• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:53
CET 19:53
KST 03:53
  • 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
Dark completes military service, returns to SC28[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
No more SC2 streamers on team liquid? Dark completes military service, returns to SC2 Greetings.. Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) Sea Duckling Open (Global, Bronze-Diamond) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
List of top players active on ShieldBattery Recommended BW Settings for Mouse and Video Starcraft:Brood War Discord Servers [BSL23] RO16 Group Stage Starcraft player cRuZa Passed away.
Tourneys
2v2v2v2 Tournament Stage 1: Community Poll [BSL23] Ro16 Group C - Sunday 21:00 CET Small VOD Thread 2.0 CSLAN 4 is Coming!
Strategy
Simple Questions, Simple Answers Pluto's TvP 5Marine 2Medic Push Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Free Space RTS Game, optimised f. Phone/Tablet etc Nintendo Switch Thread List of Game Threads The PlayStation 5 Stormgate/Frost Giant Megathread
Dota 2
Can Game Data Analytics Help Players Improvements
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 European Politico-economics QA Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread Dating: How's your luck?
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
VCT 2027 America Kickoff LAT…
anakin.
The time I organised my…
AssyrianKing
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: 11576 users

[V] Starcraft 2 WWI VOD - Page 20

Forum Index > SC2 General
Post a Reply
Prev 1 18 19 20 21 Next All
Avidkeystamper
Profile Blog Joined June 2008
United States8556 Posts
July 06 2008 19:51 GMT
#381
Most people are saying that the Medivac is misplaced because it doesn't feel right. But as a unit, it provides a lategame boost for the terran by allowing more effective base raids. Especially with marauder backup. I feel that the Medivac will get more love once people see how ownage it is. Also, it has maneuverability.
Jaedong
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 06 2008 20:28 GMT
#382
On July 07 2008 04:51 xenero wrote:
Most people are saying that the Medivac is misplaced because it doesn't feel right. But as a unit, it provides a lategame boost for the terran by allowing more effective base raids. Especially with marauder backup. I feel that the Medivac will get more love once people see how ownage it is. Also, it has maneuverability.

Wait, how is this different then a marine medic drop in SCBW?
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Avidkeystamper
Profile Blog Joined June 2008
United States8556 Posts
Last Edited: 2008-07-06 20:42:08
July 06 2008 20:41 GMT
#383
I think you would be able to fit more units in it, and I would guess when the marines (marauders too?) die, you still have the dropship.
Edit: I mean how there's no medics to take up slots in the dropship.
Jaedong
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
Last Edited: 2008-07-06 20:44:27
July 06 2008 20:43 GMT
#384
On July 07 2008 05:41 xenero wrote:
I think you would be able to fit more units in it, and I would guess when the marines (marauders too?) die, you still have the dropship.
Edit: I mean how there's no medics to take up slots in the dropship.

Yeah thats prolly 1-2 more marines, but now you bring marauders instead which I believe take 2 slots. And now your dropship has to remain there during combat instead of in SCBW where it could ferry more units into a base of fly off and go do something else.

Plus when your marines die in SCBW you still have the dropship too hehe. I don't see this as an improvement at all, just a change which doesn't really improve on anything.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-07-06 20:58:01
July 06 2008 20:57 GMT
#385
On July 07 2008 05:43 Nyovne wrote:
Show nested quote +
On July 07 2008 05:41 xenero wrote:
I think you would be able to fit more units in it, and I would guess when the marines (marauders too?) die, you still have the dropship.
Edit: I mean how there's no medics to take up slots in the dropship.

Yeah thats prolly 1-2 more marines, but now you bring marauders instead which I believe take 2 slots. And now your dropship has to remain there during combat instead of in SCBW where it could ferry more units into a base of fly off and go do something else.

Plus when your marines die in SCBW you still have the dropship too hehe. I don't see this as an improvement at all, just a change which doesn't really improve on anything.

Considering that terrans infantry lineup is much more powerfull if you do not count the medic, if you then get the now much improved infantry army + healing it sure is a huge buff over the old terran bio army.

Basically this gives terran bio a lategame.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 06 2008 21:15 GMT
#386
On July 07 2008 05:57 Klockan3 wrote:
Show nested quote +
On July 07 2008 05:43 Nyovne wrote:
On July 07 2008 05:41 xenero wrote:
I think you would be able to fit more units in it, and I would guess when the marines (marauders too?) die, you still have the dropship.
Edit: I mean how there's no medics to take up slots in the dropship.

Yeah thats prolly 1-2 more marines, but now you bring marauders instead which I believe take 2 slots. And now your dropship has to remain there during combat instead of in SCBW where it could ferry more units into a base of fly off and go do something else.

Plus when your marines die in SCBW you still have the dropship too hehe. I don't see this as an improvement at all, just a change which doesn't really improve on anything.

Considering that terrans infantry lineup is much more powerfull if you do not count the medic, if you then get the now much improved infantry army + healing it sure is a huge buff over the old terran bio army.

Basically this gives terran bio a lategame.


Swarmguardians, disease (plague), ultras, collossi, psistorm, lurkers, siegetanks, thors, banshees, hivetech graded roaches, battlecruisers, jackals, chargegraded zeals and hivegraded banelings still absolutely rape bio for the same reasons as bio was weak in SCBW though so I wonder how this is going to turn out. AOE still destroys marines at an absolitely appalling rate (as in 2 siege tanks shoot once and 13 marines instantly vaporize into red mist).

So I wonder how this is going to turn out like I said hehe.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
MrRammstein
Profile Joined May 2008
Poland339 Posts
Last Edited: 2008-07-07 01:24:42
July 07 2008 01:14 GMT
#387
edit: shit forgot about the most important one
1) Is Banelings' team color problem in ZvZ solved? How do they look like?




2) OK I'm not sure if this was answered already:
Burrowed and non-burrowed units are treated separately (like old cloaked and non cloaked) to avoid burrow as default order for them all (I mean in BW all units selected have to be burrowed 1st to order them to unburrow)?


3) Looking on the units' statistics on some site and abilities they have I noticed there wasn't Nomad's AoE Defensive Matrix anymore...
but Nyovne do you think it could tweak infantry based army?
Or may it be good, being forced to switch tech at the some point of the game?
(or just treat them as disposable units more ;P)


4) Obvious but just to be sure:
Under any circumstances Medivac doesn't heal multiple targets (like one outside of it and one inside)?
Even if not, could it be way to go to tweak it, assuming Medics won't come back to the game?
account abandoned:P RIP
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
Last Edited: 2008-07-07 13:17:06
July 07 2008 13:14 GMT
#388
On July 07 2008 10:14 MrRammstein wrote:
edit: shit forgot about the most important one
1) Is Banelings' team color problem in ZvZ solved? How do they look like?




2) OK I'm not sure if this was answered already:
Burrowed and non-burrowed units are treated separately (like old cloaked and non cloaked) to avoid burrow as default order for them all (I mean in BW all units selected have to be burrowed 1st to order them to unburrow)?


3) Looking on the units' statistics on some site and abilities they have I noticed there wasn't Nomad's AoE Defensive Matrix anymore...
but Nyovne do you think it could tweak infantry based army?
Or may it be good, being forced to switch tech at the some point of the game?
(or just treat them as disposable units more ;P)


4) Obvious but just to be sure:
Under any circumstances Medivac doesn't heal multiple targets (like one outside of it and one inside)?
Even if not, could it be way to go to tweak it, assuming Medics won't come back to the game?


1) I actually have no idea at all but in the few ZvZs ive played I experienced no problem at all, at least nothing that cought my notice as being a problem that is.

2) No there is no "tab between different unit condition" option in SC2. All units still have to be burrowed before they unburrow so if 10 units are burrowed and you add another 10 to the controlgroup and press burrow the remaining 10 will burrow while the previous 10 will remain burrowed. I personally prefer this way for the reason I just stated, it makes changing and adding to control groups just so much easier and you can still just control-click or double click a burrowed unit and you will get all burrowed units of that type on screen under your control.

Especially the last is alot easier because units are now identifiable by type while burrowed and alot easier to select while burrowed like in SCBW where you kinda had to drag-select them. I liked how it worked now and I used burrow in each and every game I played with zerg, but offcourse this is a personal preference and doesn't mean squat compared to how other people will experience it.

3) I have no idea how AOE-matrix would play but it would most definately be a tuned down matrix compared to SCBW where it is really strong in my opinion. Terran infantry felt buff enough as they were, especially with the highhp marauder and ghost, the 25% hp upgrade for marines etc.

I currently don't see any real problems with terran infantry that weren't already there in SCBW (aka vulnerability vs pretty much any AOE effect ingame that vaporizes just scores of them into red mist).

To add to that I believe terrans, especially their infantry, gameplay- as well as lore-wise should be expendable. To be more exact, terrans to my feel are highcost high hitting support units which are far from expendable (marauders, tanks, thors, battlecruisers, sciencevessels in SCBW, nomads in SC2 etc) that are surrounded by expendable meatshields (vultures, marines, jackals, reapers, etc).

Terran has in SCBW always felt to me like there are highyield units you need to protect that form the core of your army, your "terran ball" so to speak of while they are surrounded and protected by cheap (marines, vults in SCBW, marines and jackals in SC2) units that are easily replenishable and you are doing fine as terran as long as that expensive unit "core" of your "ball" stays intact to keep your push pushing so to speak while rallying more meat into the grinder before and around it.

I mean terran isn't zerg where you just swarm in with expendable high amounts of units. Terran also lacks the speed and mobility of the zerg and requires to be grouped and in formation to deliver its punch. But there definately is an expendable ring of meat around your bang and SC2 felt like they captured that feeling pretty well for terran which pleased me alot.

4) I cannot say this with absolute certainty but I don't think medivacs heal units inside them but they might very well do that. I hope someone can help us out on this and clarify it for us. Sorry can't really help you here. Outside they just heal one unit at a time but I think a bit faster then a medic used to but again, cannot say this with any real certainty.



One thing I do really feel as a thing to make a point of is that Terran has two real casters (ghost and Nomad allthough the nomad needs some work imho on its abilities) and im not counting the medivac just cause it can heal, protoss has three real casters (nullifier, high templar and the Mothership). But the zerg is kinda stuck on 1.5, the infestors are the only real caster unit for the zerg with the Queen being a 0.25% caster and the overseer having energy and spawn changeling are another 0.25% caster.

Toss seems fine on this matter, especially on the power of their spells. Ghosts seems great great units as well, support, small scale combat, harassment as well as caster wise (EMP, snipe, cloak, nuke + great base damage) but nomads need some identity and a hand, I find their turrets and spidermines atm far from great or inspirational and I hope to see some work on that. That targetting drone I saw somewhere (attaches to target, target takes 50% more damage for a duration of x seconds) seemed like a great 3rd ability for them to start out with without additional upgrades (along with them being a detector unit) required. But their two researchable spells really need a good looking at imho.

Queens are cool units, but they really need to keep that "heal" or regenerate or w/e its called stays the way it was and that it keeps working on units! For the rest swarminfestation is nice vs drops but nothing overly awsome, the Queen is just a good unit but I wish it had a little more personality to it as being the one that spawns/builds the zerg defensive structures. I still feel disappointed that they removed that along with scvs building thors, it felt refreshing, cool and fitting both of it. (well at least to my tastes hehe) Infestors "infestation" and "disease" were powerfull spells but dark swarm felt really weak without consume and might be OP if consume were in the game (we dont know yet if zerg needs something like swarm to be able to stand up against other races, terran especially, in the endgame phase). Plus I felt that infestors at a 100/200 cost are overpriced and should at least be brought back to defiler cost of 50/150, they simply cost way too much for what they bring to the fight. They are totally not on par with ghosts at the moment for the same cost.

All in all casters and their abilities need a bit of a looking at still imho, protoss *seemed* fine on this account but I hardly played them so I hope someone can comfirm my paper suspicions or deny them. Zerg and Terran casters really need a little workover and I feel that Overseers should get another real spell (support spell, nothing offensive!) to bring the zerg up to par and that Infestors need a proper role and that the Queens gets a bit more personality (but just a little, I really liked it, but again personal preference).
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 07 2008 13:16 GMT
#389
Summary of the post/rant of huge size above:

I love how 90% of the units in starcraft are still basic fire and move units and are easy and intuitive to use. Just how it should be. But those few casters there are (2-3 per race) should really have a better role and identity, especially like the nullifier and high templar already have for the Protoss (mothership less so, still feels a bit like a confused unit).
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
maybenexttime
Profile Blog Joined November 2006
Poland5916 Posts
Last Edited: 2008-07-07 13:48:31
July 07 2008 13:42 GMT
#390
Hmmm, maybe Infestor's Dark Swarm could be replaced with some other interesting spell, while Dark Swarm would be moved to the Overseer with a Vulture mine-like limit? That'd be a bit weird but at the same time unique and interesting methinks. :D

edit: Maybe this could be a channeling spell by the Overseer. ^__^

edit: The "new" Infester's spell could be a buffed version of Ensnare, which would, besides the regular effect (probably altered somehow) it had in BW, be castable on the ground to prevent units from fleeing.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
July 07 2008 13:53 GMT
#391
Overseer should get ensnare, fits the flying blob concept.
maybenexttime
Profile Blog Joined November 2006
Poland5916 Posts
July 07 2008 13:57 GMT
#392
Yeah, probably a better idea. What do you think about it being castable on the ground (for a set period of time)?
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 07 2008 17:43 GMT
#393
I like it, would be nice if this could be connected with creep too (but not only), I mean like 'OK creep spotted but is there ensnare hidden?'
account abandoned:P RIP
lololol
Profile Joined February 2006
5198 Posts
July 07 2008 19:38 GMT
#394
Btw, does desease damage all types of units?
If yes, doesn't it render high hp and air units pretty much obsolete?
I'll call Nada.
Showtime!
Profile Joined November 2007
Canada2938 Posts
July 07 2008 19:55 GMT
#395
On July 07 2008 22:53 Klockan3 wrote:
Overseer should get ensnare, fits the flying blob concept.



I have to agree with him here. I really think this is a good idea. Perhaps it should make units almost stick to the ground as well, sort of like maelstorm.
Mini skirt season is right around the corner. ☻
Ideas
Profile Blog Joined April 2008
United States8182 Posts
Last Edited: 2008-07-07 23:18:35
July 07 2008 23:04 GMT
#396
Wasn't ensnare sort of moved to the Marauder? It would kind of overlap too much if Zerg had ensnare again (although I would love to see it come back, and the sticking to ground ability sounds like a cool idea).

I would like to see the Overseer become a real spellcaster on par with other flying spellcasters. I don't really like the changeling spell (seems like it'd only be useful when used on someone who doesn't even know what changelings are), but I think Overseer needs 1 or 2 more "real" spells. I also think a good idea, in order to make all 3 races' flying spellcaster more distinct would be to have only overseers able to drop creep(maybe creep would need to be buffed to compensate for fewer things able to drop it). This way the Zerg "flying spellcaster" unit would actually be used more. In BW the Vessel had perm. detection, while the Arbitor had perm. cloak, and the Queen had 2 spells that cost too much psi energy.

Maybe not dropping creep, but some sort of passive ability on the overseer (preferably something different from cloaking or detecting to set it apart from other units) on top of some other spells I think is what the Zerg need (and scourge too).
Free Palestine
maybenexttime
Profile Blog Joined November 2006
Poland5916 Posts
Last Edited: 2008-07-07 23:27:43
July 07 2008 23:25 GMT
#397
Or it (Ensnare) could be a creep based ability of the Queen!:DD Imagine somebody attemting a 'Sunken' break and suddenly getting stuck in the creep while several new Spine Crawlers close in towards the wall. ^^
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 09 2008 05:31 GMT
#398
Could Overlords / Overseers cast Slime(?) to infest minerals?
account abandoned:P RIP
Ideas
Profile Blog Joined April 2008
United States8182 Posts
July 09 2008 05:57 GMT
#399
On July 09 2008 14:31 MrRammstein wrote:
Could Overlords / Overseers cast Slime(?) to infest minerals?



From the sounds of it, that ability was in an earlier build and wasn't present in the WWI build (haven't heard anything about it being in that build), although I have no idea.
Free Palestine
iounas
Profile Joined July 2008
409 Posts
July 09 2008 17:50 GMT
#400
How faster is protoss shield regen? They dont regen when in battle?
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
Prev 1 18 19 20 21 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
02:00
Replay Cast Not-Summer Invite
TaKeTV 340
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 335
BRAT_OK 54
MindelVK 17
EmSc Tv 1
StarCraft: Brood War
Calm 3233
Rain 1344
Mini 330
Dewaltoss 104
HiyA 88
ggaemo 59
Yoon 59
Hyun 58
Pusan 56
hero 47
[ Show more ]
sorry 18
yabsab 11
Shine 10
Dota 2
Gorgc6899
qojqva2191
Counter-Strike
pashabiceps2663
gobbtv229
zeus211
Heroes of the Storm
Grubby2000
Liquid`Hasu240
Trikslyr129
Other Games
singsing1702
Beastyqt702
XaKoH 155
ArmadaUGS96
QueenE90
C9.Mang074
Chillindude18
Railgan7
Organizations
Other Games
gamesdonequick1186
StarCraft 2
angryscii 21
EmSc Tv 1
EmSc2Tv 1
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 46
• Hinosc 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• FirePhoenix12
• Michael_bg 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV463
League of Legends
• TFBlade860
Other Games
• imaqtpie691
• Shiphtur589
Upcoming Events
OSC
4h 38m
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
CranKy Ducklings
15h 8m
WardiTV Invitational
17h 8m
ByuN vs SHIN
MaxPax vs Solar
Clem vs TBD
herO vs TBD
Lambo vs TBD
Rogue vs TBD
IPSL
22h 8m
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
1d 1h
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
1d 15h
WardiTV Invitational
1d 17h
IPSL
1d 22h
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
2 days
Artosis vs Dewalt
Ret vs Tech
SOOP
2 days
[ Show More ]
WardiTV Weekly
2 days
Monday Night Weeklies
3 days
PiGosaur Cup
4 days
The PondCast
4 days
GSL
5 days
Replay Cast
6 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-11-12
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
BLAST Rivals Fall 2026
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

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
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
PGL Major Singapore 2026
Stake Ranked Episode 6
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.