlords, and your opponent is forced to pull his entire army back whether your overlords are all full or if there's only a half dozen lings in there.


Oh, I never thought about that. It only works for like 20 seconds though, right, because in that 20 seconds if there's 6 overlords on top of your buildings that doesn't do anything, it'll get suspicious. I do see the army pulling back thing though, that's quite clever.

I think the "bad" part of that is those overlords are all gonna die, and that's a lot of supply. Thanks.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
MrBitter
Profile Joined January 2008
United States2940 Posts
March 21 2011 00:40 GMT
#27
On March 21 2011 09:37 iChau wrote:
Show nested quote +
On March 21 2011 09:19 KevinIX wrote:
On March 21 2011 09:05 iChau wrote:
On March 21 2011 08:01 MrBitter wrote:
On March 21 2011 07:57 iChau wrote:
On March 21 2011 07:51 Moja wrote:
One thing to emphasize is how incredibly strong and cheap drop tech + OL speed is for zerg...


Well, I wouldn't say strong.


I would...


My post was vague lol. Well, when I said that it wasn't strong, I meant that it's not as good as terran drops.

One thing I'm talking about is that you can snipe A LOT faster with marauders than with roaches. Another is that they're incredibly mobile compared to zerg drops.

Zerg drops are still good, but if they get caught, there's a very high chance that you have to drop where you're currently at because a) protoss has blink stalkers b) protoss has phoenixes/void rays for deathball.

Those air units and blink stalkers can easily snipe drops if scouted.

I would say
"One thing to ephasize is how incredibly strong OL drops in the main combined with the basic ground army attacking anywhere else."

If the drop makes it, it's incredibly strong, but another thing to factor is that there's a lot of chokes inside a protoss base because of buildings require pylons (this is why you see buildings spread out within a toss base). If the zerg is caught just when he's about to drop, but the zerg is not at an optimal spot and instead gets choked between buildings, they'll DIE from colossi splash. The void rays/phoenies will clear everything else out.

Even if a terran's medivacs die, the MM can just run around and play ring around the rosy, which roaches, and especially hydras, cannot do.

There is one big difference between Zerg drops and Terran drops though. Terran drops are very self sustaining and efficient harass units. 1 medivac+marines is far more potent than a group of ling/roach. But the strength of the Zerg drop is that at any moment, there are a dozen overlords available to doom drop. Fly in 6 overlords, and your opponent is forced to pull his entire army back whether your overlords are all full or if there's only a half dozen lings in there.


Oh, I never thought about that. It only works for like 20 seconds though, right, because in that 20 seconds if there's 6 overlords on top of your buildings that doesn't do anything, it'll get suspicious. I do see the army pulling back thing though, that's quite clever.

I think the "bad" part of that is those overlords are all gonna die, and that's a lot of supply. Thanks.


This is actually something TLO has talked about before.

If you show Toss that you have drop, you can threaten him with it with empty overlords, and it forces him to respond.

Conversely, if you fake drop a couple times, and then Protoss starts to think you're crying wolf, you can really devastate him with a real drop when you finally see he's out of position.
iChau
Profile Joined December 2010
United States1210 Posts
March 21 2011 00:41 GMT
#28
On March 21 2011 09:37 dave333 wrote:
Unfortunately zerg doesn't have medivac+rines/rauders for truly awesome pwn drops.

But yeah otherwise, you can't attack the deathball at all. This is why mutas are so strong vs. toss when you don't get 6 gate all ined.



Kevin just responded to me, look at the above post. I really don't know if sacrificing 6 overlords is a good idea, but as soon as I see that, I would move my whole army back which allows the zerg to destroy my front/3rd.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Serdiuk
Profile Joined January 2011
Belgium145 Posts
Last Edited: 2011-03-21 00:42:37
March 21 2011 00:42 GMT
#29
Great post. This is probably how Z will evolve against P. I have been telling my Z friends that the best way to beat Toss is to just deny their 3rd. If any one saw Ret play Incontrol in the GCPL. He constantly denied the Protoss third with roaches and kept him contained on 2. This snowballed quickly and InControl got crushed 2 bases against 5. InControl actually plays a far more mobile style of deathball by relying on more stalkers with his colossi and no voidrays but was unable to stop this well executed strat.

Protoss units, despite their reputation, are horribly cost inefficient in small numbers and when scrambling around the place. Their excellent supply efficiency and great synergy is what makes them almost unstoppable at max.

As Protoss I find the Roach, the Speedling and the Baneling disgustingly cost-efficient when compared to Protoss T1 units but they are not supply efficient at all.

This eventually comes down to multitasking on both sides and creates a dynamic battle between micro, multitasking and map awareness.
SEA_Syntax
Profile Joined November 2010
Philippines24 Posts
March 21 2011 00:58 GMT
#30
Yep I saw your video with InControl on the two pronged attack...its really annoying esp at xel naga...burrowed roaches with claws are really a necessity now in ZVP. Keep up the posts man, you're really helping guys like me vs. toss.
O.o what comes around comes around?
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
March 21 2011 01:06 GMT
#31
Hey Mr.Bitter. Just for future noting, it would be great if you could stick dates on your strategy blog posts just so we can tell how timely relevant they are Thanks!
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
zylog
Profile Joined August 2010
Canada943 Posts
March 21 2011 01:40 GMT
#32
I remember watching your show with Incontrol last week where you used lots of multi pronged attacks to great effect. Especially cool was using burrow to hide some of your forces to extend the effectiveness of the attack.

What are good times to get the drop research? I remember from your episode with Idra he suggested getting overlord speed soon after lair; in this case would you get drop after that finishes? While it's researching? etc?

I think multi-pronged attacks are great, it's just sometimes it seems difficult to find the resources to fit drop tech or nydus worm, or to get units early to open the back rocks (like on shattered temple) into the build. Would be great to hear more about this either here or on your show.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
March 21 2011 01:53 GMT
#33
My only problem with this is my multi tasking is HORRIBLE. However, if I can beef up my APM efficiency I can see this fixing my ZvP conundrum.

Never really thought of drop. However, what's your opinion on Roach Burrow Move? Sending ovie drops or nydus into their bases, and then sending burrowed roaches when they move their obs and army to the nat to their main and unburrowing to kill all their crap and sending some Ovies to pick them up. Or is that getting too fancy and luck based?
Terminator(471)
Profile Joined December 2010
United States243 Posts
March 21 2011 01:54 GMT
#34
The only question I have is what if the Protoss is being attacked from multiple angles like you said and just says fuck it, and goes for a bace race. Sure you would do damage but 10-20 roaches and or hydras against a full deathball or semi deathball (2 base) it would be nearly impossible unless you pull back as well.
How I feel when I play the against Protoss deathball: This is the worst day of my life! "Homer: the worst day of your life so far"
Fruscainte
Profile Blog Joined December 2009
4596 Posts
March 21 2011 01:56 GMT
#35
On March 21 2011 10:54 Terminator(471) wrote:
The only question I have is what if the Protoss is being attacked from multiple angles like you said and just says fuck it, and goes for a bace race. Sure you would do damage but 10-20 roaches and or hydras against a full deathball or semi deathball (2 base) it would be nearly impossible unless you pull back as well.


Let's assume this then. You kill all of their probes and production capability easily before they reach your base (especially if you're dropping +2 banes, which one shot probes). Now they are all in. You are not. All you have to do is DEFEND. Throw up 20+ spines, bring a shit ton of drones and queens and just attack them from behind with your harassing army and the front with the rest. Even if you lose 50+ drones, you'll still have the capability to macro up dozens more afterward and they will be screwed.

Besides, not many people will base their games on a base trade.
Warrice
Profile Joined July 2010
United States565 Posts
March 21 2011 02:03 GMT
#36
On March 21 2011 08:50 kcdc wrote:
Yep. Really, it comes down to the sentry. Sentries are awesome in big fights where they completely obliterate enemy concaves, but if Z splits forces, the sentries become a liability. They're too slow to respond quickly, their spells are less powerful at smaller army sizes, and forcefielding well requires 100% focus, so you can't get good, timely forcefields at both fronts. By splitting forces, Z turns P's most powerful unit into a low health, low DPS 100 gas liability.


im pretty sure you CAN get good forcefields at two different places, i honestly dont know why you would think otherwise, it just takes a little practice im sure. but the main thing is, you only need to forcefield one spot completely off and then rape the other prong of the attack.
HomicidaL
Profile Blog Joined August 2010
United States283 Posts
March 21 2011 02:04 GMT
#37
definly try this out, been doing 3rr for awhile agiast toss cause i can beat their tier 3, just worryed about base tradeing
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
Last Edited: 2011-03-21 02:14:46
March 21 2011 02:13 GMT
#38
On March 21 2011 11:03 Warrice wrote:
Show nested quote +
On March 21 2011 08:50 kcdc wrote:
Yep. Really, it comes down to the sentry. Sentries are awesome in big fights where they completely obliterate enemy concaves, but if Z splits forces, the sentries become a liability. They're too slow to respond quickly, their spells are less powerful at smaller army sizes, and forcefielding well requires 100% focus, so you can't get good, timely forcefields at both fronts. By splitting forces, Z turns P's most powerful unit into a low health, low DPS 100 gas liability.


im pretty sure you CAN get good forcefields at two different places, i honestly dont know why you would think otherwise, it just takes a little practice im sure. but the main thing is, you only need to forcefield one spot completely off and then rape the other prong of the attack.


You're assuming the ideal stiuation here where you can actually completely forcefield off one spot.
Usually a good Zerg would not less this happen, either he will drop your natural first and force you to pull units there (which is usually quite a bit away if you are about to take a third) AND keep in mind a good player will react when he see's the overlord and not when he see's wtf the zerg has unloaded out of this overlords [means you have no fucking time to decide which units you leave behind or not, mostly you'll be rushing there with most of your force even], which means either your units are away, out of position OR they aren't and your natural gets owned.
Make a decision.

And exactly that's the point of it!
You force the protoss to make a decision that is NEVER favorable for him if you do it right.
And this doesn't even take into account that what is described so easily by you "just ff off one spot and clear out the rest" takes actually a lot more speed, precision and micro in this situation by the protoss than MOST people do have - where as the zerg "simply" has to attack one side and do a drop on the other one.
Yet again, if the Protoss just keeps all his sentrys at front and takes the time to lock you out there your natural might already be gone in the meantime.

I'm not trying to say its unbeatable either for protoss, don't get me wrong, if you have blinkstalkers and spot a drop it can very well end up as a freaking desaster for the Zerg as well.
MrBitter
Profile Joined January 2008
United States2940 Posts
March 21 2011 02:19 GMT
#39
In my opinion, the biggest weakness of doing this kind of thing is getting to a point int he game where you can: ie: Not dying before you get your own 3 base economy rolling. (Which is when I like to add drop)

This kind of later mid-game style obviously isn't going to save you from a 4 gate or a 6 gate, or from any kind of 1 or 2 base all-in...

Like I said in the article, that's one of the primary difficulties of ZvP in general, and its not one that I think anyone has a good answer to.

That said, if you can put yourself into a position where you CAN start to really amp up the multi-prong harass, I think ZvP becomes a much more manageable matchup, albeit still quite hard when it comes time to fight the deathball.
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
March 21 2011 02:22 GMT
#40
This is exactly how I play TvP, drop and split up the protoss army as much as possible.
more weight
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko439
Harstem 407
RotterdaM 341
mouzHeroMarine 280
LamboSC2 194
Hui .188
ProTech90
Livibee 0
StarCraft: Brood War
Britney 36952
Larva 1613
Barracks 813
actioN 372
firebathero 214
Hyun 180
Sea.KH 78
PianO 65
Backho 63
ToSsGirL 39
[ Show more ]
ivOry 28
yabsab 23
Rock 22
Sacsri 20
scan(afreeca) 18
Terrorterran 10
HiyA 7
Dota 2
Gorgc5373
qojqva3685
Dendi1344
420jenkins325
syndereN309
Counter-Strike
olofmeister2863
fl0m2423
oskar102
allub97
markeloff94
flusha14
Heroes of the Storm
Khaldor242
Other Games
singsing3262
B2W.Neo924
hiko800
crisheroes375
Liquid`VortiX198
FrodaN77
Mew2King54
Trikslyr16
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• IndyKCrew
• sooper7s
• Migwel
• AfreecaTV YouTube
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• HerbMon 4
• Michael_bg 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV385
League of Legends
• Nemesis6159
• Jankos1656
• TFBlade341
Other Games
• Shiphtur153
Upcoming Events
Monday Night Weeklies
58m
RotterdaM341
Map Test Tournament
19h 58m
PiGosaur Monday
1d 8h
Map Test Tournament
1d 19h
Tenacious Turtle Tussle
2 days
The PondCast
2 days
Map Test Tournament
2 days
Map Test Tournament
3 days
OSC
3 days
Korean StarCraft League
4 days
[ Show More ]
CranKy Ducklings
4 days
Map Test Tournament
4 days
OSC
4 days
[BSL 2025] Weekly
5 days
Safe House 2
5 days
Sparkling Tuna Cup
5 days
Map Test Tournament
5 days
OSC
5 days
IPSL
6 days
dxtr13 vs Napoleon
Doodle vs OldBoy
Liquipedia Results

Completed

BSL 20 Team Wars
Maestros of the Game
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
Acropolis #4 - TS2
C-Race Season 1
IPSL Winter 2025-26
EC S1
ESL Pro League S22
Frag Blocktober 2025
Urban Riga Open #1
FERJEE Rush 2025
Birch Cup 2025
DraculaN #2
LanDaLan #3
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
WardiTV TLMC #15
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 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.