• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:52
CET 15:52
KST 23:52
  • 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
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros9[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win52025 RSL Offline Finals Dates + Ticket Sales!10BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest4
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Intel X Team Liquid Seoul event: Showmatches and Meet the Pros Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four DreamHack Open 2013 revealed
Tourneys
SC4ALL $6,000 Open LAN in Philadelphia Kirktown Chat Brawl #9 $50 8:30PM EST 2025 RSL Offline Finals Dates + Ticket Sales! Merivale 8 Open - LAN - Stellar Fest Crank Gathers Season 2: SC II Pro Teams
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
Ladder Map Matchup Stats Map pack for 3v3/4v4/FFA games BW General Discussion SnOw's ASL S20 Finals Review [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Path of Exile Dawn of War IV Beyond All Reason Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread The Big Programming Thread YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 2024 - 2026 Football Thread NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Career Paths and Skills for …
TrAiDoS
KPDH "Golden" as Squid Game…
Peanutsc
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1676 users

The Terran Help Me Thread - Page 433

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 431 432 433 434 435 460 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.
badboybC
Profile Joined May 2011
Germany53 Posts
Last Edited: 2013-01-21 21:26:27
January 21 2013 21:02 GMT
#8641
Hello!
I need a little help.
Its not directly a strategic question, but i'm bit confused.

The replay: http://drop.sc/297386

I made a drop with 3 hellions - directly reacted with stalkers ...
After that i mad a drop with 3 medivacs ... and he moves his stalkers directly to my point of drop.
During my flight, he scouted my base with a stalker and see, that there is not that much home.
But how can he know, that i will drop directly there, where he moves his complete stalkers.
There where no observers....

Im total confused....

Best regards,
Andreas

Edit: I watched the replay with his vision - he dont know where my base is and simply looked at my ramp at 11:something. What is this?!?!
Flash | Goody | Bomber | Fantasy
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-01-21 21:59:46
January 21 2013 21:58 GMT
#8642
On January 22 2013 06:02 badboybC wrote:
Hello!
I need a little help.
Its not directly a strategic question, but i'm bit confused.

The replay: http://drop.sc/297386

I made a drop with 3 hellions - directly reacted with stalkers ...
After that i mad a drop with 3 medivacs ... and he moves his stalkers directly to my point of drop.
During my flight, he scouted my base with a stalker and see, that there is not that much home.
But how can he know, that i will drop directly there, where he moves his complete stalkers.
There where no observers....

Im total confused....

Best regards,
Andreas

Edit: I watched the replay with his vision - he dont know where my base is and simply looked at my ramp at 11:something. What is this?!?!


Indeed, if maphack existed for sc2-WoL, this player would be suspicious wouldn't he But still u shouldn't drop so much. Drops are to harras not to make it ur prima offensive weapon. Most of the time u loose alot of troops in this way, just A+move is way better and maphack doesnt help against that alot.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
January 21 2013 21:59 GMT
#8643
It does exist...
badboybC
Profile Joined May 2011
Germany53 Posts
January 21 2013 22:04 GMT
#8644
On January 22 2013 06:58 govie wrote:
Show nested quote +
On January 22 2013 06:02 badboybC wrote:
Hello!
I need a little help.
Its not directly a strategic question, but i'm bit confused.

The replay: http://drop.sc/297386

I made a drop with 3 hellions - directly reacted with stalkers ...
After that i mad a drop with 3 medivacs ... and he moves his stalkers directly to my point of drop.
During my flight, he scouted my base with a stalker and see, that there is not that much home.
But how can he know, that i will drop directly there, where he moves his complete stalkers.
There where no observers....

Im total confused....

Best regards,
Andreas

Edit: I watched the replay with his vision - he dont know where my base is and simply looked at my ramp at 11:something. What is this?!?!


Indeed, if maphack existed for sc2-WoL, this player would be suspicious wouldn't he But still u shouldn't drop so much. Drops are to harras not to make it ur prima offensive weapon. Most of the time u loose alot of troops in this way, just A+move is way better and maphack doesnt help against that alot.


Ok, thats true - but i was totally confused after the first drop :O It was so directly reacted from him - before i drop. And he looked in my base at 11:41 .... without knowing im there ...
Flash | Goody | Bomber | Fantasy
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
January 21 2013 22:58 GMT
#8645
quick question: at which time does the zerg normally go for a 3rd hatch after scouting my fast expansion?
Or to put it in another way: at which time do I know that the zerg is going for a two base strat, if I scout the zerg without 3rd?
Marathi
Profile Joined July 2011
298 Posts
Last Edited: 2013-01-21 23:51:44
January 21 2013 23:51 GMT
#8646
On January 21 2013 08:46 TheDwf wrote:
+ Show Spoiler +
On January 19 2013 22:31 Marathi wrote:
Thanks TheDwf, I assume I want to position these bunkers near my CC/production facilities?

Not really, or to put it that way it's a side effect on some maps rather than the primary purpose. Let's take Antiga for instance: open this image. The blue arrows show the two common possibilities for his elevator's location: against most openings, gas first Marine/Hellion elevator has the strongest army (7 Marines, 3 Hellions, 1 Medivac) by the time they hit (~6'30), so for them it's wise to elevator as soon as possible (time is against them as you reinforce while they do not, or at least not instantly), which is why they take the shortest road to hit you. Therefore, you have to cover the space represented by the red arrow, so you make Bunkers at the green locations in order to (a) shield your Marines who would otherwise suffer a quick and inefficient death and (b) prevent him from unloading his troops and heading right towards your mineral line; if he wants to reach your SCVs, he'll have to bypass your Bunkers, buying you precious time to thwart his next maneuver (e. g. if he tries to circumvent the cliff and elevator near your right Refinery).

On January 19 2013 22:31 Marathi wrote:
If I am opening fast cloakshee I am probably better just going straight into mech after expanding rather than bio?

Your choice; if you retain them, Banshees are a nice asset when going mech afterwards, but nothing forces you to head for mech, you can play Marines/Tanks after a Cloak Banshee opening, e. g. see Kas vs Lucifron, Daybreak, IEM Katowice.

On January 19 2013 22:31 Marathi wrote:
I play 1base all-ins because I struggle with the late-game TvT, is there a nice 2base all-in I could utilize in this matchup?

Not really; in certain circumstances you can decide not to make a third and kill him, but it depends on the interaction of the build orders and/or the compositions. 2-bases all-ins require some kind of asymmetry to work in TvT, otherwise you can't break his position due to his advantages, i. e. faster reinforcement since he's at home and the strength of defensive sieged Tanks. (As such, mech can sometimes go 2-bases all-in against pure bio because he has zero Tank to block/slow your progression should he fall behind in army for some reason.)

On January 19 2013 22:31 Marathi wrote:
Another question in TvZ I play 11/11rax, once I get my bunkers up and kill the nat and contain what is the best follow-up?

Depends on what happened before. When you 11/11 you have to scout his main before your attack so you know if he's getting gas or not, because some Zergs will sacrifice their natural, morph a Spine at the edge of the creep in your main and try to stall until they get Speedlings and Banelings (Roaches are inferior, he should not have enough economy to make enough of them to break efficiently Bunkers); so if you scouted gas and you see he does not try to defend his Hatchery, you can try to get a Bunker at the top of his ramp to support an attack in his main (it's optional; be cautious if you do that, you don't want to lose your contain), otherwise:

  • expand;
  • using the 2 Barracks you already have, prepare a rax wall on your natural (it takes 13 Banelings to destroy a Barracks, which is tremendously expensive for a 1-base Zerg) with a Bunker behind;
  • get dual gas → tech Hellions and possibly Banshees afterwards (or bio tech, depending on how safe you are, if you intend to play Marines).

The order of those three actions is situational / up to you. This follow-up is good whether he locks himself into a 1-base all-in or simply uses some Banelings to reclaim his natural: in the first case you have Hellions to defend, in the second you have them for defence and map control. Against Roaches you can get either Banshees or Marauders.

You have to avoid at all costs the situation in which he runby 25+ Speedlings ignoring your Bunkers, heads towards your natural before it's walled and morphs several Banelings there, because it's checkmate: your Depot wall will easily fall and you'll have nothing at home to defend SCVs.

See Bogus vs HyuN, Abyssal City, GSL Code S Season 5, RO4.



Thanks TheDwf I will learn from your advice and apply it to my game
eSports tees designed by me - http://tinyurl.com/bqmexd9
Henk
Profile Joined March 2012
Netherlands578 Posts
Last Edited: 2013-01-22 00:19:17
January 22 2013 00:18 GMT
#8647
On January 22 2013 07:58 JustPassingBy wrote:
quick question: at which time does the zerg normally go for a 3rd hatch after scouting my fast expansion?
Or to put it in another way: at which time do I know that the zerg is going for a two base strat, if I scout the zerg without 3rd?


I usually take my third when my 3rd and 4th queen are 75% done. You know a zerg is going for a 2 base if he takes early gases, or lair before third, or his third is later than something like 7-8 minutes, I think. I could check a replay to see at which timing my third is going down, but some zergs might take it a bit later. I think 7-8 is about right.
halpimcat
Profile Joined September 2011
215 Posts
January 22 2013 07:55 GMT
#8648
What's the best way to protect against mass dt harass late-mid to late game? When the protoss just decides to warp in 6-12 dts because he has the gas to, and just sends a handful to each of my 3-4 bases at once, and maybe even my own army if he feels like it? Should I just make a bunker and turret as soon as each base is up to prevent it pre-emptively?
govie
Profile Blog Joined November 2012
9334 Posts
January 22 2013 11:55 GMT
#8649
On January 22 2013 16:55 halpimcat wrote:
What's the best way to protect against mass dt harass late-mid to late game? When the protoss just decides to warp in 6-12 dts because he has the gas to, and just sends a handful to each of my 3-4 bases at once, and maybe even my own army if he feels like it? Should I just make a bunker and turret as soon as each base is up to prevent it pre-emptively?


Main to 3rd expo is defendable with a bunker and 1 turret on there ramps and if u dont wanna use scans, a turret at the minerals to be extremely safe. Your 4th and other expo's could be made an PF with some turrets (thats what i do against P. PF destroys dt's and protects ur mineral lines that are farther away from your production facilities.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
llIH
Profile Joined June 2011
Norway2143 Posts
January 22 2013 13:01 GMT
#8650
Are there any situations where it can be useful to upgrade Neosteel Frame for bunkers?
llIH
Profile Joined June 2011
Norway2143 Posts
Last Edited: 2013-01-22 13:15:10
January 22 2013 13:13 GMT
#8651
Another question. Sorry for 2x posts so quickly.

- Defending all ins with 3CC
TheDwf wrote this:
"If you want to be sure no early Baneling bust is coming while you're going triple OC, aim at having your SCV in the Zerg's base by 3'30. If you notice gas taken before Pool, you can get dual gas right away; if not, you can triple OC knowing that any agression will come later with delayed gases.

Note that ironically enough, triple OC is safer against pure Roach agression because you can fill the Bunker with 4 Marines instead of 3 if you don't cut Marines, and you recover faster from SCVs losses thanks to your third OC being already complete."

Can you explain how you get 4 marines instead of 3? Is it compared to 2CC? Is it because you don't cut marines because you do not have enough minerals to make all OC right away?
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2013-01-22 16:55:32
January 22 2013 16:52 GMT
#8652
On January 22 2013 03:38 govie wrote:
I use the 11/11 also against zerg. After the harras i also built the rax-wall with bunkers behind it. I'm safe! I get my economy going and get marine/tank army. Eventually i want to take my 3rd. Most of the time, when my army moves out to take the 3rd, my army gets grilled by banelings/zerglings.

1. Is hellion/banshee a must do transition? (marine/tank transition is not viable)
2. If the marine tank transition is viable, how do i position my army, after i lift my wall, in a way the banelings do a minimal amount of damage and i can take my 3rd, on for example antiga shipyard?

Banshees are not mandatory but going 6-8 Hellions (don't lose them so you can secure your third without troubles) is better than teching Tanks straight away. As always it also depends on what happened with the 11/11 attack, maybe you were behind or you played overly safe and he caught up.




On January 22 2013 07:58 JustPassingBy wrote:
quick question: at which time does the zerg normally go for a 3rd hatch after scouting my fast expansion?

Anytime between 5' (can be earlier of course) and 6'30.




On January 22 2013 16:55 halpimcat wrote:
What's the best way to protect against mass dt harass late-mid to late game? When the protoss just decides to warp in 6-12 dts because he has the gas to, and just sends a handful to each of my 3-4 bases at once, and maybe even my own army if he feels like it? Should I just make a bunker and turret as soon as each base is up to prevent it pre-emptively?

Answered in OP.




On January 22 2013 22:01 KAB00000000M wrote:
Are there any situations where it can be useful to upgrade Neosteel Frame for bunkers?

Commonly no.




On January 22 2013 22:13 KAB00000000M wrote:
Another question. Sorry for 2x posts so quickly.

- Defending all ins with 3CC
TheDwf wrote this:
"If you want to be sure no early Baneling bust is coming while you're going triple OC, aim at having your SCV in the Zerg's base by 3'30. If you notice gas taken before Pool, you can get dual gas right away; if not, you can triple OC knowing that any agression will come later with delayed gases.

Note that ironically enough, triple OC is safer against pure Roach agression because you can fill the Bunker with 4 Marines instead of 3 if you don't cut Marines, and you recover faster from SCVs losses thanks to your third OC being already complete."

Can you explain how you get 4 marines instead of 3? Is it compared to 2CC? Is it because you don't cut marines because you do not have enough minerals to make all OC right away?

You can get 4 Marines in your Bunker when you go CC depot CC vs 3 when you go CC gas gas depot, but you can also have 4 with CC depot gas gas (in which case Hellions/Banshees are a bit delayed though). I was mostly talking about light Roach pressure (no more than 7); don't really like my answer anymore so don't read too much into it, it's too imprecise so I'll clarify this later.
llIH
Profile Joined June 2011
Norway2143 Posts
January 22 2013 17:38 GMT
#8653
Ok. Thanks. But I don't really understand. (I know you said you will clarify later)
And going CC first build. You do not need to get a depot between? If you CC first. Your CC will finish in time for the supply to be maxed anyways right? That's what I don't understand with build orders where they say depot after the cc. Because. If you go 1RaxFE, then you need a depot after your rax yes. But that is because the rax comes early right?

The last games I saw with cc first, they didn't make a depot right after their CC. They did for example (Flash vs Vampire - GSL 2013 U&D Group A) CC first - rax rax (1st and 2nd) - OC + OC - rax (3rd) - depot

Do I make any sense or is this just a lot of mess? :|
xPabt
Profile Joined February 2012
226 Posts
January 22 2013 17:45 GMT
#8654
On January 23 2013 02:38 KAB00000000M wrote:
Ok. Thanks. But I don't really understand. (I know you said you will clarify later)
And going CC first build. You do not need to get a depot between? If you CC first. Your CC will finish in time for the supply to be maxed anyways right? That's what I don't understand with build orders where they say depot after the cc. Because. If you go 1RaxFE, then you need a depot after your rax yes. But that is because the rax comes early right?

The last games I saw with cc first, they didn't make a depot right after their CC. They did for example (Flash vs Vampire - GSL 2013 U&D Group A) CC first - rax rax (1st and 2nd) - OC + OC - rax (3rd) - depot

Do I make any sense or is this just a lot of mess? :|


he means barracks expands. You can go gas before your depot cutting scv and marine production for a little while to have faster tech or you can get gas after your depot to be slightly safer vs those roach rushes because you have an extra marine.
govie
Profile Blog Joined November 2012
9334 Posts
January 22 2013 18:04 GMT
#8655
On January 23 2013 01:52 TheDwf wrote:
Banshees are not mandatory but going 6-8 Hellions (don't lose them so you can secure your third without troubles) is better than teching Tanks straight away. As always it also depends on what happened with the 11/11 attack, maybe you were behind or you played overly safe and he caught up.


I indeed didn't succeed to kill the natural and was a bit behind after that, happens sometimes when doing 11/11. But i also have had easy wins with the 11/11. It's worth the risk. But thats what the wall is for to play catchup if it fails. But i'm guessing i am playing overly safe after failed 11/11's. Next time ill try to follow it up with hellions for some mapcontrol/scouting/harras purposes.

Thx. again DwF
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
TheDwf
Profile Joined November 2011
France19747 Posts
January 22 2013 18:15 GMT
#8656
On January 23 2013 02:45 xPabt wrote:
Show nested quote +
On January 23 2013 02:38 KAB00000000M wrote:
Ok. Thanks. But I don't really understand. (I know you said you will clarify later)
And going CC first build. You do not need to get a depot between? If you CC first. Your CC will finish in time for the supply to be maxed anyways right? That's what I don't understand with build orders where they say depot after the cc. Because. If you go 1RaxFE, then you need a depot after your rax yes. But that is because the rax comes early right?

The last games I saw with cc first, they didn't make a depot right after their CC. They did for example (Flash vs Vampire - GSL 2013 U&D Group A) CC first - rax rax (1st and 2nd) - OC + OC - rax (3rd) - depot

Do I make any sense or is this just a lot of mess? :|


he means barracks expands. You can go gas before your depot cutting scv and marine production for a little while to have faster tech or you can get gas after your depot to be slightly safer vs those roach rushes because you have an extra marine.

This. And when you go 1 rax CC depot CC you get dual gas later, so you have time to get 4 Marines before making a Reactor on your Barracks after your Factory.

With CC first, yes you don't need your second Depot immediately as the second CC puts you at /30.

On January 23 2013 03:04 govie wrote:
Show nested quote +
On January 23 2013 01:52 TheDwf wrote:
Banshees are not mandatory but going 6-8 Hellions (don't lose them so you can secure your third without troubles) is better than teching Tanks straight away. As always it also depends on what happened with the 11/11 attack, maybe you were behind or you played overly safe and he caught up.


I indeed didn't succeed to kill the natural and was a bit behind after that, happens sometimes when doing 11/11.

Yep; just load the replay after your loss to see the numbers after the attack is defended, this way you will know if it was playable or lost anyway. I think I talked a bit about evaluating the situation after 11/11 in the OP.
llIH
Profile Joined June 2011
Norway2143 Posts
January 22 2013 19:02 GMT
#8657
Ok thanks to both of you!
herMan
Profile Joined November 2010
Japan2054 Posts
January 23 2013 07:27 GMT
#8658
What is the earliest time a third nexus can go down in TvP?
TheDwf
Profile Joined November 2011
France19747 Posts
January 23 2013 14:41 GMT
#8659
On January 23 2013 16:27 herMan wrote:
What is the earliest time a third nexus can go down in TvP?

4'45 - 5'30 with 1 gate double expand.
Irre
Profile Joined August 2010
United States646 Posts
January 24 2013 00:20 GMT
#8660
So i lose every single TvZ despite usually being pretty ahead into the mid/ or late game with some form of attacks/better macro/harass etc. I drop a decent amount to kill off bases, esp when they are on T3, i try to draw them out of position and transition to more tanks/thors and marauders as the game goes late. Despite all that, they just 1a with ling infestor ultra and win every game. I usually am spread out. try to have as much hitting as possible. is there any kind of army that can compete wtih that? At diamond level I woudl rather face broods bc at elast i can try to use air and ravens and stuff, but against ultra the only thing i see that can win is them attackinginto a tiny choke with ultras with a giant terran concave at the top, is to have godly micro. I'm so sick of losing please tell me what I am supposed to do after my 3rd is up and running to stop this ultra army bc other than them falling apart to drops adn not just 1A into me before they are maxxed, i dont see it. I honestly am at the poitn of just leaving every time i get a TvZ.
Prev 1 431 432 433 434 435 460 Next
Please log in or register to reply.
Live Events Refresh
SC4ALL
14:00
SC4All Day 1
LiquipediaDiscussion
SC4ALL
14:00
SC4ALL - Day 1
RotterdaM258
IndyStarCraft 101
CranKy Ducklings85
SteadfastSC84
LiquipediaDiscussion
BSL Team A[vengers]
14:00
Day 3
Dewalt vs ZeLoT
UltrA vs ZeLoT
ZZZero.O110
LiquipediaDiscussion
Epic.LAN
12:00
Epic.LAN 46 Playoffs Stage
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Artosis 524
Lowko404
RotterdaM 258
IndyStarCraft 101
LamboSC2 101
Rex 89
SteadfastSC 84
Codebar 27
StarCraft: Brood War
Calm 5933
PianO 3192
Barracks 523
sorry 375
Last 209
ZZZero.O 110
Dewaltoss 83
zelot 82
Bonyth 62
HiyA 51
[ Show more ]
ToSsGirL 32
Rock 23
Shine 23
910 13
Terrorterran 12
Dota 2
Gorgc3444
qojqva2706
syndereN143
League of Legends
Reynor139
Counter-Strike
fl0m826
PGG 121
Heroes of the Storm
Khaldor262
Other Games
singsing1801
B2W.Neo1323
DeMusliM333
Hui .208
Liquid`LucifroN172
XcaliburYe161
KnowMe95
Mew2King69
QueenE58
nookyyy 58
Organizations
Counter-Strike
PGL21419
Other Games
gamesdonequick986
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
StarCraft 2
ComeBackTV 0
StarCraft: Brood War
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 56
• Adnapsc2 18
• iHatsuTV 3
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Michael_bg 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV323
• Ler85
League of Legends
• Nemesis3696
• Jankos2925
Upcoming Events
BSL 21
4h 8m
BSL Team A[vengers]
23h 8m
Cross vs Sobenz
Sziky vs IcaruS
SC4ALL
1d
SC4ALL
1d
BSL 21
1d 4h
Replay Cast
1d 18h
Wardi Open
1d 21h
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
2 days
[ Show More ]
WardiTV Korean Royale
2 days
Replay Cast
3 days
WardiTV Korean Royale
3 days
The PondCast
4 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
CranK Gathers Season 2: SC II Pro Teams
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
SC4ALL: Brood War
SC4ALL: StarCraft II
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 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.