• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:58
CET 23:58
KST 07:58
  • 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
TL.net Map Contest #21: Winners8Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) TL.net Map Contest #21: Winners Starcraft, SC2, HoTS, WC3, returning to Blizzcon! Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
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 US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 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
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1481 users

The warhound - a deathball unit, not a "mech" unit - Page 14

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 12 13 14 15 16 20 Next All
Emon_
Profile Blog Joined November 2009
3925 Posts
Last Edited: 2012-09-06 20:41:23
September 06 2012 20:36 GMT
#261
Warhound = Roach.

"Hey guys, I know we've had like 4 fucking years to design a unit. Here's what we've come up with: It's a maruader in a gundam suit. He shots pew-pew lasers and runs like mech-Maradona. Now Terrans have a roach! Pay me 50$, yo!"

Remove both and invent something new. BW had so many AMAZING units. What other game had a fucking ARBITER? Or how about something as cool as the Ghost!? Shuttle sucked and so did scout - but you win some - reinvent some. Warp prism is cool. Back to the drawing boards guys. The game is boring as hell right now.
"I know that human beings and fish can coexist peacefully" -GWB ||
Treehead
Profile Blog Joined November 2010
999 Posts
September 06 2012 20:38 GMT
#262
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
September 06 2012 20:44 GMT
#263
Nice one avilo, I really like your style and effort, totally agree. The a-move mech needs to stop and stop FAST.
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
FortMonty
Profile Joined May 2012
United States63 Posts
September 06 2012 20:56 GMT
#264
My biggest issue with some of the things being said is the fact that people keep adding some type of satndard to "mech" play. Yes, the traditional meching style is to gain position and slowly gain ground on your opponent until you're sieging their base. However, I don't think this automatically requires mech to BE slow moving and chess like. I think the idea behind the Warhound is nice, to give mech some more versatility, the ability to be more mobile with stronger units and be hyper aggressive instead of super passive. Now people have said "You can be super aggressive with current mech, just aggressive leap frog tanks" which is just stupid.

I think mech should have the option of being able to move around easier without having to buy a fucking engagement ring for their position, but I don't think this would take the role of Bio, since bio comes down to a lot of micro, drop harass, and multi-pronged attacks. Again, I just feel that the idea behind this unit is not a bad one, even if it's design is overall slightly worse, I think it adds a whole new dynamic to mech and I feel people need to stop looking to broodwar to emulate some sort of source material and be hell set on sticking to the standard slow style of mech simply for the sake of tradition.
Expect Nothing, Prepare for Anything.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2012-09-06 21:00:05
September 06 2012 20:59 GMT
#265
On September 07 2012 02:58 Odinsphere wrote:
Wait a minute guys. Imagine a world where heart of the swarm has been out for longer than a day and a half. Imagine in this world, people have come up with legitimate strategies to deal with warhounds. Now imagine that crying for potential nerfs might be a little premature at this point. The game is evolving, and people have just gotten their feet wet with this new stuff. A terran player actually pressuring a zerg early game for mass droning? OH MY GOD.


Your missing the point. Fuck balance. Fuck whether the warhound is OP or not.
What matters is the design of the unit (and I am not talking about the appearance). And its absolutely terrible. Warhound will never be an interesting unit, just like the collosus never will be, and the roach never will be.
As a terran player I want to switch race.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 06 2012 20:59 GMT
#266
On September 07 2012 05:38 Treehead wrote:
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?



On September 07 2012 05:44 Deleuze wrote:
Nice one avilo, I really like your style and effort, totally agree. The a-move mech needs to stop and stop FAST.


These two posts are the best part of this thread and all others about the warhound.

A-move = Awesome-move. Almost too awesome.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Brahoono
Profile Joined September 2012
119 Posts
September 06 2012 21:12 GMT
#267
On September 07 2012 05:38 Treehead wrote:
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?


Marines are very lowhp and very versatile due to drops. The difference between a toppro and someone in masters or w/e using the marine is HUGE while its relatively easy to use the warhound properly because of its incredible range/speed/beefyness.
Danzo
Profile Joined March 2011
2820 Posts
September 06 2012 21:52 GMT
#268
On September 07 2012 05:36 Emon_ wrote:
Warhound = Roach.

"Hey guys, I know we've had like 4 fucking years to design a unit. Here's what we've come up with: It's a maruader in a gundam suit. He shots pew-pew lasers and runs like mech-Maradona. Now Terrans have a roach! Pay me 50$, yo!"

Remove both and invent something new. BW had so many AMAZING units. What other game had a fucking ARBITER? Or how about something as cool as the Ghost!? Shuttle sucked and so did scout - but you win some - reinvent some. Warp prism is cool. Back to the drawing boards guys. The game is boring as hell right now.


You know how come people aren't just remaking their own game and playing on it?(No not sc2bw). Start a new revolution
similar to DOTA in the w3 custom. I really would really love it if a game developer out there remade Starcraft in a different name and show the world "this is how it's supposed to be". :D
Getting too old for this..
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2012-09-06 22:01:44
September 06 2012 21:58 GMT
#269
On September 07 2012 05:38 Treehead wrote:
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?


The warhound can stutter step micro just like a bio unit can. But when you reach mid-later portions of the game with higher scaled armies it in effect becomes a roach/marauder a-move type of unit.

What you're seeing is stutter step micro early on in games because the warhound outranges most early game options from all three races (including in TvT) and is as fast as a bio unit with stim. Yes, that is micro, but once again, design-wise, that's stutter step micro.

The only good things you can take from the warhound so far are that it forces Zergs in TvZ to build something other than drones and queens. They have to build spines/roaches/speedlings to defend adequately which fixes the "get 80 drones + queens and defend literally everything."

But once again, this thread is more about the design of the unit rather than it's use in the metagame or it's balance statistically.

You'll also notice as I described in the OP in this thread that the warhound completely makes the siege tank / positional mech play obsolete. If you are playing in the beta right now or watching streams, try and keep track of how many siege tanks you see/make...or rather how many aren't there when players are "going mech."
Sup
AKomrade
Profile Blog Joined March 2010
United States582 Posts
September 06 2012 22:08 GMT
#270
On September 07 2012 06:58 avilo wrote:
Show nested quote +
On September 07 2012 05:38 Treehead wrote:
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?



You'll also notice as I described in the OP in this thread that the warhound completely makes the siege tank / positional mech play obsolete. If you are playing in the beta right now or watching streams, try and keep track of how many siege tanks you see/make...or rather how many aren't there when players are "going mech."


Tzain barely holding off warhound pushes with tanks/bio vs random players is pretty silly. The vZ allins are super silly too.

Removing the Thor and making the Warhound an AA competent ground unit is more effective and logical than simply replacing tanks with Warhounds and keeping the Thor in the game.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
FortMonty
Profile Joined May 2012
United States63 Posts
September 06 2012 22:14 GMT
#271
I feel the Warhound drastically effects TvT and TvP, but as for TvZ, if the Zerg opened a Speedling expand, they can hold it and generally I see Tanks as a better alternative to Warhounds in the TvZ match up, just based on watching Demuslim and some others.
Expect Nothing, Prepare for Anything.
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2012-09-06 22:49:01
September 06 2012 22:41 GMT
#272
On September 07 2012 02:30 MoonCricket wrote:This 2.85 movement speed is bullshit, it's ridiculous to have a mech unit faster than a Kenyan sprinter.


Ignoring the hellion, and the stalker and any flying mechanical units that go over 2.25 speed right??? The warhound speed is fine, changing it's supply to better represent its threat and adding a mild research cost to create delays for missile timings would solve the problem... if anything else was added, it would be a raw damage nerf from 23 -> 22/21/20...

The slowness of mech has always been it's least attractive feature relative to stim and medivacs...

On September 07 2012 07:08 AKomrade wrote:
Show nested quote +
On September 07 2012 06:58 avilo wrote:
You'll also notice as I described in the OP in this thread that the warhound completely makes the siege tank / positional mech play obsolete. If you are playing in the beta right now or watching streams, try and keep track of how many siege tanks you see/make...or rather how many aren't there when players are "going mech."


Tzain barely holding off warhound pushes with tanks/bio vs random players is pretty silly. The vZ allins are super silly too.

Removing the Thor and making the Warhound an AA competent ground unit is more effective and logical than simply replacing tanks with Warhounds and keeping the Thor in the game.


Tanks are also awful because they serve only 1 successful purpose outside of the mirror matchup: killing banelings.

Positional play with tanks is basically dead, because small numbers of tanks don't have the same effect that they did in broodwar. While sieged tanks allow a player to lock down 1 specific area, it is much too easy to circumvent tanks or catch them in vulnerable positions that make their high supply and resource costs unrewarding.

If terran had a better way of killing banelings that siege tanks, siege tanks would almost never be used outside of TvT. Now that warhounds are becoming stapple in TvT and dispite the fact that warhounds need a nerf, the siege tank needs something to restore the incentive of that investment in place of the mobile WarMarine/BioHound play.


Make warhounds 3 supply from 2
Make the mech-missile require the an upgrade like concussive shell for marauders (never bought in TvZ rofl)
aaannnd give tanks 60 vs armored, instead of 50
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
wizshaw2
Profile Joined October 2011
25 Posts
September 06 2012 22:45 GMT
#273
Warhounds are to good. Just watched them make a protoss army look silly. Storms do very little to them too. I think if anything needs to be nerfed its their rate of fire and their range. They just poke in... shoot and run away.
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
September 06 2012 22:50 GMT
#274
On September 07 2012 07:45 wizshaw2 wrote:
Warhounds are to good. Just watched them make a protoss army look silly. Storms do very little to them too. I think if anything needs to be nerfed its their rate of fire and their range. They just poke in... shoot and run away.


since when has storm ever threatened units with more than 100 hp? especially units that can actually move *cough cough siege tanks*...
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
September 06 2012 23:02 GMT
#275
I'm pretty much giving up until warhounds are patched. I have lost 3 games total to non-terrans, even beating some GM's in PvP. And then promptly losing to 0/0 mass warhounds.

Slower, less range, 3 supply, increase costs, missiles are an upgrade, less base damage, 0 base armor. I think with all that it may, very small chance, but may not be insanely OP. I'm really surprised at how balanced most of the game that this version of the warhound got through.
Manager, Team RIP ZeeZ
Myrkskog
Profile Blog Joined July 2008
Canada481 Posts
Last Edited: 2012-09-06 23:12:35
September 06 2012 23:12 GMT
#276
On September 06 2012 23:26 [F_]aths wrote:
I, on the other hand, like the look of the warhound. Nice technical look.


I always thought it was impossible for an opinion to be objectively wrong, but there you go.
DemigodcelpH
Profile Joined August 2011
1138 Posts
September 06 2012 23:21 GMT
#277
On September 07 2012 05:56 FortMonty wrote:
My biggest issue with some of the things being said is the fact that people keep adding some type of satndard to "mech" play. Yes, the traditional meching style is to gain position and slowly gain ground on your opponent until you're sieging their base. However, I don't think this automatically requires mech to BE slow moving and chess like. I think the idea behind the Warhound is nice, to give mech some more versatility, the ability to be more mobile with stronger units and be hyper aggressive instead of super passive. Now people have said "You can be super aggressive with current mech, just aggressive leap frog tanks" which is just stupid.


Your reason is fundamentally flawed. Mech shouldn't be able to be as mobile and aggressive (overall) as bio is. That's not why it's not bio.

If bio and mech have the same capabilities then diversity and game depth is taken away. Mech is not bio in gundams. This is what Blizzard doesn't understand, and what the old BW dev team did.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2012-09-06 23:22:41
September 06 2012 23:22 GMT
#278
On September 07 2012 08:02 1st_Panzer_Div. wrote: I'm really surprised at how balanced most of the game that this version of the warhound got through.


It's actually not that amazingly good like people make it out to be. Even mass roaches beat them.
kaokentake
Profile Joined July 2012
383 Posts
September 06 2012 23:22 GMT
#279
On September 07 2012 08:21 DemigodcelpH wrote:
Show nested quote +
On September 07 2012 05:56 FortMonty wrote:
My biggest issue with some of the things being said is the fact that people keep adding some type of satndard to "mech" play. Yes, the traditional meching style is to gain position and slowly gain ground on your opponent until you're sieging their base. However, I don't think this automatically requires mech to BE slow moving and chess like. I think the idea behind the Warhound is nice, to give mech some more versatility, the ability to be more mobile with stronger units and be hyper aggressive instead of super passive. Now people have said "You can be super aggressive with current mech, just aggressive leap frog tanks" which is just stupid.


Your reason is fundamentally flawed. Mech shouldn't be able to be as mobile and aggressive (overall) as bio is. That's not why it's not bio.

If bio and mech have the same capabilities then diversity and game depth is taken away. Mech is not bio in gundams. This is what Blizzard doesn't understand, and what the old BW dev team did.


exactly. they should fucking remove bio (which essentially the warhound is doing) if they want to turn mech into bio with this gigantic marauder
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
September 06 2012 23:24 GMT
#280
On September 07 2012 08:22 DemigodcelpH wrote:
Show nested quote +
On September 07 2012 08:02 1st_Panzer_Div. wrote: I'm really surprised at how balanced most of the game that this version of the warhound got through.


It's actually not that amazingly good like people make it out to be. Even mass roaches beat them.


I have to agree.. Protoss players are still trying to figure it out tough, but it doesn't seem to be as bad as some people say..
Prev 1 12 13 14 15 16 20 Next All
Please log in or register to reply.
Live Events Refresh
LAN Event
18:00
Stellar Fest: Day 1
Gerald vs Harstem
ByuN vs Maplez
FuturE vs FoxeRLIVE!
Zoun vs Mixu
ComeBackTV 679
UrsaTVCanada525
CranKy Ducklings267
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 100
CosmosSc2 45
StarCraft: Brood War
White-Ra 250
NaDa 15
Other Games
tarik_tv10352
Grubby4603
FrodaN572
fl0m449
shahzam392
Liquid`Hasu277
ceh9205
mouzStarbuck133
C9.Mang0129
ZombieGrub44
PPMD26
Organizations
Counter-Strike
PGL138
StarCraft 2
angryscii 17
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 57
• musti20045 34
• RyuSc2 27
• Adnapsc2 10
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• HerbMon 20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• imaqtpie3107
Other Games
• Shiphtur221
Upcoming Events
Korean StarCraft League
4h 2m
CranKy Ducklings
11h 2m
IPSL
19h 2m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
19h 2m
BSL 21
21h 2m
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d
Sparkling Tuna Cup
1d 11h
WardiTV Korean Royale
1d 13h
IPSL
1d 19h
JDConan vs WIZARD
WolFix vs Cross
LAN Event
1d 19h
[ Show More ]
BSL 21
1d 21h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
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

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.