• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:13
CET 03:13
KST 11:13
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
Top Players of October 2026 (EBPD Rankings) [Megathread] Daily Funny Videos Sagi.gg Launcher Released Bot on ladder SCHNAIL now supports Remastered
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament Stage 1: Community Poll [$1250] International ShieldBattery League New Worlds Star League
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8257 users

The Terran Help Me Thread - Page 21

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 19 20 21 22 23 460 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
September 07 2011 16:04 GMT
#401
On September 07 2011 04:03 Sharor wrote:
Hey all, first post so be gentle


What maps should I veto for 1v1? I vetoed Nezarim Crypt because I felt the map was uncomfortable, but it might have been because of my opponent.
I later vetoed Searing Crator and Abyssal Caverns because of the same reasons. But I've improved some since then I feel, and would like to hear what other people veto.

My favorite is The Shattered Temple, if that helps.

Edit:
I'd like the arguments, as to why a map is bad / good for terran. Also if it depends on style (Bio/Mech)


I think it really depends on your playstyle and which matchups you struggle with.

For a long time, The only map I banned was Typhon Peaks, and that was because I didn't like the possibly of spawning vertically in TvT (which only happens 1/9th of the time) due to the whole deal with rocks breaking down and the map dividing in half for the great Cold War. I don't think I've spawned vertically TvT on Typhon and not gone to battlecruisers ._. it's fun but it takes like 30+ minutes.

For some time I also banned Shakuras Plateau because I like 2-base timing attacks, and the natural is eminently defensible on that map.

In terms of maximizing winrate, I'd probably ban Tal'Darim Altar (due to the strength of certain PvT allins, and the difficulty of moving past 3-base play against zerg), Nerazim Crypt (layout of xel'naga towers and counter-attack paths favor zerg, whereas low-ground third and lack of airspace favor protoss, + the layout of the main allows warp prism sentry elevator shenanigans), and Abyssal Caverns (because I just hate that map).

Currently I ban Abyssal Caverns because of the weird map layout, and Searing Crater because of how retarded TvT can potentially be if he somehow sieges up your Nat.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Sharor
Profile Joined September 2011
Denmark6 Posts
September 07 2011 16:27 GMT
#402
On September 08 2011 01:04 Blazinghand wrote:
Show nested quote +
On September 07 2011 04:03 Sharor wrote:
Hey all, first post so be gentle


What maps should I veto for 1v1? I vetoed Nezarim Crypt because I felt the map was uncomfortable, but it might have been because of my opponent.
I later vetoed Searing Crator and Abyssal Caverns because of the same reasons. But I've improved some since then I feel, and would like to hear what other people veto.

My favorite is The Shattered Temple, if that helps.

Edit:
I'd like the arguments, as to why a map is bad / good for terran. Also if it depends on style (Bio/Mech)


I think it really depends on your playstyle and which matchups you struggle with.

For a long time, The only map I banned was Typhon Peaks, and that was because I didn't like the possibly of spawning vertically in TvT (which only happens 1/9th of the time) due to the whole deal with rocks breaking down and the map dividing in half for the great Cold War. I don't think I've spawned vertically TvT on Typhon and not gone to battlecruisers ._. it's fun but it takes like 30+ minutes.

For some time I also banned Shakuras Plateau because I like 2-base timing attacks, and the natural is eminently defensible on that map.

In terms of maximizing winrate, I'd probably ban Tal'Darim Altar (due to the strength of certain PvT allins, and the difficulty of moving past 3-base play against zerg), Nerazim Crypt (layout of xel'naga towers and counter-attack paths favor zerg, whereas low-ground third and lack of airspace favor protoss, + the layout of the main allows warp prism sentry elevator shenanigans), and Abyssal Caverns (because I just hate that map).

Currently I ban Abyssal Caverns because of the weird map layout, and Searing Crater because of how retarded TvT can potentially be if he somehow sieges up your Nat.


Super helpful, thanks a bunch. Exactly what I was looking for - I sortof felt the maps (Nerazim, AC specially) were against us Terrans, but couldn't quite, with my limited knowledge, understand why. Appreciate the "walkthrough"

I'd like to understand though why Tal'darim alter specifically is problematic, I understand the zerg argument but playing vs 'toss I haven't yet encountered troublesome Allins I couldn't have beaten with better macro (floating 600-700+ minerals when the atk hits)

Specifically which allins are problematic for Tal'darim, and what makes them easier to beat on other maps?

Blasterion
Profile Blog Joined October 2010
China10272 Posts
September 07 2011 16:49 GMT
#403
What's a good safe 1/1/1 build that allows the most smooth transition to 2 base mech => Mech deathball
[TLNY]Mahjong Club Thread
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
Last Edited: 2011-09-07 16:51:41
September 07 2011 16:49 GMT
#404
On September 08 2011 01:27 Sharor wrote:
Show nested quote +
On September 08 2011 01:04 Blazinghand wrote:
On September 07 2011 04:03 Sharor wrote:
Hey all, first post so be gentle


What maps should I veto for 1v1? I vetoed Nezarim Crypt because I felt the map was uncomfortable, but it might have been because of my opponent.
I later vetoed Searing Crator and Abyssal Caverns because of the same reasons. But I've improved some since then I feel, and would like to hear what other people veto.

My favorite is The Shattered Temple, if that helps.

Edit:
I'd like the arguments, as to why a map is bad / good for terran. Also if it depends on style (Bio/Mech)


I think it really depends on your playstyle and which matchups you struggle with.

For a long time, The only map I banned was Typhon Peaks, and that was because I didn't like the possibly of spawning vertically in TvT (which only happens 1/9th of the time) due to the whole deal with rocks breaking down and the map dividing in half for the great Cold War. I don't think I've spawned vertically TvT on Typhon and not gone to battlecruisers ._. it's fun but it takes like 30+ minutes.

For some time I also banned Shakuras Plateau because I like 2-base timing attacks, and the natural is eminently defensible on that map.

In terms of maximizing winrate, I'd probably ban Tal'Darim Altar (due to the strength of certain PvT allins, and the difficulty of moving past 3-base play against zerg), Nerazim Crypt (layout of xel'naga towers and counter-attack paths favor zerg, whereas low-ground third and lack of airspace favor protoss, + the layout of the main allows warp prism sentry elevator shenanigans), and Abyssal Caverns (because I just hate that map).

Currently I ban Abyssal Caverns because of the weird map layout, and Searing Crater because of how retarded TvT can potentially be if he somehow sieges up your Nat.


Super helpful, thanks a bunch. Exactly what I was looking for - I sortof felt the maps (Nerazim, AC specially) were against us Terrans, but couldn't quite, with my limited knowledge, understand why. Appreciate the "walkthrough"

I'd like to understand though why Tal'darim alter specifically is problematic, I understand the zerg argument but playing vs 'toss I haven't yet encountered troublesome Allins I couldn't have beaten with better macro (floating 600-700+ minerals when the atk hits)

Specifically which allins are problematic for Tal'darim, and what makes them easier to beat on other maps?


No problem! I'd like to note that most of these map imbalances are relatively minor, and that many people don't ban any maps at all-- and that there are map-specific things you can do to even the odds, so to speak, or counter-abuse.

Tal'darim Altar has a couple of problems. The first is that neither the main nor the nat really have a high-ground advantage at the choke, making certain attacks a little stronger. This is balanced by the wide chokes which let the Terran army maneuver against FFs pretty easily.

One issue I run into is that 3 Gate Void Ray allin is hard to fight against on this map. There's a lot of cliffs and ledges, and due to the lack of a high-ground in the main, he doesn't actually need to have the void ray to poke at your wall / your bunkers with his stalkers.

The main issue, though, is blink play. Although I see high-level players deal with it pretty easily, I lack the micro etc to deal with blink play on this map. Here's a diagram outlining why you need to be very sharp to stop blinks on Tal'darim:

[image loading]

A protoss player can blink into your main without spotting if he's in your third, and if he has an observer, warp prism, hallucination, he can do so from the lowground. He can blink into your natural either by suiciding a zealot up your ramp, or with an observer, again. This makes a bunker defense somewhat difficult-- he will blink around you whenever possible.


Blink play and void ray play is eminently holdable on this map, and I've seen pros do it, I'm just a lazy bum and would rather ban it.




On September 08 2011 01:49 Blasterion wrote:
What's a good safe 1/1/1 build that allows the most smooth transition to 2 base mech => Mech deathball



WHOA SIEGE TANK! <3

Um, depends on the matchup. In TvP, I'd get no addon for the rax, make a quick bunker, and have the factory make a hellion and scout him to see what he's up to. Take a 2nd gas, and make a raven out of your starport to bank up for an expo (this is like a sentry expand in that sense). Keep on making marines and at some point make a siege tank if you sense he's 1-basing, but otherwise be conservative about making factory units until you've started your expansion.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blasterion
Profile Blog Joined October 2010
China10272 Posts
September 07 2011 16:56 GMT
#405
what about TvZ, TvT
[TLNY]Mahjong Club Thread
JediGamer
Profile Joined August 2010
United States656 Posts
September 07 2011 17:05 GMT
#406
On September 08 2011 01:49 Blasterion wrote:
What's a good safe 1/1/1 build that allows the most smooth transition to 2 base mech => Mech deathball


Usually a 1-1 add CC then starport > raven > banshee > add 1-2 facts and eng bay, while pumping marines.

Or a standard 1-1-1 starting with a raven (you will have to make 1 helion if your barracks has a reactor because of gas), teching siege into an expansion.

The problem with mech v P and Z is if they scout it , which doesn't always happen, or sense it- they can chrono boost probes or larvae up. Combat this by adding a third CC in your base and making an orbital. It is what Goody and Strelok and Demuslim have done in some replays I saw, as well as myself always getting 3.
http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
September 07 2011 17:08 GMT
#407
In TvZ I don't like getting a starport before expoing; I prefer to start off with reactor hellions, since they're pretty good and if you transition to full mech you need them anyways. Once your expo is up, take all your gases, and have 3 factories ( 1 reactor, 2 tech) get siege mode, tanks, thors, hellions, and +1 vehicle attack, and push out with 140+ food.

In TvT... well, it's hard. I go for a 1-gas 1/1/1 into expo with 4 redflame hellion drop, to scout him and react. It's a weird matchup with a lot of reactive play.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
DBOWNIZZ
Profile Joined April 2011
United States66 Posts
September 07 2011 18:40 GMT
#408
I have doing this Sky Terran build in TvT and so far I have been winning about 80% of my TvT's I have played since doing it. Simply just open with the double port banshees, harass some but make sure you make it cost efficient and that doesn't always mean killing scv's, tech structures are a super plus and supply depots.
This also gives u time to expand, the risk is that you need to take a quick third cause my Sky terran build consists of BC's Vikings and about 2-3 Ravens (PDD's, Turrets, detects cloaked units and if he goes marines Seekers missiles work so good!!!) Then depending on what my enemies unit comp is I will add things like some BF hellions basically whatever helps me counter there unit comp.
This build is SUPER mobile and not only that if you enemy doesn't get a good read on what your doing....alot of Terrans go rine tank and this build CRUSHES that. =D
" Aaaannnd see you next time"
KenDM
Profile Joined June 2011
Netherlands206 Posts
September 07 2011 18:50 GMT
#409
With the 2Rax 3Bunkers build, how do you completely wall of your natural? Because you can't do that on all maps, also the replays in that thread are on maps on which he can completely block off his natural...
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
September 07 2011 18:55 GMT
#410
On September 08 2011 03:50 KenDM wrote:
With the 2Rax 3Bunkers build, how do you completely wall of your natural? Because you can't do that on all maps, also the replays in that thread are on maps on which he can completely block off his natural...


If you can't fully wall off the natural, build your next supply depot to finish the wall. This is also convenient because you can open and close the wall. On some maps like typhon peaks or xel'naga caverns with another "door" into the natural, don't worry about the door and just seal it up with some depots and an engineering bay over time.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
KenDM
Profile Joined June 2011
Netherlands206 Posts
September 07 2011 19:08 GMT
#411
I'm having a tough time executing this build since I'm so used to the all in 3 Rax This is going to set me back big times. It's not that which worries me the most, it's the total chaos of having no ground to hold. If I only had some recent coach that can pick my mistakes up ...
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
September 07 2011 19:10 GMT
#412
On September 08 2011 04:08 KenDM wrote:
I'm having a tough time executing this build since I'm so used to the all in 3 Rax This is going to set me back big times. It's not that which worries me the most, it's the total chaos of having no ground to hold. If I only had some recent coach that can pick my mistakes up ...


do you know what's causing you to lose the games you lost? maybe take a look at a replay? If you post one here i'll be able to get to it in a few hours-- but ideally you want to be like "ok this is when my bunkers and marines were up, this is when he and X and I had Y, and I actually need Z to stop his X so I need to do this to get this" etc when looking at a replay.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
KenDM
Profile Joined June 2011
Netherlands206 Posts
September 07 2011 19:44 GMT
#413
On September 08 2011 04:10 Blazinghand wrote:
Show nested quote +
On September 08 2011 04:08 KenDM wrote:
I'm having a tough time executing this build since I'm so used to the all in 3 Rax This is going to set me back big times. It's not that which worries me the most, it's the total chaos of having no ground to hold. If I only had some recent coach that can pick my mistakes up ...


do you know what's causing you to lose the games you lost? maybe take a look at a replay? If you post one here i'll be able to get to it in a few hours-- but ideally you want to be like "ok this is when my bunkers and marines were up, this is when he and X and I had Y, and I actually need Z to stop his X so I need to do this to get this" etc when looking at a replay.


I haven't tried the build yet because I don't really have enough recent metagame replays. I tried it versus the AI, and it feels really awkward for now. I'm a med-student in my intern-phase and I don't have a lot of time on my hands, so new builds can only be practiced on Friday to Sunday. I'll just have to read on comments and watch vids for now. So I was hoping I could get some cool vids from recent tournaments, and maybe a good fresh thread for Terran tactics (the existing ones seem so old).
Maxie
Profile Joined August 2010
Sweden2653 Posts
September 07 2011 21:07 GMT
#414
What's the best reaction to a 4 gate + warp prism? I didn't see the robo and prepared as usual for a 4gate, built a couple of bunkers at the choke at my natural (shakuras, I did 1 rax fe).

He did zealot drop + warp in at the back at the same time as he poked with the stalkers at the front.

I ended up pulling way too few units back to the drop and messed up. What would you propose as the best solution? I think leaving one or two units in each bunker and taking the rest to the back might have been the best answer... after all I can repair the bunkers.

It was the first time I encountered this, which is why I failed so badly.
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
Last Edited: 2011-09-07 21:14:33
September 07 2011 21:13 GMT
#415
On September 08 2011 06:07 Maxie wrote:
What's the best reaction to a 4 gate + warp prism? I didn't see the robo and prepared as usual for a 4gate, built a couple of bunkers at the choke at my natural (shakuras, I did 1 rax fe).

He did zealot drop + warp in at the back at the same time as he poked with the stalkers at the front.

I ended up pulling way too few units back to the drop and messed up. What would you propose as the best solution? I think leaving one or two units in each bunker and taking the rest to the back might have been the best answer... after all I can repair the bunkers.

It was the first time I encountered this, which is why I failed so badly.


You should probably pull most of your units out of your bunkers (and any marauders, if you have them), but leave a marine or two in each bunker and feel free to repair liberally. The big thing to worry about here is that before you run into your main, then he FFs your ramp and has a party in your mineral line and addon area.

As a general rule, you'll be up against like 16 food in your main and 4-8 food attacking your nat (assuming he dumps a full warp prism into your main and does a round of warpins) so split your forces accordingly. If you can somehow scout the robo ahead of time, a bunker in your main can help as well.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
deeshoo
Profile Blog Joined October 2010
United States319 Posts
September 07 2011 21:49 GMT
#416
On September 08 2011 04:44 KenDM wrote:
Show nested quote +
On September 08 2011 04:10 Blazinghand wrote:
On September 08 2011 04:08 KenDM wrote:
I'm having a tough time executing this build since I'm so used to the all in 3 Rax This is going to set me back big times. It's not that which worries me the most, it's the total chaos of having no ground to hold. If I only had some recent coach that can pick my mistakes up ...


do you know what's causing you to lose the games you lost? maybe take a look at a replay? If you post one here i'll be able to get to it in a few hours-- but ideally you want to be like "ok this is when my bunkers and marines were up, this is when he and X and I had Y, and I actually need Z to stop his X so I need to do this to get this" etc when looking at a replay.


I haven't tried the build yet because I don't really have enough recent metagame replays. I tried it versus the AI, and it feels really awkward for now. I'm a med-student in my intern-phase and I don't have a lot of time on my hands, so new builds can only be practiced on Friday to Sunday. I'll just have to read on comments and watch vids for now. So I was hoping I could get some cool vids from recent tournaments, and maybe a good fresh thread for Terran tactics (the existing ones seem so old).


Think of it this way, the build is supposed to be the safest possible fast expansion you can muster. All videos of pros you see going for a fast expansion just cut a lot of corners to get theirs up sooner. And yeah, it'll feel weird since it's not something you're used to, but my advice is to keep trying it. Try playing vs computers to get the feel of the build order down, and then take it to the ladder. I wouldn't be too concerned about whether the replays are current or not, since at the bronze level, strategies are all over the place and will range anywhere from old to new to not a real strategy.
gl hf :D
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
September 07 2011 21:53 GMT
#417
Masters Terran here...

Is mech the only option in TvT now? Nothing else seems to work when they get sensor towers to defend drops...
ლ(ಠ益ಠლ) APM, Why u make me spam?
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
September 07 2011 21:57 GMT
#418
On September 08 2011 06:53 XiGua wrote:
Masters Terran here...

Is mech the only option in TvT now? Nothing else seems to work when they get sensor towers to defend drops...

Masters Terran also here:

Well... I've had SOME success with marine/marauder/tank, but not a huge amount. My usual strategy is to try to aggressively seize air control, since Mech isn't particularly better than Biomech at that, split the map, use marauders and p-forts extensively, then make like 4-5 battlecruisers do the normal "air superiority" deal with vikings. The main issue is getting up to 4+ bases against the very mobile hellions, and getting any drops through the very tight turret/sensortower strategy that's going on now.

It's also worth noting that as a general rule mech has a higher tank count if you're making marauders, and hellion harass makes taking expos dangerous. I think that once you get out of that early game, though, biomech is a thing.

I have no idea how to make non-tank-centric play work though.

If you really want to abuse mech openings though, you can 3 rax stim all-in (hiding a rax somewhere) and it can be a metagame win if he's opening hellions. It's not really "fun" though.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
fallore
Profile Joined December 2009
United States143 Posts
September 07 2011 22:08 GMT
#419
On September 08 2011 06:53 XiGua wrote:
Masters Terran here...

Is mech the only option in TvT now? Nothing else seems to work when they get sensor towers to defend drops...

I agree mainly with blazinghand, that air superiority is the key, but i don't think you need to be tank centric to make it work (although that might change after the next patch). i play toxi's style of tvt where you get blue flame hellions out of a factory with a reactor, and then 2 starports with tech labs to make vikings and banshees. you save so much gas and money by going for only hellion that you can easily throw down a 3rd starport or switch one onto a reactor, giving you complete air control. once you have air control, they have very few options:
thor - countered by BCs
try to win the air battle - not likely if your macro is good and you don't let him fuck your econ up
marines - hellions destroy marines, he'd have to do an extremely safe siege tank leapfrog across the whole map to not die to air

here's a link to the build: http://www.teamliquid.net/forum/viewmessage.php?topic_id=243206
kofman
Profile Joined August 2011
Andorra698 Posts
September 08 2011 01:49 GMT
#420
On September 08 2011 06:53 XiGua wrote:
Masters Terran here...

Is mech the only option in TvT now? Nothing else seems to work when they get sensor towers to defend drops...

Im also a masters terran.

Bio is somewhat viable against mech, but marine/tank is dead. It gets destroyed so easily to mech. However, going pure maruder against mech can be quite good, as long as you keep air control with vikings. Also, once you get air superiority, making a tech switch to BC's is probably the best way to go, because bio won't cut it against mech once you get to around 180 food, due to how good tank's attacks scales.
Prev 1 19 20 21 22 23 460 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
Continental Nation League S1
CranKy Ducklings31
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 30
StarCraft: Brood War
Rain 2890
GuemChi 1922
Artosis 554
ProTech167
oGsTOP 44
ajuk12(nOOB) 28
Dota 2
LuMiX1
League of Legends
Doublelift6436
JimRising 612
Counter-Strike
Coldzera 1347
taco 421
Super Smash Bros
hungrybox702
Other Games
summit1g12997
C9.Mang0284
WinterStarcraft261
Maynarde131
Cr1tdota107
byalli107
NeuroSwarm69
ViBE67
Fuzer 61
Railgan18
JuggernautJason17
Organizations
Other Games
gamesdonequick662
Counter-Strike
PGL115
Other Games
BasetradeTV35
[ Show 15 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP66
• EnkiAlexander 56
• davetesta26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• Pr0nogo 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie729
• Shiphtur269
Upcoming Events
The PondCast
7h 47m
KCM Race Survival
7h 47m
OSC
11h 47m
IntoTheTV X SOOP
2 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
IPSL
2 days
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
2 days
IntoTheTV X SOOP
3 days
IPSL
3 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
3 days
Replay Cast
4 days
[ Show More ]
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
5 days
Liquipedia Results

Completed

Proleague 2026-11-04
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.