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Someone once said, “Man is the lord of all creation.” When I considered humans as the race with infinite potential, I thought similarly of Terrans able to create dynamic strategies and tactics.
Lim Yo Hwan, Choosing Terran, Crazy as Me
Lim Yo Hwan, Choosing Terran, Crazy as Me
A long time ago, Protoss and Zerg ruled the StarCraft universe with their cheap Pools and insane Storms. It was then that one man brought the Terran forces from behind their defensive lines and into the limelight. Boxer revolutionized Dropship and M&M play and Lockdowned, Nuked and EMPed fear into the hearts of the other races. He was the one person who, with creative play being the root of his charm, sparked the surge of Terran who took to the ladders in swarms over the next decade or so.
Of course, this was before the Creative Terran spiraled into the maelstrom of macromanagement brought forth by Oov and Nada. After all, who wants to take down those final hitpoints of a Hatchery with that one Defensive Matrixed Marine when you can 200/200 3/3 and just roll over everyone? The "cookie cutter" Terran was born and with defensible naturals Turtle Terran flourished. The terms
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Well...
Protosses have their Dark Archons, Zergs have their Queens, but in recent games Terrans showed they haven’t yet run out of creativity yet. The past few weeks have seen the emergence of units, spells and tricks that have been rare or never used in the Terran matchups.
Today, I’ll take you through a couple of these games, highlighting what new Terran antics might be the bane of Protoss and Zerg opponents in the not so distant future. With me are Terran experts Idra and Artosis and Starcraft savant Day[9], who were kind enough to comment on how viable these antics are.
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Firebats are mostly known for… em… something with dancing ceremonies? In a standard
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Fast forward to October 25th, 2009: Boxer plays versus Killer on Tornado. We all remember that match from the sexy Wraith harrass build, the sick minefield sweeping up nearly a dozen Lurkers and, of course, the Nuke to top it off. But remember the event that triggered Killer’s mineplow?
Just before the 12 minute mark, Boxer musters up a bunch of Firebats. Along with some Marines and Medics he sends them all the way around Killer’s army and sets fire to the Zerg’s third. Killer casts a Swarm but the Zerglings he sends in are roasted by the Firebats. The observer points out an 8 kill Firebat. Bats + Drones = Barbecue.
These antics are no surprise coming from Boxer, but is this a one time thing? Perhaps, but take a look at the following game, where the Terran player incorporates an unusual amount of Firebats in his forces througout the entire game:
Ruby keeps producing Firebats throughout the entire 33 minute-long game.
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Incorporates them in his main army.
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And uses them in drops and to protect outlying expansions
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We haven't seen so many Firebats in a game for a long while. So what makes players use these Blazing Buccaneers?
Damage Report: Firebat
Attack: When you compare the Firebats to Marines, Damage Output (Damage divided by Cooldown) charts indicate:
+0 +1 +2 +3
Marine 0.4/0.8 0.47/0.94 0.53/1.06 0.6/1.2
Firebat 0.73/1.46 0.82/1.64 0.91/1.82 1.0/2.0
Firebats are almost twice as strong as Marines and deal full damage under Swarm. Because of their concussive damage, a Firebat will only deal 50% damage versus both Hydras and Lurkers. However, this will still bring them on par with a Marine.
Defense: Firebats start out with +1 armor. This means they won’t die to 2 Lurker or 2 Sunken shots. Furthermore they are as mobile as Marines.
Attack: When you compare the Firebats to Marines, Damage Output (Damage divided by Cooldown) charts indicate:
+0 +1 +2 +3
Marine 0.4/0.8 0.47/0.94 0.53/1.06 0.6/1.2
Firebat 0.73/1.46 0.82/1.64 0.91/1.82 1.0/2.0
Firebats are almost twice as strong as Marines and deal full damage under Swarm. Because of their concussive damage, a Firebat will only deal 50% damage versus both Hydras and Lurkers. However, this will still bring them on par with a Marine.
Defense: Firebats start out with +1 armor. This means they won’t die to 2 Lurker or 2 Sunken shots. Furthermore they are as mobile as Marines.
Viable?
They cost a bit of gas, but do double the damage of a Marine damage versus Zerglings and Drones. As progamers find they have the multitaking to use both Mines and Firebats (positioning) we might get to see these Audacious Arsonists more. It's probably an underused unit as spamming M clicking your Raxes is much easier than alternating M and F. Time will tell.
Idra: The mid-late game Firebats are very good. Alot of Zergs like to defend until they mass up enough gas for Ultras, and if you hit them with enough Firebat support while theyre trying to do this you can break them easily.
Artosis: Its always good to have some firebats with your army. Even just 1 or 2 in the right position are amazing.
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We’ve all seen
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First, let me draw your attention to Justin’s ballin'
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This isn’t where it ended though. With Calm just fending off the Marines with Swarms and Zergling and whatever Guardians or Mutas he could muster, Justin used his Wraiths to protect his Dropships raiding the outer expansions. He forced the Zerg to make fragile Scourges and slow Devourers while slowly but surely picking him apart.
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Overall, Justin used Wraiths very effectively, but they are not extremely uncommon on Guardian-friendly Outsider. However, what did catch my eye was the way Fantasy incorporated Wraiths into his play.
Match Point is very good for Muta harrass, because positions are fairly close and there’s a cliff behind the natural expansion’s mineral line. Fantasy knows this and prepares no less than six turrets to fend off the Mutas around the seven minute mark, keeping most of his M&M forces intact. Two minutes later he puts down 3 Starports and is making Wraiths.
Match Point is a map for 2 players, symetrically mirrored around the vertical middle. Each side has 3 geysers. Further geysers are in outposts: close to the enemy and hard to defend. Since a fourth gas is hard to secure, it is pivotal for a Zerg to inflict damage off three gas bases. Many Zergs get a bunch of Lurkers and use Swarm to put heavy pressure on the Terran.
When Hoejja’s Lurker production is just kicking in, Fantasy sends his 6 brand new Wraiths to Hoejja’s bases. Note that 6 is a critical number: 1 volley = 1 dead Drone.
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Hoejja is forced to make (unupgraded) Hydras to protect his Drones and Overlords, stalling his Lurker production. Eighteen Drones die in the initial raid. Hoejja suicides his army; Fantasy is able to put a huge ball in the middle and taking air dominance immediately incorporates Dropships in his play.
Compare this surprise Wraith switch to Sea’s recent TvT games versus UpMagic
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Fantasy is Boxer's apprentice, so you might dismiss this game as just one more example of Boxer's shenanigans, but surely Wraiths have got something going for them?
Damage report: Wraith
Attack: With a vicious air-to-air attack dealing 20 damage, six Wraiths kill an Overlord in two volleys. Their explosive missiles deal only 10 damage to the small Mutalisks (9 damage), but with less cooldown and more range, Wraiths are superior to Mutalisks in equal numbers. Versus ground they’re about as strong as Mutalisks but as Drones have less hit points you only need 6 to one-shot-kill these peons instead of 8.
Durability: None whatsoever. When attacked they go down like paper planes in a drizzle. However, they are very mobile, making their ability to run away their primary defense mechanism.
Attack: With a vicious air-to-air attack dealing 20 damage, six Wraiths kill an Overlord in two volleys. Their explosive missiles deal only 10 damage to the small Mutalisks (9 damage), but with less cooldown and more range, Wraiths are superior to Mutalisks in equal numbers. Versus ground they’re about as strong as Mutalisks but as Drones have less hit points you only need 6 to one-shot-kill these peons instead of 8.
Durability: None whatsoever. When attacked they go down like paper planes in a drizzle. However, they are very mobile, making their ability to run away their primary defense mechanism.
Viable?
Timing is critical: there is a window after Mutalisks are dominant and before the point where you need Vessels to deal with Defilers during which Wraiths are strong. It’s quite an investment so you better do some damage with them. They do have potential, as Fantasy demonstrated racking up as many kills as he did.
Artosis: It is definitely a risky strategy. Its kind of touch and go at the moment and leaves you in a weakened state (less Vessels) later on in the game.
Idra: I've never been a big fan of wraiths at any point in tvz. Personally I'd much rather have extra vessels in almost any situation.
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Wait what? Dropships aren't new! We see them all the time! Right you are, but not in the way Flash and UpMagic used them recently. We all know the merits of Dropship play. Terran players are no strangers to putting Tanks on cliffs or shuttling Vultures into mains. Terran, like Protoss and Zerg, has found ways to effectively use drops.
Although mass drop used to be something limited to the Zerg's doomdrop and TvT, recent games have seen Terrans use heavy dropship play against Protoss and Zerg.
With about 70% of the map qualifying as "outlying", Shuttle/Dropship play is excellent on this map. UpMaGiC opens up with a fast Starport and some Wraiths fend off Free's Shuttles. He then proceeds to deploy 4 Dropships of his own and attempts to take hold of the cliff outside Free's natural (note the minimap).
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Credit Free for fending off the drop perfectly. UpMaGiC does use heavy dropship play throughout the rest of the midgame but, watching the VOD, you notice he misses a lot of opportunities. Also, knowing Free already has 2 Shuttles, the counter to his own drop, going with such Dropship heavy play seems like a poor decision. Nevertheless, even though UpMaGiC loses this game, you can see the Dropships had much more potential.
Someone who had more succes with heavy drops is Flash.


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http://www.youtube.com/watch?v=FNM6BLKxV7g
On a sidenote: When watching this game, notice Flash's use of Firebats and Wraiths too
On a sidenote: When watching this game, notice Flash's use of Firebats and Wraiths too

Flash plays very well against an inferior Zerg, Hyun. After fending off the Mutas he lays waste to Hyun's distant 3rd, taking the lead in this game. He gets some Wraiths to rack up some Overlord kills and transitions into making some Dropships.
Watch how 5 dropships...
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become one giant blob of M&M death.
This isn't where it ends. M&M from half a dozen Raxes reproduce faster than rabbits on acid so Flash flies his D-ships back and starts shutting down Hyun's expansions left and right. Needless to add Flash takes home the victory.
Damage report: Mass Drops
Attack: Terran armies are immensely strong en masse. Dropping great numbers is the closest we can come to Recall. If they don't Scourge or Storm half your D-ships the drop will do great damage.
Durability: Although the drop itself is strong you leave your main pretty vulnerable. It's not like a Zerg Doomdrop, which can throws half the army at you while replenishing at home. After seeing this game I used this tactic several times with succes, but the games I lost were because the Zerg just a-moved into my diminished army and base. A swarm at his main ramp can stop your dropped army in its tracks so a base-destruction race is out of the question.
Attack: Terran armies are immensely strong en masse. Dropping great numbers is the closest we can come to Recall. If they don't Scourge or Storm half your D-ships the drop will do great damage.
Durability: Although the drop itself is strong you leave your main pretty vulnerable. It's not like a Zerg Doomdrop, which can throws half the army at you while replenishing at home. After seeing this game I used this tactic several times with succes, but the games I lost were because the Zerg just a-moved into my diminished army and base. A swarm at his main ramp can stop your dropped army in its tracks so a base-destruction race is out of the question.
Viable?
It should be pointed out that Mass Drop works very differently versus Zerg and Protoss. Versus Zerg it's great as a game-sealing move. If he is equal or ahead, he'll have no trouble taking out your main when your army is elsewhere, and a Swarm + some Lurkers or Ultras are great for preventing the drop from doing any damage. It's great if you can pull it off, but if he adapts well it's very volatile.
Versus Protoss, we might see this work on Outsider. A sizeable part of your army is gone so you're very open to a counter attack, but on Outsider a single choke can defend all your bases. However, there is a huge difference between doing one Dropship (four Vultures that do some damage but are expendable) and a mass Drop that is able to take out an expansion or base. Anyone who's ever dropped with three Dropships knows that such an amount is easily cleared up as your opponent will have his main army close by. Up used five Dropsips and used the platform to gain great positional advantage and even that was cleaned up without doing critical damage. In order to create the Recall-like effect the Terran needs at least six or seven Dropships, and even that needs sieging up, mine placement and possibly turret building right away in order to be succesful.
Idra: Heavy dropship play is very map dependent tvp. It's quite good on a map like Outsider, and anything where ground mobility is restricted.
Artosis: Yeah normally its horrible against P, but outsider has such strange terrain and cliffs that its quite good.
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I’m a huge fan of Nukes. Nothing says “This is my game, get out” like a well placed Nuke. However, when I bring this up people always tell me "No, you need the gas/supply for Tanks/Vessels/Marines/Whathaveyou” and it apparently requires much too much apm and multitasking for me to be able to do it well. Yet the last 3 weeks have seen SEVEN instances of Nukes.
Apart from the previously mentioned Boxer vs Killer, in which the Nuke was merely there to top it off, I’d like to dwell on Leta’s nuke.
Leta finds a cute spot to put his Ghost…
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Can you find it?
…and the Nexus goes down.
Leta does lose this game, with the Nuke being somewhat of a comeback move to begin with. But let's take note of the situation: A single Nuke killing an entire expansion, and from a considerably safe position.
Flashing back to Fantasy’s game on Match Point. Hoejja tries to get his 4th gas running and takes the middle expansion next to Fantasy’s base. Mapmakers put this expansion out of Siege Tank reach, but Nukes have a high enough Area of Effect to be able to damage townhalls at these spots when Nuking from within the main.
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After 2 Nukes the Hatchery goes down and Fantasy takes full dominance in the game versus a Zerg who’s on 1 undepleted gas. Another one of Boxer’s fingerprints?
Damage Report: Nuke
Attack: Deals damage equal to 2/3 of the total Shield+HP or 500 - whichever one is more. As most of you will know, this means you can take out a Nexus with 1 Nuke + 1 EMP. With the sight upgrade on the Ghost you can take out a Nexus on 1 or 7 on Match Point from the adjacent main base
. Hatcheries and Command Centers need 2.
Durability: You need 8 seconds of you Ghost not being killed. On HBR and Match Point you can Nuke from pretty safe places.
Attack: Deals damage equal to 2/3 of the total Shield+HP or 500 - whichever one is more. As most of you will know, this means you can take out a Nexus with 1 Nuke + 1 EMP. With the sight upgrade on the Ghost you can take out a Nexus on 1 or 7 on Match Point from the adjacent main base
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Durability: You need 8 seconds of you Ghost not being killed. On HBR and Match Point you can Nuke from pretty safe places.
Viable?
I mentioned one of the reasons Nukes are never used is that the gas and supply is supposed to go to Vessels and Tanks. And yes, ideally you reduce your banking to 0/0 every few seconds. The theory is sound but maybe progamers have realised that reality is different? Oftentimes they too will bank more than they can spend. In late game 200min/200gas isn’t a lot and a 170/200 Terran ball will still melt any 200/200 army. The examples we’ve seen also show Nuke launches from within the safety of the main base. Maybe this map feature will make Nukes viable?
Idra: They're not going to become common place.
Artosis: I've actually been toying with nukes on HBR TvP recently due to the huge usefulness of ghosts on the map. The jury's still out for me on whether they are useful enough or not.
Bonus:
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From the same series KT vs SKT1 (highly recommend by the way) we see something almost completely new: the Offensive EMP.
Fighting Spirit is really standard. You have three bases at your disposal (which is excellent for macro monsters Flash and Best) but a 2/1 push is hard to pull off in the open and big middle. Best techs to 3 base Arbiter while Flash sits back and does likewise. He gets three bases, two armories and one Vessel with EMP. He flies it all the way around the map to hover behind Best’s expansion, checks the Arbiter's position with some Vultures and, sure enough, gets off an EMP on the second Arbiter right as it comes out. Flash pushes out moments after.
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It’s amazing that he got the Vessel in position right as the second Arbiter came out since I haven’t seen Best do anything but 2 base Arb in a very long while. Best stops the push using amazing Storms, destroying what looked like a superior Terran army.
Damage report: EMP
Attack: Depletes all the energy of any Arbiters it hits; energy much needed to Stasis the oncoming Terran push.
Durability: Timing is a huge factor in this. Your Vessel arrives right before the Arbiter pops out and after the EMP goes off you must be ready to move out. Even if you get the timing right Arbiter placement can screw you up royaly. Flash knew BeSt rallies his Arbs to his Nat exp and saw it coming with his scouting Vultures, but I imagine that vs your average iCCup netizen chance is a huge factor.
Attack: Depletes all the energy of any Arbiters it hits; energy much needed to Stasis the oncoming Terran push.
Durability: Timing is a huge factor in this. Your Vessel arrives right before the Arbiter pops out and after the EMP goes off you must be ready to move out. Even if you get the timing right Arbiter placement can screw you up royaly. Flash knew BeSt rallies his Arbs to his Nat exp and saw it coming with his scouting Vultures, but I imagine that vs your average iCCup netizen chance is a huge factor.
Viable?
No. Not for us foreigner noobs anyway. The factors involved in pulling this off are highly volatile and, unless you have Flash’s sick timing down to a hair, you probably shouldn’t be trying this. I literally cheered when Flash managed to pull it off, but getting only 1 Arbiter wasn’t enough in the end.
Idra: Obviously it's good if you get the opportunity, but it's not really something you should plan on being able to pull off frequently.
Artosis: The timing on that probably only flash and maybe fantasy can really pull off. You have to be a progamer to do something like that.
You can read the complete interview with Artosis and IdrA in the spoiler below:
+ Show Spoiler [Interview with Artosis and IdrA] +
Pholon: The first point we touch upon is Firebats. Ruby incorporated them throughout his game. Is this a good thing to do?
Idra: The mid-late game Firebats are very good. Alot of Zergs like to depend on just plague/swarm + Cracklings to defend until they mass up enough gas for Ultras, and if you hit them with enough Firebat support while theyre trying to do this you can break them easily. They're good support units to have with your army anyway during that stage of the game as mmf is much stronger vs lurk ling than pure mm.
Artosis: Its always good to have some firebats with your army. Even just 1 or 2 in the right position are amazing. They have extra HP / splash / starting armor / do more damage. You have to be careful not to overmake them though. If you are going bionic you need to hit 3/3 ups and have 2port vessel going. In addition you need medics. All of this uses a ton of gas making it harder to balance in firebats as you reach a really high level of macro skill.
Pholon:Then why don't we see this use of Firebats more?
Artosis: Its really easy to forget to mix in just a few Bats here and there. They have a longer build time than even the medic and obviously it is easier to spam M into your barracks than MMMMMFMMM.
Pholon: So is it safe to say you'd even recommend lower level players incorporate Firebats in their Bio army or is it something that's only effective if you're good enough to, say, position or micro them well.
Artosis: Actually making Firebats for a lower level player can be really amazing. You can''t spend all your gas anyways so it doesnt hurt there already. In addition the Firebats will run ahead of the army and get targeted by Lurkers thus giving your Marines more of a lifespan. I would definitely suggest to lower level players to mix them in.
Pholon: Next point is the "Unexpected" Wraiths. Viable in TvZ?
Artosis: Well... for a long time I too have tried this out here and there. The results are still inconclusive but what it feels to me like it does is give you a slight tempo advantage. Sometimes you can kill a bunch of overlords or randomly get a nydus or some defilers out of the way so you can bust up an expo. It is definitely a risky strategy at times though. No one yet knows exactly when or how many you should make. Its kind of touch and go at the moment and leaves you in a weakened state (less Vessels) later on in the game. I would not suggest any lower level players to even try it yet. Its fun sure but at that point of the game its very hard to macro and execute the difficult wraith manuevers that make them pay off. fantasy can execute almost anyhting tho so =P
Idra: I've never been a big fan of wraiths at any point in tvz, besides going 3 port vs the 2 hatch muta into guardian build. If it catches your opponent off guard it can work but personally I'd much rather have extra vessels in almost any situation.
Pholon: How about in TvT?
Artosis: When someone opens up with a wraith build they are obviously behind on units. As the wraiths are being dealt with they have to make a very siege tank heavy army to hold off the opponent's ground army. This combined with an already low factory count makes it very likely that they will have few or no goliaths with their army. Because of this going 2port after your opponent's wraiths have been mostly neutralized is a very strong strategy. It can give you a really great temp advantage by making tanks withdraw or even taking a few out.
Pholon: Next one is mass Dropship in non-TvT, talking mainly about Upmagic vs Free on Outsider and Flash vs Hyun on Tornado
Idra: Heavy dropship play is very map dependent tvp. It's quite good on a map like Outsider, and anything where ground mobility is restricted. However in that style of game protoss has an advantage due to speed shuttles and storm, so if they recognize your strategy early and commit to defending it it isn't likely to work out very well.
Artosis: Yeah normally its horrible against P, but outsider has such strange terrain and cliffs that its quite good. Its simply a map specific strategy. something upmagic excells in.
Pholon: And is this something lower level players can do?
Artosis: Yeah on outsider definitely. It is really good/fun as a lower level player to play like that because macro doesnt matter as much. ur never meeting army to army.
Pholon: How about TvZ?
Idra: Against zerg its very good in alot of situations. Flash pointed out in an interview after that game vs hyun that the z was depending on a very low amount of hive tech units to defend his chokes, which is pretty common in modern zvt. So going heavy dropships abuses the fact that z is relying on his choke points for defense.
Pholon: So when can you be doing this kind of heavy dropship play? Do you need to be ahead by a bit or do you think it's still viable if you're behind (as a comeback move for example)?
Artosis: i didnt see the tvz game but dropships are very good after mutas are dealt with. It can work from behind sometimes but anything that works from behind is normally because of mistakes of your opponent. The stage where zerg is scrambling for defenses with nydus/lurker/defiler is the best time for dropships. You put pressure everywhere on the zerg and make their ramps/chokes/sunkens ineffective by using dropships
Pholon: NUKES!
Idra: They're not going to become common place. Maps where you can nuke from your main or any defensible location obviously make it a bit more viable but in most cases they're still not cost efficient.
Artosis: Nukes are never usable TvP. Nukes are sometimes slightly useable in TvT in very strange situations. Nukes are actually best vs zerg. We see them used a lot to embarass opponents but there is one time when nukes can be quite powerful. When you go completely standard bionic against a zerg playing standard also.. there is a time after the 3tank push that the zerg is barely holding on under swarm.. awaiting the next defilers to hatch. if you launch a nuke at the swarm you will win the game easily.
Pholon: How about that Nuke versus Protoss on HBR?
Artosis: I've actually been toying with nukes on HBR TvP recently due to the huge usefulness of ghosts on the map. The jury's still out for me on whether they are useful enough or not.
Pholon: Day actually was really enthusiastic about nukes in TvT and referred to FBH vs Flash on Medusa where a Nuke could have turned the game
Artosis:Actually that is exactly one of the very strange situations I was referring to. In really weird stalemate situations with mass siege tanks the range of nukes can be useful.
Pholon: Well stalemate situations aren't THAT weird in TvT -_-'
Artosis: Well it has to be a certain type of low economy stalemate I think. Games with BC's its not as good in. Has to be something thats very slow moving no matter what, I think.
Pholon: Ok one more: the Offensive EMP that we saw Flash do versus Best
Idra: Obviously it's good if you get the opportunity. It's not really something you should plan on being able to pull off frequently, but you should always be looking for any chance to emp early arbiters and you're not really risking that much sending out a vessel, since they're pretty quick.
Pholon: So is this something us D noobs should be attempting?
Artosis: Absolutely not. The timing on that probably only flash and maybe fantasy can really pull off. You have to be a progamer to do something like that. (and playing against a progamer cuz their timing has to be perfect too). but as a side note.. in late game PvT the first 2 arbiters are super super super important. If terran can deal with/neutralize them well enough then its move out time and protoss is in deep trouble.
Pholon: Well, that's it, thanks a bunch Go play and some TSL you ^^
Artosis: Np thx for askin. Love to impart some of the stuff it took me 11 years to learn in bite sized 30 second chunks.
The interview with Day[9] was a bit lengthier so I've made an MP3 out of it that can be downloaded here:
![[image loading]](http://img267.imageshack.us/img267/2606/bannerday.png)
>> Download here <<
+ Show Spoiler [Games mentioned in Day9 interview] +
http://www.teamliquid.net/tlpd/games/31180_Flash_vs_HoGiL/vod
http://www.teamliquid.net/tlpd/games/18935_EffOrt_vs_UpMaGiC/vod
http://www.teamliquid.net/tlpd/games/31165_MVP_vs_Notice/vod
http://www.teamliquid.net/tlpd/games/32245_Sea_vs_sKyHigh/vod
http://www.teamliquid.net/tlpd/games/10674_Calm_vs_Iris/vod
http://www.teamliquid.net/tlpd/games/7486_GGPlay_vs_Iris/vod
http://www.teamliquid.net/tlpd/games/8627_Casy_vs_Jy/vod
http://www.teamliquid.net/tlpd/games/14286_firebathero_vs_Flash/vod
Be sure to check it out for an hour long in-depth discussion about what is and what isn't a good idea when you're playing Terran in this day and age!
As for me, I don’t want to throw “next shift in the Terran metagame” out here. Most of the above are still a bit gimmicky or map dependent and only time will tell whether we’ll ever see them again. However, take this in consideration along with the recent appearances of Broodling, Ensnare, Feedback and Maelstrom and rejoice in knowing that Progamers are getting so good they feel comfortable pulling stuff like this off. I’m just happy Terran isn’t lagging behind in this respect. Hell, we might even find a use for Flare one day

Big thanks to Scaramanga, GTR, Hotbid, Insane and riptide for proofreading, MoC for hosting the interview and to IdrA, Artosis and Day[9] for sharing their opinions with us.
