• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:34
CEST 17:34
KST 00:34
  • 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
Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure4Code S RO8 Preview: Classic, Reynor, Maru, GuMiho2Code S RO8 Preview: ByuN, Rogue, herO, Cure4[ASL19] Ro4 Preview: Storied Rivals7Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12
Community News
Code S Season 1 - RO8 Group B Results (2025)2[BSL 2v2] ProLeague Season 3 - Friday 21:00 CET4herO & Cure GSL RO8 Interviews: "I also think that all the practice I put in when Protoss wasn’t doing as well is paying off"0Code S Season 1 - herO & Cure advance to RO4 (2025)0Dark to begin military service on May 13th (2025)21
StarCraft 2
General
24/7 "QuickBooks-Error-Customer-Service" 8557492321 Fix QuickBooks Issues Call the Official Code S Season 1 - RO8 Group B Results (2025) 2024/25 Off-Season Roster Moves Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure
Tourneys
[GSL 2025] Code S Season 1 - RO4 and Grand Finals [GSL 2025] Code S:Season 1 - RO8 - Group B SOOP Starcraft Global #20 RSL: Revival, a new crowdfunded tournament series SEL Code A [MMR-capped] (SC: Evo)
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise
Brood War
General
BGH auto balance -> http://bghmmr.eu/ BW General Discussion ASL 19 Tickets for foreigners Recent recommended BW games Battlenet Game Lobby Simulator
Tourneys
[ASL19] Ro8 Day 4 [ASL19] Semifinal B [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET [Megathread] Daily Proleagues
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Beyond All Reason Stormgate/Frost Giant Megathread Grand Theft Auto VI Nintendo Switch Thread What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Elon Musk's lies, propaganda, etc. Ask and answer stupid questions here!
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
ASL S19 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 19307 users

[G]Master T Guides - help from Bronze to Diamond

Forum Index > StarCraft 2 Strategy
Post a Reply
Normal
Ballbreaker
Profile Joined January 2011
Germany97 Posts
Last Edited: 2011-07-24 14:04:44
July 10 2011 22:30 GMT
#1
[image loading]
Click the banner to go directly to my blog's mainpage!

Hello everybody,
this is BallbreakerTV and my name is Ballbreaker
, a Terran that is currently placed in Master's League.

This is my battle.net page: http://eu.battle.net/sc2/en/profile/2110773/1/VOiD/
I am currently at about 50% vs Terran, 70% vs Protoss and 80% vs Zerg, so TvT seems to be my only weak point.

I decided to help lower league players out, as a lot of them seem to struggle with the same issue, such as not knowing what to build at what time or how to macro properly.

As I am a high Master league Terran player (I am not playing too many ladder matches, but I want to change this!) that is exclusively playing top Master players and, from time to time, Grandmaster opponents, I believe that I can share my view on specific match-ups / build-orders and help lower league players out with that. The first idea that came to my mind is to create a blog in which I would be able to put all of my thoughts and write well thought out guides on a specific theme.


Table of Content:
  • Terran Basics
    • Pros and cons of the Terran race in Starcraft 2
    • Unit roles – What unit serves which purpose?
    • Synergy between units – Unit compositions
    • Understanding Hotkeys, Shortcuts and Control Groups

  • Terran vs Protoss
    • TvP – An overview
    • Basic Build-orders:
      • 2 Tank Push

    • Special Build-orders:

  • Terran vs Terran
    • TvT - An overview
    • Basic Build-orders:
      • 2 Tank Push

    • Special Build-orders:
      • 4 Ghost Drop

  • Terran vs Zerg
    • TvZ - An overview
    • Basic Build-orders:
      • 2 Tank Push
      • 2 Rax Rush
      • Blueflame Helion Drop + Expand

    • Special Build-orders:

Click on the theme you want to read a guide on to go to my blog.


As you can see the guide is completely dedicated to the Terran race as I am not that familiar with the other races to write a complete guide on those races.

I am going to keep uploading several guides and keep you informed about the Starcraft 2 scene on my blog. If you want you can subscribe to my blog (go to the bottom of the blog) to be updated about everything new that is happening! Also, I encourage everyone to leave comments and tell and just give me some feedback .
Just as a little extra I started to work on a Starcraft 2 encyclopedia in which I explain all the different keywords to know (such as leap-frogging tanks/kiting, etc..). You can find it at
http://btvpedia.wordpress.com

One thing to note: I am not a native speaker as I am from Germany, so I hope that you don't mind the little language mistakes that might occure.


So here we go, all of my guides are listed below!

Pros and Cons of the Terran race in Starcraft 2
+ Show Spoiler +
Note: This is my first guide so if there are any mistakes or things that are hard to understand, please let me know and I will correct them as soon as I can! This guide is not for people without any Starcraft 2 experience!

In Starcraft: Broodwar Terran was the race with the beefiest units, but in Starcraft 2 several things changed. Now Terran is centered a lot more around dropping and in general harassing your opening, by killing of workers or tech structures and denying him expansions, while building some yourself and get an army that is able to counter your opponent.

I will not talk about any specific buildorders yet, but I will rather lay bare the pros and cons of the Terran. In later stages of my guides I will talk about each unit and what role they serve in each matchup.

PROS
You can repair structures and units (excluding biological units, such as the marine and the marauder).

Terran is the only race that can effectively repair some of their units and all structures. Of course Zerg can transfuse their buildings, but it is much less effective than the Terran’s repair.

This ability can actually be used offensively. You can just bring some SCVs along with your Mechanical Army (e.g. Tanks, Thors, Helions – I will talk about all the different strategies in a later part of the guide) and “heal” your army up after a fight. This makes the Mech army a lot more potent, as usually a lot of units survive with rather low HP.

Of course repairing is not for free. To fully repair a unit (from 1 to full HP) you need to spend 25% of the resources, you needed to build it anyways, again. Keep in mind that it is still worth it to repair your units if they are on low HP, especially with expensive and very important units.

You can do the same to biological units as you can do to mechanical. The only difference is that not your workers serve as the “healers”, but rather Medivacs, which can be used as dropships as well, leaving you a possibility to catch your opponent off guard. You don’t have to pay resources to heal up your bio army, but your Medivacs have a finite amount of energy that they can use to heal.
Mobile as Zergs and strong in defense as Protoss

Terran have the ability to be nearly as mobile as a Zerg player and nearly as strong in defending a position as Protoss, but it just don’t quite cut it. Lings and Banelings, as well as Roaches and Mutalisks still outrun the majority of the Terran army. Also, Forcefields provide a better way to defend a position and to pick off several units than Siege Tanks do (although they have incredible range, a good Protoss player won’t let you draw into his base with forcefields). So Terran is somewhat in between the other two races and you can use this to your advantage. Against Protoss you can attack at multiple locations, while using drops, helions and stimmed marines and marauders. For a Protoss it is quite hurtful to be forced to split up his army, as the Protoss units have a close synergy to each other (e.g. if there are no stalkers, his Colossi will die easily to your Vikings). Against Zerg you will most likely be building an army that is more static than you would against Protoss. Once you have a sieged up position it becomes quite hard for a Zerg to break it. Now you can use drops or fast units to attack his bases while you keep his army at one spot from which he cannot escape without taking heavy losses.

Several ways to outplay your opponent

As a Terran you have a lot, if not the most possibilities to kill your opponent. You can rely on one base all-ins (cutting worker production and not expanding in order to get a big/scary army) or you can go into heavy macro-mode, fortifying with Sieged Tanks or Marauders. Whatever you do, you still have to attack your opponent as often as you can. It does not have to be a direct engagement, but you can drop him at multiple locations and keep him busy and do damage without taking any yourself.

The MULE

The Mule (Mobile Utility Lunar Excavator -> http://starcraft.wikia.com/wiki/MULE) is the counterpart to Zerg’s larva inject and Protoss’ Chronoboost. It harvests 270 Minerals in 90 seconds before it dies. It is actually a stronger SCV that can only harvest minerals (don’t put it into gas geysers, it will not give you any reward!) and is called down from the Orbital Command for 50 energy. You should call down MULEs as often as you can in order to keep with your opponent. If dropped on gold minerals, the MULE harvests about 370 minerals in its duration.

CONS

Quite micro-intensive

In order to drop at multiple locations, while keeping your macro up, you need to have a decent APM. Also in the bigger battles you need to perform multiple actions almost at once, such as using EMPs on enemy casters, stiming your Marines and Marauders and Sieging up your Tanks, as well as building new units back home. This required micro can sometimes be hard for newer players if they don’t move their fingers as fast as higher level players do. Still, there are several ways to improve your micro. I will discuss this topic in a later guide, because I think it is more important to teach the fundamentals rather than more specific and harder parts of the Starcraft 2 gameplay to master.
No “real” static ground defense

Zergs have the Spinecrawler and Protoss the Photon Cannon. Terrans however don’t have such thing. The only anti-ground building they have is either the Planetary fortress which is rather planted at expos and not at key positions, such as chokes, or the bunker, which takes much man power and resources. Fast units such as the Marine with stim and Medivacs can of course almost nullify circumstance.

I hope that you like this first part of my Terran guide ! I would appreciate if you tell your fellow Starcraft 2 friends about it and maybe leave a comment!

Next Guide: Unit roles – What unit serves which purpose?

Ballbreaker


Unit roles – What unit serves which purpose
+ Show Spoiler +
Here we go with the second part of my Starcraft 2 Terran guide!

In the first part I discussed the positive and negative sides of the Terran race. Now I would like to talk about the different units in the Terran arsenal and in what situation you should use them, what their general strengths and weaknesses are. So, let us start!

Worker unit
SCV (Space constructing vehicle)

The SCV is the terran worker unit. It can collect minerals and vespene gas.

However, there has to be a Command Center nearby in order to receive the minerals.

Barracks units (Infantry)

Marine

The Marine is the most basic Terran unit, but can be effectively used throughout the game. It is healable and dropable by Medivacs and has a high attack speed, so it is ideal for killing workers in a drop. Also, the marine is capable of attacking air units, making it a great allround infantry unit. Stimpack is available, making the Marine attack 50% faster and move 50% faster as well.


Marauder

An anti-armored unit with great mobility and smashing attack? May I introduce to you, the Marauder. It can be healed by Medivacs, just like the marine and can use Stimpacks, which give the Marauder a 50% attack speed and movement speed increase, making it mobile and strong at the same time!


Reaper

A fast fighter with the ability to jump up and down small cliffs is found in the reaper. It is pretty costly and fragile, but can decimate workers and undefended buildings in the blink of an eye, thus making it a good harass unit.


Ghost

The first Terran caster which is available after you built a Ghost academy. It has a moderate movement speed and can attack ground and air units. There are four abilities the ghost can cast.

The first is the Sniper round. Instantly dealing 45 damage, ignoring armor, it proves itself to be good at fighting big units, such as Ultralisks and Broodlords. However it can only be casted on Biological units!

Then we have the EMP. A shock wave that instantly removes 100 energy and 100 shields from any unit it hits. Can be used with great success against Protoss and casters in general. It also detects cloaked units if casted on their current position.

The third ability is the Ghost’s personal cloaking field. If activated, the Ghost becomes invisible as long as he still has energy. Cloak consumes 0.9 energy per second, so it can’t be casted infinitely!

A nuclear warhead may be called down by a ghost. It is rather rarely seen, as it takes 20 seconds to deploy, leaving your opponent enough time to react accordingly. Of course you can drop several nukes at the same time, confusing your opponent, as it is quite hard to find the little red dot indicating the nuke’s final destination.

Factory units

Helion

The fastest Terran unit with splash damage and bonus damage against light. The Helion can decimate larger groups of Marines/Zealots and Zerglings in no time, but is very fragile if up against armored units, such as the Marauder, the roach or the Stalker. Also, Helions do really well against Workers, as all worker units are light, rather than armored. All these attributes make the Helion another great harass unit, but unlike the reaper it can be used along with other units throughout the game to great effect!

Siege Tank

The siege tank does additional damage to armored units and, when deployed in siege mode, it does splash damage (e.g. hitting more then one unit at the same time, if clumped up). It is good against almost every ground-unit, but has no anti-air defense, so it has to be accompanied by marines or vikings to be effective. As Terrans don’t have any stationary defense, the siege tank might serve as one in some situation, because you can repair it with SCVs and it does great damage to any small unit packs.

Thor

A lonesome Thor-driver shouts “Thor is here!!!” when his little toy is finally coming out of the factory and is “ready to roll” !

The Thor is a mechanical Terran unit that has an outstanding ground attack and does splash damage against air units. With its 400 HP it has a great sustainability, so you can let Thors tank the damage while Marines for example to the damage to your opponent. There is a close synergy between the Thor and the units it is accompanied with.

Starport units

Viking

The Viking is an air-to-air fighter with additional damage to armored units and a superior range to all other air-to-air units, making microing a must! It is good against almost every air unit, except for the Mutalisk and, to an extend, the Phoenix.


Banshee

The Banshee is the complement to the Viking, because it has only an air-to-ground attack. It is good in early and lategame to kill workers at undefended bases, because of its ability to cloak (same cloak that the Ghost has, it needs to be researched as well). In a straight-up fight Banshees die rather quickly. However one Banshee can take out one Queen and one Stalker with ease, which are the most commonly seen counter-units in early game.

Raven

The second Terran caster is the Raven. It has four abilities it can use.

The first is a passive ability. The Raven detects every cloaked unit around it, so it is often-times needed if your opponent went for some sort of DT or Banshee build. Of course the Scan serves the same purpose, but it is limited in use!

The Auto-Turret is an attacking tower that lasts for 180 seconds (270 with its uprade). Each Auto-Turret consumes 50 of the 200 maximum energy a raven can ever get. It is able to attack both, air and ground targets with a high attack speed, so there are some ways to harass with it.

The Point Defense Drone (short: PDD) blocks incoming projectiles of quite a lot of units (Marauder, Banshee, Viking, Battlecruiser, Queen, Hydralisk, Mutalisk, Corrupter, Broodlord, Stalker, Phoenix, Carriers), but it is limited in energy. Every PDD costs the Raven 100 Energy.

The last ability is the Hunter Seeker Missile. It deals 125 splash damage, but it needs some time until it detonates (it is hard to explain, you better go watch it in a real game). It is rarely used as it consumes 125 energy.

Medivac

The Terran transporter, the “Medivac”, can load up to 8 units and deploy them at a location you like. Also it can heal biological units, while using its energy. Used often in bio-heavy armies.


Battlecruiser

With 550 HP and a base armor of 3 the Battlecruiser is the beefiest Terran unit and can withstand massive amounts of damage taken. However, it takes quite a long time to build and is rather slow in movement, making it a lategame unit. Once they are out, you have to protect them with other units, because Battlecruiser don’t fair very well on their own. If a specific synergy is reached, Battlecruiser can be a great addition to your army.



I hope that I gave you a good insight on what unit serves which purpose. I have not added any counters or units they counter, because if used correctly every unit can counter another. Of course, Ghosts counter other casters with proper use of the EMP, but a lot of Marauders can actually kill a bunch of Zerglings, although they are supposed to be the proper counter.

Next Guide: Synergy between units – Unit compositions

Ballbreaker


Synergy between Units – Unit compositions
+ Show Spoiler +
Number three. The next part of my guide arrives…NOW!

Now that you know a little about every unit in the Terran armory, we will take a closer look about which units work best with each other in the match-up they are most commonly used in.
Unit compositions including Biological (Barracks) Units (Bio)
MMM (Marine/Marauder/Medivac)

This unit compositions consists of Marines, Marauders and Medivacs, just as the name says. Medivacs heal all units involved, while Marauders do damage to armored units and Marines to everything else.

This composition is especially strong in early game against any race, as you can produce a lot of strong units fairly fast.

However, in the later stages of the game MMM becomes weaker and weaker, as units that do splash damage, such as the Baneling, the Colossus and the Tank decimate MMM numbers rapidly. Here you have to add units that “counter” the splash-dealing units. The Viking is an excellent addition to this unit mixture if you are up against, for example, the Colossus. Against Banelings it is advised to build Tanks to quickly shoot down any incoming Banelings. Tanks are the hardest thing to react to, as you usually have to build Tanks yourself, leading into a, possible, hour-long TvT.
Mass Marines (Marine/Medivac)

Mass Marine seems to be easy to execute, but in fact, it is not! It requires much more micro and multi-tasking than most Terran unit compositions.

You have to be attacking your opponent at any point in time to prevent him getting higher tech units that decimate swarms of Marines in the blink of an eye, such as the Colossus. A good way to keep your opponent busy is to keep dropping some Marines with Medivacs. You do as much damage as you can and once he brings his army up to fight you, you pull back. Multiple drops at once are harder to execute but usually reward a lot more.

In a straight up fight you have to be splitting your Marines to avoid as much Splash damage as you can, so try to learn that in custom games with friends. Another technique you need to learn to be successful with massed Marines is the hit-and-run against melee-attack units. Once the enemy fighters come too close, you retreat a little, start attacking again, retreat, attack, retreat, attack, … It is hard to explain in words, I might do a video on it.


Unit compositions including Mechanical (Factory) Units (Mech)


Full Mech

Helions and Thors. Basically all you build while going for full Mech. Sometimes you might have to add some Vikings and Ghosts though.

The Helions are there to harass your opponent and do great damage to packs of light units, while the Thors act as an anti-air/anti-ground supporter. Your Thors should always be positioned in front of your Helions to soak up the damage.

Once a high number (about 8-10) Thors with enough supporting units is reached, full Mech becomes almost unstoppable. You will be able to stomp almost every other unit composition at 200 supply.

However, Mech is slow at reproduction, so once you lost the majority of your Thors, it is hard to find your way back into the game, so it is advisable to keep your Thors alive! The movement speed of Thors is rather slow too, making it hard to defend multiple bases with a full Mech army.

A fast third base is always needed while playing mech.

Do not try to play full Mech against Terrans, as Tanks rip Helions and Thors apart fairly fast. Against Protoss it can work, but in early-game your do not have a lot of defenses.


GoOdy-style Mech

The GoOdy-style mech is centered around Tanks, in comparison to full Mech, which is centered around mostly Thors. It is the strongest Terran unit composition, as it is unbeatable, with the right set of supporting units along with your sieged up Tanks (it really is unbeatable at 200 supply, every other unit composition vaporizes almost instantly, as GoOdy shows in most of his matches). It is possible though, to outproduce this style of Mech and attack with drops or at multiple locations, as Tanks are slow at movement.

Usually you will end up with about 15 Tanks (assuming that you are at 200 supply), a bunch of Helions, a few Thors (maybe 3 to 4, more if needed (such as against mass Mutalisks from the Zerg opponent), some Vikings and Ghosts if needed (against Broodlords/Colossi, or high Templar).


Unit compositions including Biological and Mechanical Units (BioMech)


Marines, Tanks and Medivacs

Consisting of Marines, Tanks and Medivacs this unit composition is viable in every match-up.

Marines serve as the anti-air unit, while Tanks do outstanding damage to ground units. It is usually required to do a lot of drops while playing with this unit composition.


Marines, Tanks and Medivacs + Marauders

Marauders do great against Protoss, as they have a bigger unit size than Marines have and thus are able to absorb a lot more splash damage than their little brothers do.

It is needed to take a first third base, to be able to keep up your production, as most units consume a lot gas.


Marines, Tanks and Medivacs + Banshees + Ravens

Usually used for a big mid-game push, to kill a Protoss opponent before the 15 minute mark. The Raven’s PDD makes all Stalkers useless for a while. Your Tanks restrict area, your opponent can not run into your siege line, without taking heavy losses. Finally, your Marines and Banshees rip his army apart.


Unit compositions including Air (Starport) Units (Air)


Viking, Banshee

Vikings kill air, Banshees kill ground. Easy, but not efficient when played at a non-pro level, unfortunately.


Viking, Battlecruiser

A lot like the “Viking, Banshee” composition. Vikings kill everything that is in the air, while Battlecruiser try and kill all ground units approaching. It is a very late-game composition, as you can’t afford building Battlecruiser early in the game!

A mixture between both unit compositions (Vikings, Banshees and Battlecruisers) with additional Ravens can really cripple an opponent. With great use of the PDD, there are only few units endangering this composition.


Extraordinary unit compositions
-Banshee, Helion
-Marine, Raven
-Marine, Battlecruiser
-Mass ghost
-… (there are a lot more unit compositions anyone hardly ever uses, so I have only listed the most “common” *lol*).


Understanding Hotkeys, Shortcuts and Control Groups
+ Show Spoiler +
Hotkeys and Shortcuts are essential to use in Starcraft 2, even at lower leagues as they simplify the game a lot and can award considerable advantages in battles and economy.
Brief Introduction:

Putting buildings and units on Hotkeys is already done by most of the Starcraft 2 players, but there are more things to know. I will describe things that are considered standard, such as using control groups, and facts that might be new to a lot of viewers!
What is meant by “Hotkeys, Shortcuts and Control Groups”?

Without Hotkeys, Shortcuts and Control Groups you would be forced to play with your Mouse only. You would not be able to quickly select several buildings at the same time without even looking at them. Imagine Starcraft 2 like this…it would not make half as much fun as it does now. So what is the exact definition of “Hotkeys, Shortcuts and Control Groups”? Hotkeys are predefined Keys on the keyboard that serve a single, or multiple purposes that ease up the gameplay! In Starcraft 2 there are two different sets of Hotkeys. At the one hand we have the standard Hotkeys. For example, to attach a Tech-lab to either a Barracks, Factory or Starport we would have to press “X”. To build an SCV we would have to press “S”. On the other hand we have the Grid Hotkeys. The basic layout is found below:
Source: http://faqsmedia.ign.com/faqs/image/article/110/1109259/gridf.jpg

Now, in order to attach a tech-lab to a production building we would have to press “Y”. To build a worker “Q”. As you can see the grid Hotkeys are bound to the building grid (5×3 grid on the bottom left of your screen in a Starcraft 2 game) and are therefore the same for every race (e.g. building a worker with every race requires you to hit “Q” once, with standard hotkeys they differ). Some Hotkeys serve the same purpose for every race. Let’s take a look at those. In order to illustrate it in a sufficient way I have added a basic UK keyboard layout below:
The numbers belong to the explaining text.
The “Delete” and the “Insert” button let you pan the camera. “Insert” if for panning to the right, whereas “Delete” lets you pan to the left. This can be used to place buildings more precisely if the vision is blocked by the terrain or units.
The “Control” Key is probably the most important predefined Hotkey. Usually you use it to create another Control Groups. You select the units or buildings you like and press “Control” + “0″ to “9″ to bind the selection to a specific Key on your keyboard. Let’s look at an example. You want all of your Barracks to be bind to “5″ to be able to reproduce quickly after a big battle. What you have to do is select all your Barracks and hold “Control” while pressing “5″. Now you can always go back to your selection by simply pressing “5″ . Of course a Control Group can be overwritten. Another great use of the “Control” Key is to remove single units from the current selection. In order to do that, just click on the portraits of the units you want to be removed. To explain this a little better I have uploaded an image:
“Shift” adds units or queues up things to do. If you already have some Barracks on “5″, but you want more to be added there are two ways to do this. You can either select the Barracks that are currently not in the selection and then hit “Shift” + “5″, or you can press “5″, hold “Shift” and select the Barracks you want to add to the Control Group. Then, just do the same thing you did to originally create the Control Group, hit “Control” + “5″. Both ways are equally efficient and good, it is just a matter of style. Holding Shift and Clicking on one unit will select every unit from the same type (Marines/Marauders/and so on) on your current screen.
The last key I will describe here is the “Tabulator”. In a selection with several unit types you usually only use the ability given by the most “important” unit. For example, caster units are more important than normal units, but the second caster is more important than the first. If you, as a Terran, have some Ghosts, Ravens and Marauders and Vikings in a selection and you want to Stim, plant a PDD and EMP your opponent’s army you would normally have to individually select your Marauders, your Ghosts and your Ravens, but the “Tabulator” lets you do it a lot faster. At first, you will have your Ravens selected as they are the most “important”. You plant the PDD and press “Tab” (short for Tabulator) once to directly go to your second caster unit, the Ghost. You land down a couple of EMPs and move on to your Marauders to stim them by pressing “Tab” once again. Of course in some situations it is better to stim your Marauders first, but this is just an explanation on how the “Tabulator” key works.
You can take screenshots from the current scene with the “Print” key.

The MOVE-command orders your selected units to move to a location without paying attention to enemy units nearby. The STOP-command clears all actions a unit was originally supposed to do. The HOLD-command forces your units to stay at a location even if they are attacked they will not go away. The PATROL-command gives the selected units the order to patrol between two locations. The ATTACK-command is somewhat similar to the move-command, but if units are ordered to do an attack-command they will attack every aggressive unit on their way. Shortcuts are camera Hotkeys that allow you to go to a certain position on the map. This is especially useful if you have several bases and want to build some supply depots or turrets for Mutalisk defense near one of your command centers. As double-clicking the Command Center Hotkey leads you to the nearest Command Center to your current position, it is good to have have additional ways to go to every single base of yours. To set up a camera Hotkey go to the place you want to be saved and press “Control” + “F5″..”F8″ (F5 to F8). To go the recently saved position press “F5″..”F8″ (F5 to F8). Control Groups can safe several buildings and units on a single Hotkey. This selection is usually assigned to the number keys (0 to 9), but this can be changed. Now the question might come up how you should use Hotkeys and Control Groups to increase your efficiency in a normal game. We are going to take a look at this now ! The shift-queue is a great way to let things happen “automatically”. In order to do such a “shift-queue” you basically only have to hold “shift” while pressing the Hotkey for the desired action. This can be used in almost every situation to safe some time. If you need to unsiege some Tanks do restrict more area to your opponent for example you can select a Tank press “Y” to unsiege (grid Hotkeys) then hold “shift” and right-click the location you want it to siege up again and press “Y” once more. Another possible use of the “Shift-queue” is to build a building and directly send the SCV back to mining once the building is completed. You could also land an EMP at a certain location and tell the Ghost to move back to your main army once the EMP-command has been executed. Setting up Control Groups is something every player has to find out for himself as there are no specific rules for this. I always use the following Hotkeys:
Main Army
Air units/Ghosts
Harass units
Command centers
Production facilities (I tab between them)
-
-
Drops
Drops

This is not a rule on how to set up your Control Groups, rather guidelines that show how most players set up their set of control groups. How to learn playing with several control groups for your army. This is a long process and can really be tricky for your mind the first time to play with several control groups. A good way to learn this is of course to play a lot of game and FORCE you to set up different Hotkeys for casters, air units and your main army. Another good thing is to just open up Word and type in a certain succession of keystrokes you would normally use in a real game. A famous example is the following:
1t2t3t4qq5qqqq6ww7w for grid Hotkeys
1a2a3a4ss5aaaa6ss7d for standard Hotkeys

This is a typical scenario on 2 bases. What it does (explained with the standard Hotkeys):
1a2a3a = Let all your army units attack up to a certain location
4qq = Build 2 workers
5aaaa = Build 5 Marines
6ss = Build 2 siege Tanks
7d = Build a Medivac

Keep typing this scenario over and over again and after a while you will be able to do it faster and faster . This is it for now, I might add some more stuff in the future.

Ballbreaker

please visit my blog instead to watch this guide, as I was not able to upload the belonging pictures (not on my pc anymore)...sorry!


TvP – An overview
+ Show Spoiler +
In the Terran vs Protoss match-up, the Terran usually has to dictate how many expansions and workers the Protoss may build, unless he wants to be overwhelmed by a big Protoss army consisting of highly teched units.

Brief introduction:

At first I will once again display the most common unit compositions a Protoss player goes for. Afterwards I will show you how to counter these Protoss builds and how to force the Protoss to stay defensive and react to your harassment.
The most common Protoss unit compositions and their main counters:

There are only a few working unit compositions for a Protoss player up to the early stages of the late-game, because there is a close synergy between gateway units and scarier units such as the high templar, the Archon or the Colossus.
“Deathball” Style – Colossus, Stalker, Zealots

The most used Protoss units are all seen in this composition. We have the Zealots, preferably with their Charge upgrade, to Tank some damage and chase the enemy away from your important Colossi that do the main damage and kill almost every ground unit cost efficiently. Zealots and Colossi alone are of course week to aerial attacks, so you usually see Stalkers along to protect the Colossi against Vikings and to do some extra DPS (damage per second) to ground units nearby. The Protoss that is going for the “Deathball” Style of playing is going to try to survive early game attacks and the mid-game, because this composition shines in late-game and is rather weak to massive amounts of Biological units (Marine/Marauder) until a big enough number of Colossi are on the field.

How to counter: MMMVG (short for Marine/Marauder/Medivac/Viking/Ghost) is the perfect counter to the “Deathball” style if you micro correctly. If you, however lack micro and do only slight mistakes, you army will be killed in the blink of an eye, so it is important for you to stay sharp in the heat of battle! If you are engaging you have to constantly move your Marines and Marauders back to minimize the damage taken by Zealots. The Concussive Shell upgrade for your Marauders helps you quite a lot in that regard, as it slows enemy units down if they are hit by a Marauder. Your Vikings should be in an individual control group and focus fire the Colossus, so they die as soon as possible. Before the battle starts you should land some EMPs on the Protoss army. If he has Sentrys along with his “Deathball”, try to EMP those to deny any possible forcefields. If, in the later stages of the game, the Protoss has High Templar or Archons you absolutely HAVE to EMP these, unless you want to die to the great splash damage both units do to biological targets.

MMMV + Tanks do great versus this unit composition. Again, you have to do proper kiting with your Marines and Marauders and focus fire the Colossi with your Vikings/land good EMP on possible high Templar or Archons. Also, you have to micro your Tanks. If your Tanks fire at the Zealots, they will A) not do as much damage (they do extra damage to armored units, but Zealots are specified as light) and B) hurt your own units because of the friendly fire they do. If your Tanks fire at the Stalkers/Colossi however, you will do great damage, as those units tend to clump up and are therefore susceptible to area of effect (short: AoE) damage.

Vikings + Banshees form a rather special unit mix that is not likely seen at the current state of the game. Nevertheless it is quite potent against this composition. You usually mix in a couple of Ravens to snipe any observers nearby, leaving your Banshees invulnerable with cloak, as observers are the only way for a Protoss to detect cloaked units. You want to focus Stalkers/Air units to make your Banshees do the most damage possible.
Mass gateway style – Stalker, Sentrys, Zealots, High/Dark Templar

Stalkers and Sentrys form the core of this unit composition. They are accompanied by Zealots to tank the damage and in late-game High templar to storm packs of enemy units and dark templar to harass and morph into Archons that do great splash damage as well. This unit mix shines in every stage of the game except for the late late-game. In early game there are several three gate expo timings that involve a strong push to force the Terran to pull SCVs in order to repair a bunker/Tank. In mid-game a six gate is one of the strongest pushes around. As it involves a lot of combat units that tend to clump up, Tanks do great against this kind of push. Compositions that consist of mainly biological units will have a hard time defending if there are no bunkers around. In late-game, high Templar seem to be a great addition to this composition, as they are hard to counter and do great damage even with a single storm. Archons serve as great tanking units later on.

How to counter: MMMG (Marines/Marauders/Medivacs/Ghosts) will have a hard time surviving the several timing pushes that a Protoss that is going for the mass gateway style might do, as good forcefields and zealots to tank/do damage are great against smaller packs of Marines and Marauders. The longer the game lasts however, the better MMMG gets against pure gateway only, so the Protoss will be forced to mix in a couple of high Templar. With great use of EMPs, storms can be completely avoided and Archons are a lot easier to deal with than storms are. Kiting is again important! Vikings are usually only needed in late-game.

MMM + Tanks is a lot safer against all the different Protoss timing pushes, as Tanks have a great range and can hit the expensive units (Stalkers/Sentrys) even behind forcefields. As this composition is a BioMech style, it is great at defending, because of the Tanks and still very mobile because of the biological units involved. Once you are in a sieged up position it is hard for a Protoss to break your contain without any Colossi or air units.

“GoOdy” Style Mech is great against this composition, too once you are at three or more bases. You have to constantly drop Helions to keep the worker counter of your opponent low and to deny bases overall. The backbone of your army are of course your siege Tanks. If you are in a sieged up position, there is virtually no way the Protoss can kill your army cost efficiently. If you are on the move however, the Mech army is pretty weak, as Tanks that are unsieged do not do any splash damage. Also, Mech is pretty stationary, because of the fact stated above. In order to compensate for that you have to make good use of your Helions and keep the Protoss defensive.
hightech style

This style is not seen very often. Still, it involves mostly Colossi and air units accompanied with only few Gateway units. The Colossi, once in a big enough number are there to kill any enemy ground unit, while the air units give the extra “punch” and draw back Vikings and Marauders.

How to counter: Basically you just have to know that your opponent is going for this style. Once you do, early MM pushes do great against this composition and can win the game outright. If your opponent plays it out safely however and starts with a lot of gateway forces, you should tech yourself and get a good amount of Vikings, along with your preferred unit mix, out.
How your army should look like
Marines/marauder/medivacs(/Ghosts/Vikings)

At the end you want to have a lot of Marauders and only few Marines for anti-air support and extra DPS. In order to do that you want to have 3 Barracks with a tech-lab attached and only one Barracks with a Reactor as the add-on. The more bases you get you want to only attach tech-labs on your new Barracks. You should always have a couple of Medivacs, but not too many as you need Vikings in case of Colossi. If you are up against Gateway units only, you want to get more Medivacs. 8 should be a sufficient number. Ghosts are always a nice thing to have, but once High Templar are up, you want to get up to 10 ghosts in order to EMP everything the Protoss has. As EMPs do not only take away the energy from the units it hits, but also some of the shields, it is a great weapon against Protoss armies.
marines/marauders/Tanks(/Vikings/Ghosts)

With this composition you want to get mainly Marines in the earlier stages of the game and wanna make a switch to Marauders once you have Vikings out for aerial defense. You want to constantly make Tanks from one Factory and as soon as you have your third base up and running you may want to get a second Starport and a second Factory, so you get out more higher Tech units. Medivacs may be built too, but only if you have air superiority.
How to dictate the game

You want to keep dropping your opponent throughout the game in order to A) keep his worker count low, B) keep his expansion count low and C) kill important tech structures and keep your opponent in a defensive position, so you can freely expand and get the units you would like to have in a big encounter.

You absolutely NEED to know what your opponent is up to, because otherwise you will die easily to mid-game Voidrays along with a lot of Gateway forces or fast HTs or DTs/Archons. Of course, drops are a good way to scout again, but if your opponent is well prepared against any kind of drop you might want to throw a scan in order to find out what is going on and to be able to properly react to it. Especially in early-game it is essential to know what he is going for in case of fast DTs that might be warped directly in your mainbase with a warprism or a proxied Pylon.

Tank pushes provide a good way to restrict an area to the Protoss opponent. Attacking into a siege line is always hurting the Protoss, even if he takes the lead at the end. This can be effectively used to deny further expansions.





I hope that I gave a good insight on the Protoss race, what they usually build in the Terran vs Protoss match-up and how to react to this. Please leave a comment about what you liked and what I could improve on!

Ballbreaker


4 Ghost Drop (vs Terran)
+ Show Spoiler +
This build is somewhat similar to the 4 Helion drop, but with Ghosts and it usually rewards more and can really impress the opponent you are facing !

Basic build order:
+ Show Spoiler +
10 Supply Depot
12 Barracks
13 Refinery
15 Orbital Command
16 Supply Depot
16 Marine [chase away the scout]
18 Factory
19 Refinery
20 Marine [if needed build a bunker now]
22 Ghost Academy [hide it somewhere in your base]
23 Tech Lab [on Barracks]
23 Supply Depot
23 Helion [scout with it/take a watchtower]
27 Ghost
31 Starport
32 Ghost
33 Supply Depot
34 Medivac
37 Ghost
40 Supply Depot
40 Personal Cloaking


Once cloak finishes your Ghosts should have sufficient energy to cloak and to EMP his Orbital Command, to drain all energy. He will be left without a scan, so you can snipe almost all of his SCVs. If he runs them away try to chase them a little. You can always get a few snipes of. If he runs out of his base, attack his add-ons (Tech lab, Reactor). If your Ghosts are out of energy (only a few Energy remaining) get them back in your Medivac and fly back home.
Adaption:

A common build in TvT is a cloaked Banshee rush. With this guide build there is no problem in holding that off. Just EMP his Banshee and kill it with extra damage to light units .

Against a Marine/Reaper rush, you will have 2 Marines and a bunker, which is enough in most cases.

If you are up against a fast siege Tank push, you need to trick your opponent a little. Fly one Ghost over and EMP his Orbital Command. Now you can cloak the rest of your Ghosts and slowly kill all of his forces. Afterwards drop him with all of your Ghosts and try to kill his workers. At the same time you have to expand.

Helion harass get completely shut down with this build, as Ghosts with a Medivac are actually pretty strong against Helions, even with their Blue-flame upgrade.

Against a fast expand you have to expand immediately after your drop, which will most likely do a lot of damage, as your opponent usually dedicated all of his Orbital Command Energy to MULEs to get a better income.
Transition:

You should expand while you are doing your Ghost drop. Get a Tech lab on your Factory and two more Barracks. Keep pumping Marines and Tanks. Also get Siege Tech. Once your expansion and Siege Tech are done, fly your Command Center to your Natural and siege up. You might want to build a bunker to be safe. If you want, you can drop your Ghosts again, but be aware that he will probably have a Missile Turret up or Scans free (in that case EMP his Orbital Command again).
Replay:

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=219006

This game was against a high Diamond Player. He is a friend of mine, so we play quite a lot with each other!

Ballbreaker


TvZ – An overview
+ Show Spoiler +
As a lot of you voted for Terran vs Zerg to be the theme of the next part of my guide, here I go with the fourth guide, “TvZ – An overview”!

Brief Introduction:

To get started, I will list the common unit compositions a Zerg usually goes for if facing a Terran player. Then I will discuss the main counters of the units used and how you should dictate the game, e.g. what the Zerg has to build in order to stay alive.
A Zerg’s unit composition and how to properly counter:

There are usually only a few unit composition a Zerg goes for in mid to early late-game, namely Muta-Ling-Baneling, Roach-Infestor, Roach-Baneling. I will discuss all of these and briefly describe, what units fair best and how your army should look like in the end.


Muta-Ling-Baneling

This was and still is the most common Zerg vs Terran build. The Mutalisks are there to harass the Terran and, usually, force him to build turrets and therefore wasting minerals on “dead” units (e.g. units that can’t go into a fight, as they are stationary, like Missile Turrets), while the Banelings clean up all light units (usually Marines or Helions) and the Zerglings Tank a little and kill bigger units, such as the Thor or the Siege Tank.

This build is excellent in Mid-Game, as Banelings do great damage to clumped up Marines and, once they are gone, the Mutalisks will kill everything else. However, in the later stages of the game, if Thors and more Tanks are mixed in, Banelings are not such a great thread to your Marines anymore, as you can just move them behind your Tanks and Thors and let them be vaporized by the Siege Tank’s splash damage. So, in order to survive as a Zerg in late-game they tend to go for a Hive (which makes sense in a way). Broodlords AND Ultralisks are a big danger to an ordinary Terran unit composition. If there is no anti-air support, Marine/Tank dies almost to a hundred percent against Broodlords. Mech is a lot stronger in that regard, as Thors have the same range as Broodlords and can therefore hit them anyways, although they are rather weak against massive air units. Ultralisks are usually not as a big of a thread as Broodlords are, as Tanks and Thors rip them apart very easily. With a few Marauders mixed in, Ultralisks can be kited forever and are therefore a gigantic mineral sink.

How to counter: Mech in general is pretty strong against this unit composition. Just Thor Helion can deal with any unit involved. However, once Broodlords are on the field you have to get some Vikings to bring them down. Infestors can Neural-Parasite your Thors, making them attack your remaining units. In order to quickly kill Infestors that are casting Neural Parasite, you might want to add in some Banshees. As they are flying units, they are not blocked by any Zerg ground units and can kill Infestors pretty easily and efficient. Marine Tank is good against this Zerg build, too, but only if you are in a sieged up position. Once you are on the move you can be flanked and killed very easily. To prevent that, always get one of the watchtowers. Only move out once you have vision and maybe scanned his army. There is a great way to move your Tanks. It is called “Leap-frogging”. If you are in a comfortable position in front of the Zerg’s base and want to push up to kill him, you should always unsiege only a few Tanks that are positioned in the back and move them in to the front, so once the Zerg roles in to defend your attack, you will be in a nice position and can target-fire his Banelings (select all your Tanks and right-click in the middle of their Banelings. You will be able to kill a lot, as they tend to clump up), so your Marines do the rest of the work ! If there are Mutas on the field already, you do not want to loose any Tanks to them. You need to spread your Marines out, so they attack incoming Mutalisks right away. Against Broodlords you, once again, need some Vikings. Infestors NEED to be target fired by your Tanks as well, as they are an even bigger thread to your Marines, than Banelings are.


Roach-Infestor

A unit composition that is used more frequently recently. It basically involves upgraded Roaches. In late-game a Zerg will add about 10 Infestors for fungal growth and Neural-Parasite against big targets, such as Thors and Tanks. Roaches serve as the damage dealers. In early-game they are really good for base defense, as they are almost immune to Helions and can therefore shut Helion harassment down pretty easily. In the later stages of the game, Roaches become a lot weaker with growing Tank and Thor numbers. However, Infestors can “safe the day” for a Zerg, by Neural-Parasiting all the big units and preventing smaller units from running away with fungal growth. Usual follow-up is Infestor-Roach-Broodlord-Corrupter.

How to counter: Mech is usually week against this composition. Roaches counter every single unit that is usually involved in a mechanical Army. If you see your opponent going for this type of build, you better make sure to build some Marauders from 1-3 Barracks on three bases. Marauders kill Roaches cost for cost and are, if positioned behind Thors that are soaking up damage, almost immortal. Marine Tank however is brilliant against this build right off the bat. There are no Mutalisks to effectively shut down any Drop harassment, making the Zerg vulnerable to this style. Also, Tanks do great against Roaches AND Infestors. If you are sieged up in front of his base, it is basically already GG. Once he moves out, he will die to the Tank’s splash damage. Move your Marines to the back and split them up a little, in order to minimize the damage done by fungal growth. Beware of Tunneling Claws though. Roaches that pop up right underneath of your Tanks will quickly murder them, as splash damage is not as effective in that kind of situation. Build a turret at the location you have sieged up, to quickly spot his burrowed Roaches and kill them.


Roach Baneling

Korean Zerg style that is rarely seen on other servers. Roaches serve as the tanking units, while Banelings murder every light unit and maybe do splash damage to clumped up Tanks. Usual follow-up is Roach-Infestor-Broodlord-Corrupter.

How to counter: I do not have as much experience with fighting this build as I have with fighting off the other two, but Tanks seem to murder this build if spread out. You can do excellent Drop harassment and keep the Zerg on a small amount of bases. Marine Tanks and Mech seem to be a viable option against this Zerg build.
How your army should look like:

Of course, there are two main compositions to use. Mech and Marine Tank, as stated above a couple of times.


Mech

You need to scout a lot in order to make Mech work. If there are a lot of Roaches you have to get a bunch of Marauders as well as Thors. Helions are not as important, but you should always have a few for harassment. If there are no Roaches at all, but a lot of Lings and Banelings, build a whole bunch of Helions and keep them positioned behind your Thors in a big fight. You can even poke in with your Helions and maybe snipe a few Zerlings. But be aware! Zerlings on creep are a whole lot faster than Helions.


Marine/Tank

Key point of this build are Tanks. Marines serve purely as the anti-air and, in early and mid-game, as the anti-Zerling unit. You should produce Tanks from two factories and have a bunch of reactored Barracks, as well as one, better two Starports, producing Medivacs and later Vikings against Broodlords. You want to have about 10 Medivacs at 200 supply, so you can do multiple Drops at the same time and don’t have to worry too much about loosing one dropship (although it always hurts to loose a fully loaded Medivac). Thor are needed if your opponent went for a whole lot of Mutalisks in order to keep them away from your Tanks (Thors are great for this with their great anti-air range of 10, compared to the Marines 5 range).
How to dictate the game:

You want to dictate the game at every point possible. The best way to do so is by pressuring your opponent with Drops, multi-pronged attacks at several bases to snipe drones or even hatcheries. A drop is excellent to draw your opponent’s attention away. Once you see his army moving away, you attack with your main army and get into a good position at his natural/third base or whatever. You are almost guaranteed to take the game if he attacks you know (running into sieged up Tanks is bad you know :p).

If you are good at scouting you might want to get ahead of your opponents, e.g. building Thors if you see him go for a lot of Mutalisks in advance. This will help you out greatly, as well as taking a lot of bases, forcing the Zerg to either attack you now with a rather weak army, or to expand once again, giving you enough time to build up a big army and harass your opponent to the fullest!

This is it for now. I will add some explanations later on (such as a detailed analysis on Leap-frogging and so on), but I hope that you already like this version of my guide !


2 Rax Rush
+ Show Spoiler +
The 2 Barracks Rush (short: 2 Rax Rush) is a tactic originally designed to catch fast-expanding Zergs off guard and force them to pull drones in order to stop your early Marine/SCV attack.


Basic build-order:
10 Supply Depot (prepare for double barracks wall-off)
12 Barracks
14 Barracks
15 Orbital Command
15 Marine (kill the drone if it is in your base)
16 Supply Depot

From here on out you have to continuously make Marines and, once your Orbital Command finishes, SCVs. It is important to not miss a single SCV or Marine to make your attack the most threatening. Once you have 3 Marines, move out. Take additional two SCVs with you (along with your scouting SCV). If you can, try to take out any Overlord in the way, this will supplyblock your opponent and give you some time to get your Bunkers at his natural expansion up. Keep rallying your Marines to your Bunkers. He will most likely try to kill your push or at least your SCVs with his Drones and the few Zerglings he has. Try to micro your Marines back, focusing the Drones as their are far more important to him than his Zerglings. Don’t loose any SCVs in the process if you can!

If your bunkers are up, congratulations, your push was successful! The Zerg now has to make either a lot of Zerglings or give away his natural Expansion. If he pushed you away however (e.g. killed your Marines and building bunkers), safely expand and take your gases. You might want to move out again with 10 Marines and 2 SCVs as most Zergs only build drones once they have held off a 2 rax bunker rush.

Variants:

11/11 Barracks:
10 Supply Depot
11 Barracks
11 Barracks (proxy somewhere)
14 Orbital Command
16 Supply Depot

Pretty much an all-in if it fails or is scouted. If not, you will do a lot of damage.

12/12 Barracks:
10 Supply Depot (send out to a hidden location)
12 Barracks
12 Barracks (proxy with your SCV)
14 Orbital Command
15 Supply Depot

This is my personal favorite. It provides a good economy and faster Marines than the usual 12/14 Barracks. You proxy your second Barracks in order to make it impossible for the Zerg to determine whether you are going for a 1 Barracks expand or some kind of proxy Rush/Cheese.

Adaption:

If you see no expansion with your scouting SCV and an early gas, you might not want to move out with your initial Marines, but rather expand a lot sooner and get one or two Bunkers up at your ramp. No expansion usually indicates a baneling bust or a Roach rush. Both builds crush the 2 Rax attack. If your opponent really goes for a Roach rush, you will most likely be able to scout it, as he is probably not going to get any Zerglings in order to get his Roaches and Drones up a lot sooner.

Against a Speedling expand you have to wait for some more Marines before you move out. 5 to 7 should be a sufficient number, with 2 SCVs for Bunkers. An early gas and a fast upgrading pool (the pool vibrates a little if it upgrades something) show you what build he is going for. He will most likely expand at around 20-22 supply, leaving you enough time to get a few more Marines and still be able to build bunkers close to his hatchery (his creep won’t be spread far enough).

Transition:

The most common transition after a 2 Rax attack is to take a quick expansion. If you are constantly building Marines and SCVs you should have the money to build an expansion at around 27 supply. Don’t take any gases yet! Your gas-timings rely on whether your push worked or not. If it worked and you forced a lot of Zerglings you want to take quicker gases at around 30 supply (take both at the same time). If your push failed however, you want to take late gas and get a third and maybe fourth Barracks up in order to defend against any 2 Base counter-attack from your Zerg opponent.

If you went for the 4 Barracks version, it is advised to go for a Marine-Tank play. Get two factories and get siege tech, stim and a couple of Tanks. You want to take your third and fourth gas once you have expanded.

You have already taken your gases and have two factories up? Nice! Start building up a lot of Helions, expand and get their blueflame-upgrade. Get a Starport as well and harass him like if there is no tomorrow. Take 4 Helions in a Medivac and drop his main, while you are forcing his attention to his natural expansion, by attacking this mineral-line as well. You are actually guaranteed to do a lot damage. Also, Helions do great in denying further expansions. While harassing you want to get either a Thor-Helion army up or a Marine-Tank-Helion. Either way, you have made a good choice . Grab a third expansion relatively quickly and move your army into a good position.

Replay:

Have to play a game ^^ . Gonna do this as soon as I can!,

Ballbreaker


Blueflame Helion Drop + Expand
+ Show Spoiler +
The Blueflame Helion Drop is nothing new and a lot of people used it in the earlier stages of Starcraft 2, but it is seen very rarely nowadays. In my opinion this is completely wrong, as the Helion Drop is one of the most deadliest builds in the Terran arsenal!

Basic build-order:
10 Supply Depot
12 Barracks
13 Refinery
15 Orbital Command
16 Supply Depot (close your wall-in)
@100 Gas Factory
@100% Factory Tech-lab (on Factory)
@100% Tech-lab Infernal Pre-igniter
@100 Gas Starport
@100% Starport Viking, then Medivac

You should have exactly 4 Helions, a Medivac/Viking and 4 Marines right now. Your expansion will be done or close to being done, too. Before you move out with your Medivac to drop your 4 Helions, clear the way with the one Viking you built. You want to kill every Overlords on your road and then fly in with your Medivac. This way you will do the most damage, as he will not be prepared!

If he pulls his Drones, you are the luckiest man in the world! All his workers will clump up and you can vaporize them in a single swipe. If he keeps mining, try to scoot around his mineral line and snipe small packs of workers. You will still do a lot of damage. If he brings in your forces, retreat into your Medivac and fly back him.

In the meantime you should have landed your Command Center to your natural Expansion and upgraded it to an Orbital Command. Put your initial four Marines in a bunker close to your Command Center and take all four gases.

Adaption:

If he has Roaches already out, try to do as much damage as possible, but don’t suicide your Helions. As your Drop comes quite early, investing into a lot of Roaches is bad for your opponent and giving you a lead already (you have forced the Zerg to stop Droning and building up expensive army supply). However, with many Roaches on the field you need to immediately throw down one more Barracks and a Techlab on your first. Start pumping out Marauders and get a second bunker close to your Command Center.

Seeing a lot of Zerglings you should try to snipe as many as you can with some Medivac micro (load your Helions in if he attacks you after you did some damage and unload them when he leaves). You can also use low-grounds and the Medivac’s vision to great effect. Just experiment with this a little and always make sure to keep your Medivac alive!

Against an incoming Baneling Bust you may want to focus fire his Zerglings. Some Banelings alone won’t do great damage. After that, drop him and roast away on his drones .

Transition:

The best Transition to this opening is heavy Mech play. Build up a lot of Helions and keep harassing your opponent with Drops and run-bys. In the meantime you should get your Armory (at the 8-9 min. Mark roughly to be safe against early Mutalisks) and start pumping as many Thors as you can. If you feel secure take your third base. This should happen relatively quickly. An army consisting of 10+ Thors a bunch of Helions, some Vikings for possible Broodlords and Ghosts to EMP your opponent’s Infestors is close to unbeatable for a Zerg player. In order to get this composition up, you need to know what your opponent is doing. The most efficient way to do this is to constantly drop his main base. If he for example goes for a big midgame roach push, you need to mix in some Marauders to repel him. Against Broodlords you need Vikings and against Infestors with Neural-parasite you need some Ghosts for thei EMP ability. Banshees also work if you snipe his Infestors, but Ghosts are more effective against other units (especially with their snipe ability that deals 45 damage instantly). Ultralisks are useless against a lot of Thors and possible Marauders.

You can also transition into Marine/Tank with permanent Helion drops throughout the game, to keep the Zerg’s drone count low. I don’t advise this composition too much, as it is generally a lot weaker than a Mech army and can be killed instantly by Zerglings and Banelings if you are not prepared and sieged up. You need to keep his expansion count low with Marine Drops and his drone count low with Helion Drops so it is quite Multi-tasking and micro-intensive. Against Infestors you have to spread your Marines and let your Tanks fire at the Infestors so you don’t get fungalgrowthed. A lot of higher level Terrans seem to be successful with this composition, but in my eyes it is too easily countered by Infestors and Zerg’s Tier 3 Units (Broodlords and Ultralisks).

Another way to play this out is Marine/Thor. This unit mix is much like the Thor/Helion mix, with the only difference that you don’t need to react to Roaches, as Marines deal with them just fine. However, this unit composition is bad against Infestors and a Baneling-Zergling-Combo with enough Banelings to kill all your Marines, leaving you with only Thors, which are rather bad against a lot of Zerglings.

Replay:
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=220342&st=0#post8560159

Ballbreaker


These versions of my guides are not as well formated as they are on my blog, so I suggest you going to my blog to watch them instead.



I hope that you like my blog and my guides of course. If you do so, please leave a comment here at tl.net or at my blog. Criticism is welcome too of course.
I might do some streaming in a bit, as I am going to get a new internet connection with better upload pretty soon.


Yours,
Ballbreaker (a.k.a. VOiD)+ Show Spoiler +
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Mooov2
Profile Joined June 2011
Serbia3 Posts
July 11 2011 03:11 GMT
#2
marines are gay

User was temp banned for this post.
I am Moo
CCalms
Profile Joined November 2010
United States341 Posts
July 11 2011 03:14 GMT
#3
I prefer 11/13 rax instead of 12/14.

And that's all I have to say.
425kid
Profile Joined March 2011
416 Posts
July 11 2011 03:16 GMT
#4
11/11

User was warned for this post
Yoshi Kirishima
Profile Blog Joined July 2009
United States10317 Posts
Last Edited: 2011-07-11 03:49:27
July 11 2011 03:44 GMT
#5
Wow great guide, I like how you cover a lot of strategies that aren't common, like air style terran and the 4 ghost drop...? lol

Also, most of the time when you say "mech" after talking about "full mech", it seems to me you are referring to "full mech" or Thor/Hellion without tanks? For example you say that Mech is weak against Roach/Infestor, but tanks do well against Roach/Infestor, which you later say in the same paragraph when talking about Roach/Infestor vs Marine/Tank/Medivac.

If that is correct, then are you saying Thor/Hellion is better (or more ideal) than with Tanks, or are you only addressing the Thor/Hellion composition?

Mech is a lot stronger in that regard, as Thors have the same range as Broodlords and can therefore hit them anyways, although they are rather weak against massive air units.


Actually they have 1 more range than Brood Lords :D

Also, I've talked with a few other top masters players and they told me that while Tanks with Thor/Hellion are great against Infestors, against Roach/Infestor you actually don't "need" to get Tanks, as they cannot possibly neural all your thors, and if they can neural enough, then that just means you let the zerg macro up too much or some other mistake not related to unit composition. One player even told me that the infestors would die anyways (i don't understand how, thors have 7 range and infestors have 9 range? and if you try to snipe them with hellions the roaches should be there or they will fungal the hellions easily). For now against Infestors I've always added Tanks (but otherwise stick with Thor/Hellion).

I would like to know, what is your opinion of this?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
July 11 2011 11:29 GMT
#6
I think your ghost build is unique, but a bit weak. In the sense that the replay that you posted wasn't exactly against a great player.

From what I got from that is that he went blue flame hellions, and pretty much didn't do any damage to you.

Then you went in, sniped a lot of scvs, but it took him 3-4 minutes to even build 1 scv (he was microing hellions and banshees at your base)

and this entire time he had like 6 scvs at his base just mining gas that he couldn't even use.

It just seems your expo is so late that if you fail to pretty much do substantial damage to your opponent, it's gg for you right there.
theang123
Profile Blog Joined February 2011
Malaysia103 Posts
July 11 2011 11:44 GMT
#7
Thanks for your hardwork.

im sure this will help alot of the lower league players and ppl who wanna pick up terran =)
I live to die.
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 11 2011 18:15 GMT
#8
Hi everyone, I am happy that a lot of you like me guide(s) !

Also, most of the time when you say "mech" after talking about "full mech", it seems to me you are referring to "full mech" or Thor/Hellion without tanks? For example you say that Mech is weak against Roach/Infestor, but tanks do well against Roach/Infestor, which you later say in the same paragraph when talking about Roach/Infestor vs Marine/Tank/Medivac.

In the "TvZ - An overview" section I am exclusively talking about the "Full Mech", which usually refers to Helion/Thor, and "Marine/Tank".
The "GoOdy-Style Mech" was not covered in this section as this build is rather a coinflip and looses to a Zerg dedicating himself to the use of Mutalisks and who know how to use the "magic-box"!

If that is correct, then are you saying Thor/Hellion is better (or more ideal) than with Tanks, or are you only addressing the Thor/Hellion composition?

See the above :D!

Also, I've talked with a few other top masters players and they told me that while Tanks with Thor/Hellion are great against Infestors, against Roach/Infestor you actually don't "need" to get Tanks, as they cannot possibly neural all your thors, and if they can neural enough, then that just means you let the zerg macro up too much or some other mistake not related to unit composition. One player even told me that the infestors would die anyways (i don't understand how, thors have 7 range and infestors have 9 range? and if you try to snipe them with hellions the roaches should be there or they will fungal the hellions easily). For now against Infestors I've always added Tanks (but otherwise stick with Thor/Hellion).

Every Zerg can defend you harassment and keep himself in the game until he has about 10 infestors that would be able to Neural-Parasite almost all of your Thors. I mean, harassing is a good way to keep the Zerg on few bases and maybe pick off a couple of drones, but overall it is nuisance to say that a Zerg won't get enough Infestors out over time. Just take a look at the resources Roaches and Infestors consume. Roaches are mineralheavy and Infestors are therefore a perfect addition as they are gas heavy.
If the Zerg microes well, none of your Thors, nor Helions will be able to reach his Infestors :/. In my opinion you need either Ghosts (with their snipe ability) or even Banshees to take down Infestors quickly!


I think your ghost build is unique, but a bit weak. In the sense that the replay that you posted wasn't exactly against a great player.

He is only a high Diamond player so our skill-level is probably not comparable, true! With the replay I just wanted to show the basic construction of the build and how you have to react to uncommon things (he chose the "iEchoic's TvT build").

Then you went in, sniped a lot of scvs, but it took him 3-4 minutes to even build 1 scv (he was microing hellions and banshees at your base)

I think he gave up already :D.

It just seems your expo is so late that if you fail to pretty much do substantial damage to your opponent, it's gg for you right there.

I have played this game against a couple of better (Master League) players and from my experiences I can tell you that you will most likely do a lot of damage to fast expands and tech-builds. The only thing I have found this build weak to is some sort of early bio-play with Marines and Marauders (such as a three rax). I will add these insights to the guide ASAP .


Thanks for your hardwork.

im sure this will help alot of the lower league players and ppl who wanna pick up terran =)

Thanks for the great feedback man !


I prefer 11/13 rax instead of 12/14.

And that's all I have to say.

This is just personal preferences I believe . 11/13 Rax isn't really any different than 12/14, it just hits a couple of seconds faster, but cuts at least 2 SCVs (at 11 and 13 supply, respectively).


Ballbreaker
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
aaycumi
Profile Joined March 2011
England265 Posts
July 12 2011 00:41 GMT
#9
Read through the builds, laughed my ass off.
My thought process: FOUR ghost drop??? I hope you are joking, 1/1/1 build time 120ish second after barracks, ghost build time 40ish times 4, AND ON ONE RAX?!!
Comparing this to even a blue-flame drop is funny as hell. Only to point out the 1/1/1 harass-style is for punishing fast expands QUICKLY not outright murdering them simply because they exist.

And the 2rax rush, the standard timing is 12/14 for defensive/economic variant. 11/12 is the standard aggressive timing but is not all-in, its just rushing to 3 marines to 2 shot zerglings.

For reference full mech is simply mech refers to hellion/tank/thor mix, bio-mech is generally marine/tank/medivac. These units mixes are basic mid-game unit compositions, not meant to face tier 3 units without addition support from complex unit counters I'm not gonna detail here.

You don't seem to have any knowledge of this game beyond a gold/causal level at most and writing a bad guide that doesn't not offer any good tips or tricks is just wasting your time and everyone elses.
Ballbreaker
Profile Joined January 2011
Germany97 Posts
Last Edited: 2011-07-12 08:09:18
July 12 2011 08:07 GMT
#10
My thought process: FOUR ghost drop??? I hope you are joking, 1/1/1 build time 120ish second after barracks, ghost build time 40ish times 4, AND ON ONE RAX?!!

Just to make things clear. You are not able to afford Ghost production on more than one rax, because Ghosts are quite gas heavy and you are trying to get your Cloak up in time. Also, you are only on one base and therefore only get roughly 200 gas every minute.

11/12 is the standard aggressive timing but is not all-in, its just rushing to 3 marines to 2 shot zerglings.

I described the 11/11 Rax with a proxied rax to get your Marines faster to the opponent. This is somewhat all-inish as you won't have a completed wall-in and you are very susceptible to any kind of baneling busts after your rush failed.

For reference full mech is simply mech refers to hellion/tank/thor mix, bio-mech is generally marine/tank/medivac.

Full Mech means Helion/Thor with a couple of Tanks spread in if you absolutely NEED them. Helion/Tank/Thor has often proved itself to be weak to mass Mutalisks. Even Progamers tend to get more Thors and just a few Tanks for mid-game defense.
I am not saying anything else than you do about Bio-Mech so I don't understand your intention here buddy.

These units mixes are basic mid-game unit compositions, not meant to face tier 3 units without addition support from complex unit counters I'm not gonna detail here.

I am pointing out that you need support units against Tier 3 units.

You don't seem to have any knowledge of this game beyond a gold/causal level at most and writing a bad guide that doesn't not offer any good tips or tricks is just wasting your time and everyone elses.

Not to offend you in any way...But do you have any knowledge about the Terran race?
Sorry for that, but if you haven't read every part of my guide, don't comment on it.
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Yoshi Kirishima
Profile Blog Joined July 2009
United States10317 Posts
July 12 2011 15:36 GMT
#11
Hey hey so new question!

And btw thanks for answering my previous questions, and yes I have definitely been finding Ghosts very useful against Infestor/Broodlord (the inevitable combo), entirely skipping Vikings (I always go Mech), especially when I open up mech with a 2 rax since I already have 2 rax and usually also 2 tech labs from them by making supporting marauders early on for roaches.

But that's not my question xD
Under your unique builds list, one of them is Marine Raven. Now this is very interesting to me, just because I love ravens. Can you quickly explain the point of that build? For example, what do you do once the Protoss gets Colossi, or are you supposed to keep pressuring the Protoss with constant marine aggression, slowly building up ravens behind it, so that the Protoss can't use higher tech units efficiently? (Keep their army really small)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 12 2011 16:22 GMT
#12
Under your unique builds list, one of them is Marine Raven. Now this is very interesting to me, just because I love ravens. Can you quickly explain the point of that build? For example, what do you do once the Protoss gets Colossi, or are you supposed to keep pressuring the Protoss with constant marine aggression, slowly building up ravens behind it, so that the Protoss can't use higher tech units efficiently? (Keep their army really small)

This build is actually not designed for the Terran vs Protoss match-up, but for TvZ. You apply early pressure with Marines and keep pumping them. All your Gas is put into your Ravens, as well as their upgrades (Stim and Combat shields should not be missing of course). You need to be able to spread out your Marines well, while your Ravens use their Hunter Seeker Missiles to kill incoming swarms of Banelings and Zerglings quickly. Also, it is nice to block your opponent's way with Auto Turrets.
This strategy is really hard to execute...I might do a guide on it, but not sure yet.
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
GhostKorean
Profile Blog Joined November 2008
United States2330 Posts
July 12 2011 17:18 GMT
#13
Great guide for completely new players but not very insightful considering it's from a masters player
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 12 2011 18:37 GMT
#14
Great guide for completely new players but not very insightful considering it's from a masters player

You could help me out a little, by saying what I could improve the guide on. I know that it is not all-embracing as I did not have any kind of experiences with writing such things in the past, but I think I have done a considerable good job.
The guide is actually for newer players, but I believe that players up to diamond league can learn a lot about new unit compositions and all that stuff.

I will upload an image showing the timings of several attacks from every race. This should compliment the "Overview" Guides a lot.
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Yoshi Kirishima
Profile Blog Joined July 2009
United States10317 Posts
July 12 2011 20:40 GMT
#15
On July 13 2011 01:22 Ballbreaker wrote:
Show nested quote +
Under your unique builds list, one of them is Marine Raven. Now this is very interesting to me, just because I love ravens. Can you quickly explain the point of that build? For example, what do you do once the Protoss gets Colossi, or are you supposed to keep pressuring the Protoss with constant marine aggression, slowly building up ravens behind it, so that the Protoss can't use higher tech units efficiently? (Keep their army really small)

This build is actually not designed for the Terran vs Protoss match-up, but for TvZ. You apply early pressure with Marines and keep pumping them. All your Gas is put into your Ravens, as well as their upgrades (Stim and Combat shields should not be missing of course). You need to be able to spread out your Marines well, while your Ravens use their Hunter Seeker Missiles to kill incoming swarms of Banelings and Zerglings quickly. Also, it is nice to block your opponent's way with Auto Turrets.
This strategy is really hard to execute...I might do a guide on it, but not sure yet.


Oh kk yea I have known about that kind of strategy, I forgot you were just listing compositions in general xD

Yeah in theory it sounds actually like it would be a very very good strategy, but it seems like you would need very very good micro especially at the pro level =O
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Antithesis
Profile Joined August 2010
Germany1101 Posts
July 12 2011 21:15 GMT
#16
Since I'm heavily offracing as terran at the moment, this guide came in handy. Many thanks, was worth reading.
Mutation complete.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
July 13 2011 04:18 GMT
#17
I mean, like I said, I can see how it'd work, but it doesn't seem like it'd work at all at higher levels. What if he FE's? Do you do drop harass throughout this build? Your attack comes so late that I'd wager to say 90+% of the terran players who play against it will have another expo, or do enough scouting to stop it.

As far as improving this guide, my suggestion is to focus on individual matchups, and tell why what units are most effective and why, which you do, but go more in depth. Like choosing to snipe sentries over say stalkers is effective because remakng sentries are really really expensive, or why drop works against a protoss and zerg. Stuff like that.
chaopow
Profile Joined March 2011
United States556 Posts
July 13 2011 04:24 GMT
#18
This looks like a very good work in progress. I can't wait to see what it looks like when its done and when you have compiled everything together. I am currently playing lots of terran on a smurf account, vs tons of masters players, and this looked very handy. I am a masters protoss just testing some terran out, so I really just relied on my mechanics and macro/micro rather than actual builds and characteristics of terran to win many of my games.

Keep up this guide good work!
Soowoo AD.
learsc2
Profile Joined February 2011
Philippines19 Posts
July 13 2011 04:33 GMT
#19
nice guide
terran imba
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 13 2011 06:30 GMT
#20
As far as improving this guide, my suggestion is to focus on individual matchups, and tell why what units are most effective and why, which you do, but go more in depth. Like choosing to snipe sentries over say stalkers is effective because remakng sentries are really really expensive, or why drop works against a protoss and zerg. Stuff like that.

Thanks for the suggestions man !

I am probably going to make a good concerning what units are to kill first...Maybe I will put it in the appropriate "Overview" guide, but maybe I will make another one, as the "Overviews" should only give you an insight on how your army should look like.
About the drops...I think I have described those a little already, but I will focus more on why they are effective!



Thanks to all the others for the great feedback !


I have just uploaded a guide on Hotkeys...I am not really happy with some parts of it so I might rewrite it.
http://ballbreakertv.wordpress.com/guides/the-terran-basics/understanding-hotkeys-and-shortcuts/
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Fairwell
Profile Joined July 2011
Austria195 Posts
July 13 2011 10:58 GMT
#21
To fully repair a unit (from 1 to full HP) you need to spend half of the many you needed to build it anyways again.


I believe you made a small mistake here, repairing a structure or unit requires 25% of the cost.

According to liquipedia2:
To repair a unit from 1 health to maximum health costs 25% of the total unit cost.
(I also just tested it ingame to confirm it.)

Ofc this is just nitpicking at a small details, just wanted to point it out, maybe you can modify it in the OP. Nice work so far, i hope you are going to expand this guide like you stated in one of the starting paragraphs.
DtorR
Profile Joined March 2011
Australia171 Posts
July 13 2011 11:19 GMT
#22
For your TvT with the 4 ghosts, can't you just do a 4 ghost cloak timing attack instead of taking more time just to get the drop?
Honeybadger
Profile Joined August 2010
United States821 Posts
July 13 2011 11:49 GMT
#23
It reads like a prima strategy guide.

Not sure if that's good or bad, but it's well written!
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 13 2011 11:52 GMT
#24
I believe you made a small mistake here, repairing a structure or unit requires 25% of the cost.

Thanks ! I just changed this part... I wasn't really sure about it and didn't check liquipedia.

For your TvT with the 4 ghosts, can't you just do a 4 ghost cloak timing attack instead of taking more time just to get the drop?

It works, of course, but a wall-off will stop your push and you will be behind. Other than that...early ghosts really cripple Terrans that are going for the standard Marine/Tank combination .

It reads like a prima strategy guide.

Not sure if that's good or bad, but it's well written!

I hope it's good :D! Thanks, this means a lot to me as I am not a native speaker (from Germany, but with German and American roots).
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 14 2011 16:10 GMT
#25
I have just done some streaming and commentating on my stream you can find at http://www.justin.tv/BallbreakerTV!

Here is the current VOD -> http://www.justin.tv/ballbreakertv/b/290174891

I am going to do some more streaming and laddering tomorrow! I hope that a lot of you will tune in ! Also, there might be a coaching lesson planned, but this is not sure (will be either tomorrow on Saturday or Tuesday next week).


Ballbreaker !
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
whoopingchow
Profile Joined June 2011
United States293 Posts
July 14 2011 17:45 GMT
#26
Looks really helpful! Honestly, this sounds like it'd be geared towards Silver+ players, since Bronze leaguers worrying about all these different build types and everything would just get overwhelmed (speaking as one myself XD). I'm working on perfecting my 1/1/1 build, and the counters sections is especially informative, since I now have a better idea of how to transition. I also voted for your next section to be about timings, since that'd help me the most. :D Keep it up!
RoboBob
Profile Blog Joined September 2010
United States798 Posts
July 14 2011 17:59 GMT
#27
Just as an FYI, your blog looks terrible on mobile devices =( the text is super large, and theres no way to zoom out or switch to the normal non-mobile version of the blog. The blog looks fine when I read it on my PC, its just the mobile version thats messed up.
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 14 2011 18:19 GMT
#28
On July 15 2011 02:59 RoboBob wrote:
Just as an FYI, your blog looks terrible on mobile devices =( the text is super large, and theres no way to zoom out or switch to the normal non-mobile version of the blog. The blog looks fine when I read it on my PC, its just the mobile version thats messed up.

I changed something in the Wordpress settings. Can you give me a little feedback on how it looks now?
Thanks, Ballbreaker
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Trowa127
Profile Joined January 2011
United Kingdom1230 Posts
Last Edited: 2011-07-14 18:41:33
July 14 2011 18:39 GMT
#29
good guide dude! the funniest part for me was:

'Zergs have the Spinecrawler and Protoss the Photon Cannon. Terrans however don’t have such thing. The only anti-ground building they have is either the Planetary fortress which is rather planted at expos and not at key positions, such as chokes, or the bunker, which takes much man power and resources'

Come on, don't you see the irony in saying a bunker takes 'much man power and resources' But I certainly agree that Terran is pretty micro intesive. Doesn't get more extreme than marine micro and ghost/templar wars.
Bling, MC, Snute, HwangSin, Deranging (<3) fan. 'Full name - ESP ORTS' Vote hotbid. Vote ESPORTS.
GeeRobb
Profile Blog Joined April 2011
Canada36 Posts
July 14 2011 18:47 GMT
#30
Hey I'm just starting out as Terran and I know to only do 1 build for each matchup and there alot of builds here...which ones should I be doing as a silver Protoss player rolling Terran?
TossedPro.860
Diabolegal
Profile Joined June 2011
United States110 Posts
July 14 2011 19:52 GMT
#31
I thought this said "Master P Guides." Ugggghhh...

The 2 rax guide is really well-written. Maybe you should include the 2 Medivac-Stim timing push follow-up, though, as it's pretty popular.
Diamond Terran (NA)
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
July 15 2011 03:08 GMT
#32
These guides seem good. I am considering a switch to Terran from playing Zerg at a Gold League level on EU.

I am currently almost completely lost with TvP and completely lost with TvT and TvZ, but I will give your guides a closer analysis.
Hijungle
Profile Joined February 2011
Australia67 Posts
July 15 2011 03:19 GMT
#33
Looks like you put a lot of effort into this! I'll enjoy reading it.
ExTraCT
Profile Joined April 2011
Germany3 Posts
July 15 2011 12:12 GMT
#34
A really good idea I love to read it
Ballbreaker
Profile Joined January 2011
Germany97 Posts
Last Edited: 2011-07-15 13:48:16
July 15 2011 12:16 GMT
#35
Come on, don't you see the irony in saying a bunker takes 'much man power and resources' But I certainly agree that Terran is pretty micro intesive.

Good one :D! Did not really look out for that when I was writing the guide, gonna keep it for some laughs :p.

I thought this said "Master P Guides." Ugggghhh...

Hell no!

The 2 rax guide is really well-written. Maybe you should include the 2 Medivac-Stim timing push follow-up, though, as it's pretty popular.

Thanks ! I will of course include more and more builds. Instead of writing them directly in the 2 rax guide, I will direct the reader to the specific guide the follow-up evolves from !

These guides seem good. I am considering a switch to Terran from playing Zerg at a Gold League level on EU.

I am currently almost completely lost with TvP and completely lost with TvT and TvZ, but I will give your guides a closer analysis.

Hope you do ! More guides are coming soon!

Looks like you put a lot of effort into this! I'll enjoy reading it.

A really good idea I love to read it

Thanks a lot!



The next part of my guide will be a timing chart, showing what attack hits at what time!
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
GreyTemplar
Profile Joined September 2010
22 Posts
July 15 2011 15:37 GMT
#36
Thanks, this guide should help me a lot. Switching to T from Z after an 8 month Hiatus from the game. needless to say things are a bit rusty, and this was the perfect thing to guide me along a path.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
July 15 2011 20:28 GMT
#37
I was wondering. How do you play drop heavy MMM or marine tank in TvP when your Protoss opponent has gone Blink Stalkers or has very good Stalker placements near anywhere where a potential drop could have landed?
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 15 2011 20:56 GMT
#38
I was wondering. How do you play drop heavy MMM or marine tank in TvP when your Protoss opponent has gone Blink Stalkers or has very good Stalker placements near anywhere where a potential drop could have landed?

You simply don't and attack his main army. With enough Ghosts/Vikings, you should be able to take out his Colossus ball if he has a lot of Stalkers spread out at his several bases.



If anyone is interested in coaching, leave a comment in the new "COACHING" section of my blog. Only for Terrans of course :p!
The first coaching has been done today and the trainee told me that he would definitely recommend it to everyone else !

Ballbreaker
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
whoopingchow
Profile Joined June 2011
United States293 Posts
July 16 2011 02:06 GMT
#39
On July 15 2011 04:52 Diabolegal wrote:

The 2 rax guide is really well-written. Maybe you should include the 2 Medivac-Stim timing push follow-up, though, as it's pretty popular.


More generally too, I think it'd be really helpful, at least for me, to see how to follow up these openings, if they're held off. You think you'll have time for that? :D :D
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 16 2011 12:01 GMT
#40
More generally too, I think it'd be really helpful, at least for me, to see how to follow up these openings, if they're held off. You think you'll have time for that? :D :D

I will of course add a lot of follow-ups, but right now I still struggle with "basic" stuff, such as the timing chart.
If I have more time I will of course add more builds !
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Phyxx
Profile Joined April 2010
Denmark681 Posts
July 16 2011 12:16 GMT
#41
On July 15 2011 03:47 GeeRobb wrote:
Hey I'm just starting out as Terran and I know to only do 1 build for each matchup and there alot of builds here...which ones should I be doing as a silver Protoss player rolling Terran?

You should probably focus on your macro instead of trying to learn all kinds of "cute" builds. So just pick a build for each match up and stick with that (or just open 3 rax in every match up as you practise macro, it worked great for me )

OT: Seems like a great guide. It could use some more formatting imo, especially in the matchup sections. I had a hard time reading it, but that might be credited to me doing an allnighter. But non the less great effort, I look forward to reading it when I have gotten some sleep.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2576 Posts
Last Edited: 2011-07-16 12:30:22
July 16 2011 12:29 GMT
#42
I main Protoss and play Terran somewhere between the snot league and the mud league, so I can't comment much on your strategic analysis generally, except to say that you obviously put a lot of work into it. I'll restrict my comments to style and the strategy discussion in the TvP section.

- Using underline or bold to mark section headers would be really nice.

- A few pictures would be nice. You've got a bit of a "wall of text" feeling going on.

- We know that you are Ballbreaker. It says Ballbreaker at the top of the post. And in the banner just below that. And in the first sentence. And at the bottom of the post. And at the bottom of every subsection in the post. Maybe you could dial that back just a little bit?

- I think it would be good to give some guidelines for how many Vikings to build, and when to start building them (ie, how long is it safe to keep making medivacs). I tend to go Colossus just long enough to secure a third and then switch to HT, and I've won plenty of games because my opponent overcommitted to making Vikings when I never had more than two or three targets for them to shoot at.

- Late game PvT battles are heavily impacted by preparations that happen immediately before the battle: taking good position, getting a good angle, spreading units, poking with Ghosts and HTs to soften up the enemy before engaging, sniping at out-of-position Colossi, etc. I would add at least a short explanation of all this, since I think knowing the right composition for these battles is of very limited value if you think you can just 1a2a3a into the enemy with it.

Overall, an excellent start! I think that with some work, this could become a really useful guide.
The frumious Bandersnatch
Bighueshon
Profile Joined June 2011
United States4 Posts
July 16 2011 12:46 GMT
#43
very nice guide
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 16 2011 13:18 GMT
#44
- Using underline or bold to mark section headers would be really nice.

- A few pictures would be nice. You've got a bit of a "wall of text" feeling going on.

- We know that you are Ballbreaker. It says Ballbreaker at the top of the post. And in the banner just below that. And in the first sentence. And at the bottom of the post. And at the bottom of every subsection in the post. Maybe you could dial that back just a little bit?

- I think it would be good to give some guidelines for how many Vikings to build, and when to start building them (ie, how long is it safe to keep making medivacs). I tend to go Colossus just long enough to secure a third and then switch to HT, and I've won plenty of games because my opponent overcommitted to making Vikings when I never had more than two or three targets for them to shoot at.

I have edited the guide a little to make it more informative and better structured ! I will include a couple of pictures today.

- Late game PvT battles are heavily impacted by preparations that happen immediately before the battle: taking good position, getting a good angle, spreading units, poking with Ghosts and HTs to soften up the enemy before engaging, sniping at out-of-position Colossi, etc. I would add at least a short explanation of all this, since I think knowing the right composition for these battles is of very limited value if you think you can just 1a2a3a into the enemy with it.

There is a "Micromanagement and Positioning" guide coming up soon (tm).
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
jongzor
Profile Joined January 2011
United States189 Posts
July 16 2011 13:45 GMT
#45
thanks, im actually thinking of switching to terran from zerg.
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
July 16 2011 13:57 GMT
#46
I'm diggin that Ghost build man, gonna try it out
How devious | http://anartisticanswer.blogspot.com.au/
ViperaViRuS
Profile Joined May 2011
United States82 Posts
July 16 2011 15:49 GMT
#47
Cheers for this, playing Random, my Terran (so XvT and even TvX) is my weakest race. I feel the blog/guide is a little to directed at extremely limited knowledge about the game, but you even state that is the purpose, so I won't be nitpicky.

I do have one question though,

On July 11 2011 07:30 Ballbreaker wrote:
Unit compositions including Air (Starport) Units (Air)


Viking, Banshee

Vikings kill air, Banshees kill ground. Easy, but not efficient when played at a non-pro level, unfortunately.


Isn't this unit composition the whole purpose of iEchoic's TvT? And although I understand it's extremely APM intensive since you need to continue macroing while microing your Vikings, Banshees as well as Blue Flame Hellions, why is it "not efficient when played at a non-pro level"?
"CHILL GET OUT" -NaNiwa
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 16 2011 16:29 GMT
#48
You are in the "TvP" section, so this is not iEchoic's TvT build. With the Viking, Banshee composition you have to be harassing throughout the game and you have to intercept every scout, as a lot of Phoenixes rape this composition, unless you have Battlecruisers and a lot of Vikings up. Also, it dies against a lot of timing pushes if they are not delayed effectively!
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
UserErrOr413
Profile Joined May 2011
United States178 Posts
July 16 2011 17:03 GMT
#49
Excellent look guide! Thanks, Ballbreaker.

And I'll have to try out that 4 ghost build. Looks fun in 1v1 and could be a good ForLolz build in 4v4.

Cheers

Ballbreaker
Profile Joined January 2011
Germany97 Posts
Last Edited: 2011-07-17 18:21:52
July 17 2011 18:21 GMT
#50
I am done with the next part of my guide, the "Timing chart - What attack hits when?".
It gives a great overview on all the different pushes and the timings they usually occur.

If you seek that something is incorrect, please message me at ballbreakertv.@live.de or leave a comment on my blog !

"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
syllabic
Profile Joined July 2011
29 Posts
Last Edited: 2011-07-17 20:03:37
July 17 2011 20:00 GMT
#51
I have been having extreme difficulty dealing with Infestors as terran. Any advice? I try using ghosts but unless my EMPs are absolutely perfect and their infestors are all clumped up (and even sometimes if they are, they just retreat and gain energy back), my marine forces still get crushed. If I spread my marines out too much, they get crushed by zerglings.

It's a horrible spell and I hate it. Thinking of switching to zerg so I don't have to deal with fungal vs marines anymore. Recently I've been seeing infestors in every single TvZ I play, so every game I 2rax or hellion rush or something just so I don't have to play against mid-game zerg. Feels like terran is on a 15 minute clock, win before 15 minutes or they will get enough infestors out that you can't ever be aggressive again, and eventually they will macro and win with broodlords.
Exists
Profile Joined June 2011
United States32 Posts
July 17 2011 21:10 GMT
#52
There are 2 ways I like to start.

If I feel like going a more economy build I will go like 14 rax. It is more risky saying that your first units will be coming out later so it could impair you against early pressure. However it can really boost your economy and get you off to a economic lead if your opponent goes for a pressure build. A few bunkers can negate a early pressure build. Good scouting always helps.

For early pressure builds I go for 2 rax play which is becoming the standard pressure plays from Terrans these days from what I have seen. The early bunker play can be good but from a recent replay I have seen of a Diamond player he ended up behind because he lost lots of minerals from losing early units and losing multiple bunkers in the beginning. All im saying about early pressure is try not to waste to many minerals on it in the early game. It can really set you behind.
Every gun that is made, every warship launched, every rocket fired, signifies in the final sense a theft from those who hunger and are not fed, those who are cold and are not clothed. -Dwight D. Eisenhower
Fabut
Profile Joined April 2011
Germany21 Posts
July 17 2011 22:03 GMT
#53
I do really like your guides. I think they'll help me a lot in the future. Keep up your good work!
Kiaro
Profile Joined July 2011
United States75 Posts
July 18 2011 00:06 GMT
#54
The BF hellion drop build you have here seems very vulnerable to a roach bust since it is so slow. Why is your BF hellion drop strat better than one where you have the rax make the tech lab and swap it on to the factory, and then make a starport and a medivac rite away (skip viking) so that you get the 4 bfh drop a lot faster? I have experimented with your strat, and the fastest I can get the drop down is 10 game minutes, which seems extremely delayed and allows for zerg to get a huge economy rolling and makes you vulnerable to any all-in's.
Hydra3
Profile Joined September 2010
United States32 Posts
July 18 2011 00:12 GMT
#55
Great guide! Also, I always have toss complaining to me that we need a T1 army to beat their T2 army. Is this really a valid complaint at all?
Can't come up with a creative quote O.O
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 18 2011 09:27 GMT
#56
The BF hellion drop build you have here seems very vulnerable to a roach bust since it is so slow. Why is your BF hellion drop strat better than one where you have the rax make the tech lab and swap it on to the factory, and then make a starport and a medivac rite away (skip viking) so that you get the 4 bfh drop a lot faster? I have experimented with your strat, and the fastest I can get the drop down is 10 game minutes, which seems extremely delayed and allows for zerg to get a huge economy rolling and makes you vulnerable to any all-in's.

The original blue flame drop WILL be spotted by an overlord so he can react accordingly and nullify your push attempt. With the Viking out, you will deny his vision and he does not know what he has to expect from your side. You should always build a bunker and 4 or more Marines + 4 Helions and a bunker will easily hold his bust.
I get my blueflame drop out at about 7 to 8 minutes, but I have to say that it requires some time to get the timings right.


Great guide! Also, I always have toss complaining to me that we need a T1 army to beat their T2 army. Is this really a valid complaint at all?

Thanks !
If you, as a Terran, only build Marauders and Marines, you will die pretty fast to any kind of Colossus or templar build, so you have to react to what your opponent is doing. So in my eyes it is not a valid argument...
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Ballbreaker
Profile Joined January 2011
Germany97 Posts
Last Edited: 2011-07-19 15:34:10
July 19 2011 15:33 GMT
#57
Hi I am back with another update !

I have just "completed" the "Timing chart - What push hits when?" (<< click me!!) section that deals with the most common pushes from every race and their specific timing, as well as a brief description of every build and a possible way to counter them.

As there are more pushes that still have to evolve and get strong, the timing chart is of course not 100% done, so I will add new timings as soon as I hear of them or try the pushes out myself!


Also, I am doing so more Coaching in the last couple of days, so if you are interested in that, just leave me a message at ballbreakertv@live.de or in the battle.net (my ID is Ballbreaker#172).


As the ladder reset is tomorrow, I will most likely do a lot of games (not much work to do fortunately :p) and stream/commentate them !
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
ApfelvomBaum
Profile Joined April 2011
Germany5 Posts
July 20 2011 14:32 GMT
#58
Awesome !! It helped my a lot, thank you for this great guide !
If you are ahead, get more ahead!
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 22 2011 11:17 GMT
#59
Hi everyone, I am now doing a lot more coaching.

If you would like to know more about it, go to this link:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=246466

(I can only do a limited amount of coachings a day, so I hope you respect that!)
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
July 22 2011 11:52 GMT
#60
Are you sure that repair costs 50 % of the unit/building cost? I thought it was 25 %.
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 22 2011 12:52 GMT
#61
On July 22 2011 20:52 Ganseng wrote:
Are you sure that repair costs 50 % of the unit/building cost? I thought it was 25 %.

Haven't I changed that ^^?

If not, could you please tell me where I wrote that.
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
July 23 2011 18:03 GMT
#62
In the "pros and cons of the terran race in starcraft ii" you wrote: "Of course repairing is not for free. To fully repair a unit (from 1 to full HP) you need to spend half of the many you needed to build it anyways again."
Ballbreaker
Profile Joined January 2011
Germany97 Posts
July 24 2011 14:06 GMT
#63
On July 24 2011 03:03 Ganseng wrote:
In the "pros and cons of the terran race in starcraft ii" you wrote: "Of course repairing is not for free. To fully repair a unit (from 1 to full HP) you need to spend half of the many you needed to build it anyways again."


Thanks for the find, I just updated it !



--- As I announced, I am doing coaching lessons right now and so far it is working great. Of course, coaching consumes quite a lot of my time, so I will charge you a small fee for the coaching. However, the first coaching lesson will always be free!
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Shucks!
Profile Joined November 2010
United States118 Posts
August 07 2011 03:15 GMT
#64
To be honest, you don't really seem to have a great understanding of protoss' mass gateway style. A good protoss will have a lot of zealots and sentries, and not nearly as many stalkers, with fast archons/ht. Stalkers scale terribly with upgrades, and upgrades are the only thing that make that strategy work, otherwise stim + medivac would dominate it. Honestly when I see a stalker heavy composition I just get excited.
"Do not look into the eyes of a horse, for the void there will swallow your soul" - LiquidTyler on SotG 12.14.10
Ballbreaker
Profile Joined January 2011
Germany97 Posts
August 18 2011 01:08 GMT
#65
On August 07 2011 12:15 Shucks! wrote:
To be honest, you don't really seem to have a great understanding of protoss' mass gateway style. A good protoss will have a lot of zealots and sentries, and not nearly as many stalkers, with fast archons/ht. Stalkers scale terribly with upgrades, and upgrades are the only thing that make that strategy work, otherwise stim + medivac would dominate it. Honestly when I see a stalker heavy composition I just get excited.


If this is your understanding of the Mass Gateway style, fine !
I have seen a lot more players going for Stalkers and Zealots, with a couple of Sentries to use the guardian shield and forcefields. Even pro-gamers!


Update:

I am going to do some streaming tomorrow! I will probably play mostly custom games to get back into the game (I was on vacation the last 2 weeks, without a reliable Internet connection).
You can find the stream right here:
http://www.twitch.tv/ballbreakertv

I hope that a lot of you will tune in for some sweet Master Terran games !


HINT: I will do way more streaming from today on! I will keep you updated on my blog and twitter account!
Blog: http://www.ballbreakertv.wordpress.com
Twitter: http://www.twitter.com/ballbreakertv
"Life is like a box of chocolate. You never know what you are going to get." -Forest Gump
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 3h 27m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 268
Hui .221
Rex 77
StarCraft: Brood War
Bisu 5577
Shuttle 3021
Mini 1130
BeSt 769
ZerO 601
Snow 394
Hyuk 255
Soulkey 216
PianO 204
hero 196
[ Show more ]
Barracks 58
sorry 49
sSak 45
JYJ39
soO 29
TY 25
HiyA 24
Sacsri 24
zelot 20
JulyZerg 12
Terrorterran 10
Free 7
Dota 2
Gorgc7286
qojqva2675
Heroes of the Storm
Khaldor21
Other Games
tarik_tv16609
singsing2780
B2W.Neo2031
hiko670
XBOCT491
Lowko464
crisheroes429
SortOf222
XaKoH 188
Liquid`VortiX143
ArmadaUGS133
KnowMe86
QueenE40
Trikslyr34
ZerO(Twitch)23
Organizations
Counter-Strike
PGL52407
StarCraft 2
WardiTV868
ESL.tv121
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV545
• Ler52
League of Legends
• Nemesis3131
• Jankos1451
Upcoming Events
BSL 2v2 ProLeague S3
3h 27m
OSC
8h 27m
Korean StarCraft League
11h 27m
RSL Revival
18h 27m
SOOP Global
23h 27m
Spirit vs SKillous
YoungYakov vs ShowTime
SOOP
1d 1h
HeRoMaRinE vs Astrea
BSL Season 20
1d 2h
UltrA vs Radley
spx vs RaNgeD
Online Event
1d 12h
Clem vs ShoWTimE
herO vs MaxPax
Sparkling Tuna Cup
1d 18h
WardiTV Invitational
1d 19h
Percival vs TriGGeR
ByuN vs Solar
Clem vs Spirit
MaxPax vs Jumy
[ Show More ]
BSL Season 20
1d 23h
TerrOr vs HBO
Tarson vs Spine
RSL Revival
2 days
BSL Season 20
2 days
MadiNho vs dxtr13
Gypsy vs Dark
Wardi Open
2 days
Monday Night Weeklies
3 days
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
Replay Cast
5 days
Road to EWC
6 days
Liquipedia Results

Completed

BSL Nation Wars Season 2
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

NPSL S3
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 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.