• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:50
CEST 19:50
KST 02:50
  • 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: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80Weekly Cups (Sept 29-Oct 5): MaxPax triples up3
StarCraft 2
General
The New Patch Killed Mech! Team Liquid Map Contest #21 - Presented by Monster Energy herO joins T1 Weekly Cups (Oct 13-19): Clem Goes for Four TL.net Map Contest #21: Voting
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
BSL Season 21 BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW caster Sayle BSL Team A vs Koreans - Sat-Sun 16:00 CET
Tourneys
Azhi's Colosseum - Anonymous Tournament [ASL20] Semifinal B [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Current Meta BW - ajfirecracker Strategy & Training Relatively freeroll strategies Siegecraft - a new perspective
Other Games
General Games
Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace 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
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Men's Fashion Thread Sex and weight loss
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
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
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1568 users

[G] ZvT Perfect Spine placement vs 2rax Bunker

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2013-03-07 06:32:27
October 08 2012 13:49 GMT
#1
[G] ZvT Perfect Spine placement vs 2rax Bunker

[image loading]
Carefully placed Spine Crawler outranges Marines in a Bunker.
Nothing new? It goes so much deeper than you would ever imagine…Trust me.


Introduction
This thread is written primarily for Zerg players, but 2raxing Terran players would find it interesting as well. As for Protoss players, I added relevant extra content at the end just to keep you around.
+ Show Spoiler +

2rax: a strategy where Terran player makes 2 barracks to pump out a large number of marines early on to pressure his opponent or outright win if possible. In TvZ, 2rax has been around for a long time. Many Zerg tears have been shed, but Zerg players have steadily adapted to 2rax builds. Although there are different styles in holding 2rax, once a bunker goes up, which is not always preventable due to terrain / good Terran micro / randomness in SCV construction movement etc., a spine crawler is often needed to hold the pressure. More often than not, Zerg player is forced to make a spine crawler at a safer place close to mineral line where it doesn’t initially reach the bunker so that it doesn’t die to marine fire while morphing, and relocate it later on. There are 2 ways to relocate a spine crawler: 1. Relocate so that the spine crawler outranges marines inside the bunker 2. Intentionally relocate the spine crawler within bunker range so that it tanks damage for hatchery/zergling/drone when going all-out ATAAAAAAACK mode vs bunker contain. While the latter is useful from time to time especially when hatchery is in range of the bunker and dying, focus fire by decent Terran player negates damage tanking by the spine crawler. Therefore, the former is the ideal spine crawler relocation most of the time. This thread primarily talks about this outranging spine crawler placement, which I call “perfect,” while I call other placements “fail.”

I think it is already a common knowledge today that spine crawler outranges marines in a bunker. Bunker increases the range of the units inside by 1 , so marine = 5range + 1range = 6range, when spine crawler = 7range. Of course, there is nothing special about outranging situation itself. There are many other cases in SC2 where one outranges another like stalker vs marine for example. What makes spine crawler vs bunker outranging situation special is that both are structures. Structures can only be placed according to grids unlike units, which completely ignore grids. Bounded by grids, x-y coordinates of structures on a map can shift to either direction only by an integer and never by a decimal. That is to say, there are only so many different structure placements relative to each other between the two. Therefore, I experimented every possible relative placement to see when outranging happens and when it doesn’t.

Some of you might have found my previous grid / sim city related guide [G] Zerg Sim City for Spire protection in ZvP useful. However, I must warn everyone here that this spine crawler vs bunker thread talks about interesting yet insanely specific topic that matters only on rare occasions. Welcome to the most extensive research on the most trifling topic in the history of SC2!!


Example Game
This is a good example of the situation I am talking about here. Only 2rax part is relevant, though it is a great game to watch to the end.
2012 MLG Winter Arena WR1 Neatea vs DeMuslim Game 3 on Shakuras Plateau.
+ Show Spoiler +

Usually, only 1 spine crawler is made when facing 2rax, but Nestea made 2 spine crawlers in this game. 1st spine crawler relocation at the bottom is what I call perfect placement. 2nd spine crawler relocation at the top is what I call fail placement. The spine crawler at the bottom outranged the bunker. On the other hand, the spine crawler at the top was taking damage while rooting. In this particular game, 2nd spine crawler did a good job at tanking damage to save the hatchery, so it is not a complete fail, but for the sake of discussion, taking damage by rooting too close = fail in this thread. More analysis later in this thread after learning more about the topic.


Graph
A picture is worth a thousand words. Here are the coordinates of perfect spine crawler placements where it outranges the bunker.

360 degrees
+ Show Spoiler +

[image loading]

90 degrees
+ Show Spoiler +

[image loading]

45 degrees
+ Show Spoiler +

I assume people know at least some basic math.
[image loading]


Notes
+ Show Spoiler +

Unlike BW, SC2 structures are perfectly symmetrical.(thank god buildings in SC2 “make sense”) Therefore, the graph of 45 degrees above is all anyone needs to find out the relationship between the two structures because reflection/rotation of the results within 0-45 degrees explain the rest of 315 degrees as well. Reflection across the diagonal line gives 45-90 degrees, and rotation around the center of the bunker by 90 degrees gives 90-135 degrees etc. That is, every single perfect spine crawler placement in 360 degrees can be categorized into one of these 8 green diamonds. I hope the image is self-explanatory enough. Red is bunker. Green diamond is the center of perfectly placed spine crawler (2X2 structure). The corner of the bunker is taken as the original point for x-y coordinates (yellow point). Light green merely means that such a point appears every 90 degrees instead of every 45 degrees for other 7 darker greens. 360/45 = 8 and 360/90 = 4, so total number of perfect placements is 7*8+1*4 = 60 as can be seen in the 360 degrees image. Obviously, there is no way all 60 of them are available in 2rax situation, but usually at least around 5 locations are available on creep from which Zerg player only has to pick 1 when relocating. Any location inside is too close so that marines in the bunker can fire back while rooting. Any location outside is too far so that the spine crawler cannot attack the bunker.


In-Game Image
270-360 and 0-90 images must be good enough because bunker’s graphics is almost symmetrical across vertical line but not across horizontal line. Spine crawler moves clockwise for the next picture below, starting from 270 degrees.

270-360
+ Show Spoiler +

[(7,-1) 270-315]
[image loading]

[(7,0) 270-315]
[image loading]

[(7,1) 270-315]
[image loading]

[(7,2) 270-315]
[image loading]

[(6,3) 270-315]
[image loading]

[(6,4) 270-315]
[image loading]

[(5,4) 270-315]
[image loading]

[(5,5) 270-360]
[image loading]

[(5,4) 315-360]
[image loading]

[(6,4) 315-360]
[image loading]

[(6,3) 315-360]
[image loading]

[(7,2) 315-360]
[image loading]

[(7,1) 315-360]
[image loading]

[(7,0) 315-360]
[image loading]

[(7,-1) 315-360]
[image loading]

0-90
+ Show Spoiler +

[(7,-1) 0-45]
[image loading]

[(7,0) 0-45]
[image loading]

[(7,1) 0-45]
[image loading]

[(7,2) 0-45]
[image loading]

[(6,3) 0-45]
[image loading]

[(6,4) 0-45]
[image loading]

[(5,4) 0-45]
[image loading]

[(5,5) 0-90]
[image loading]

[(5,4) 45-90]
[image loading]

[(6,4) 45-90]
[image loading]

[(6,3) 45-90]
[image loading]

[(7,2) 45-90]
[image loading]

[(7,1) 45-90]
[image loading]

[(7,0) 45-90]
[image loading]

[(7,-1) 45-90]
[image loading]


Notes
+ Show Spoiler +

Naming rule:
There are eight (6,4) placements in total because there is one every 45 degrees. [(6,4) 270-315] shows the (6,4) within 270-315 degrees. Same rule applies to other placements except for (5,5)
There are four (5,5) placements in total because there is one every 90 degrees, not 45 degrees. [(5,5) 270-360] shows the (5,5) within 270-360 degrees.

Unfortunately, white triangle dots that show the range of spine crawler are not spaced so that they are symmetrical. For whatever reason, there are 21 dots at 17.14degrees apart. This complicates distance estimation because [(6,4) 45-90] looks totally different from [(6,4) 180-225] in terms of graphical relationship between bunker and the closest white dots. Bunker's graphics can come right in between 2 dots like [(6,4) 45-90] only at certain angles, and therefore imaginary circle in your head has to be fairly accurate. Had Blizzard used 24 dots with exactly 15degrees apart, things would have been so much easier due to symmetry that would come with it.

As a general rule of thumb, imaginary circle connecting outer tips of the triangles must intersect with bunker’s graphics in order for the spine crawler to hit the bunker. In my experience, this is almost always true regardless of the camera angle. It is easier to imagine a circle with inner bases of the triangles, but using the tips seems more useful when estimating distance. Another useful rule to remember is that 0-180 spine crawlers look closer than 180-360 equivalents, especially between 45-135 and 225-315. Compare [(7,-1) 45-90] and [(7,-1) 270-315] to see the difference. (first image and last image) It is really hard to come up with any better universal rules in words due to factors like camera angle, asymmetry of bunker’s graphics for top and bottom half, discontinuous range indicator etc.


Fail Examples
There are 13 common fail placements, all of which are directly adjacent to one of 8 perfect placements: 6 for being too close, and 7 for being too far. Only 0-45 examples are uploaded here.

Close Fail
+ Show Spoiler +

[(6,-1) 0-45]
[image loading]

[(6,0) 0-45]
[image loading]

[(6,1) 0-45]
[image loading]

[(6,2) 0-45]
[image loading]

[(5,3) 0-45]
[image loading]

[(4,4) 0-90]
[image loading]

Far Fail
+ Show Spoiler +

[(8,-1) 0-45]
[image loading]

[(8,0) 0-45]
[image loading]

[(8,1) 0-45]
[image loading]

[(8,2) 0-45]
[image loading]

[(7,3) 0-45]
[image loading]

[(7,4) 0-45]
[image loading]

[(6,5) 0-45]
[image loading]


Notes
+ Show Spoiler +

Do you think they are too obvious? (4,4) every 90 degrees and others fails every 45 degrees means that 12*8+1*4 = 100 fail placements in total. 60 perfect + 100 fail =160 relevant x-y coordinates in total. Some perfect ones look like fail, and some fail ones look like perfect because of camera angle etc. Telling the difference with 100% confidence is possible with dedicated practice, but it takes at least several hours of messing around with unit tester.


(5,4) and (7,3)
These 2 placements are worth special attention for their highest difficulty in estimating distance.
At some angles, (5,4) looks as if it is too close, yet it is a perfect placement.
At some angles, (7,3) looks as if it is barely close enough to be perfect, yet it is too far.

(5,4) Perfect
+ Show Spoiler +

[(5,4) 0-45]
[image loading]

[(5,4) 45-90]
[image loading]

[(5,4) 90-135]
[image loading]

[(5,4) 135-180]
[image loading]

[(5,4) 180-225]
[image loading]

[(5,4) 225-270]
[image loading]

[(5,4) 270-315]
[image loading]

[(5,4) 315-360]
[image loading]

(7,3) Far fail
+ Show Spoiler +

[(7,3) 0-45]
[image loading]

[(7,3) 45-90]
[image loading]

[(7,3) 90-135]
[image loading]

[(7,3) 135-180]
[image loading]

[(7,3) 180-225]
[image loading]

[(7,3) 225-270]
[image loading]

[(7,3) 270-315]
[image loading]

[(7,3) 270-315-360]
[image loading]


More Analysis on Example Game
Now that we learned x-y coordinates, the analysis can go a little deeper.
+ Show Spoiler +

First spine crawler at the bottom was morphed at [(7,4) 180-225] which was too far to reach the bunker. Nestea relocated it to the right by 1 grid = [(6,4) 180-225]. Because hatchery and ramp limited rootable locations, the only other perfect placements available were [(5,4) 180-225] and [(5,5) 180-270] for Nestea. Although morphing spine crawler at [(6,4) 180-225] would have saved Nestea about 15sec for relocation, creep was not available at that point, so relocation was needed anyways.
Nestea relocated second spine crawler to [(6,2) 180-225] relative to the second bunker. (6,2) is one of the close fail placements as explained in this thread. [(7,2) 180-225] and [(7,1) 180-225] perfect placements were available, so the spine crawler didn’t have to take damage while rooting. [(7,1) 135-180], [(7,2) 135-180] and [(6,3) 135-180] would have been available as well if creep had spread far enough. [(7,1) 225-270] etc. were in range of the other bunker, so it was not appropriate. For example, [(7,1) 225-270] relative to the second bunker = [(5,2) 180-225] relative to the first bunker. This is Orek's analysis desk.


Quiz
Which one is the perfect spine crawler placement? Multiple correct answers are possible. Easy? Or not so easy?

Q1
+ Show Spoiler +

A
[image loading]

B
[image loading]

C
[image loading]

D
[image loading]

E
[image loading]
Answer
+ Show Spoiler +

A = [(6,2) 270-315] Close Fail
B = [(6,3) 270-315] Perfect
C = [(6,4) 270-315] Perfect
D = [(7,2) 270-315] Perfect
E = [(7,3) 270-315] Far Fail
0-180 spine crawlers look closer than 180-360 equivalents, especially between 45-135 and 225-315.
(6,2) might look far enough, but not so at this angle. On the other hand, (7,3) might be more obvious at this angle.


Q2
+ Show Spoiler +

A
[image loading]

B
[image loading]

C
[image loading]

D
[image loading]
Answer
+ Show Spoiler +

A = [(7,3) 90-135] Far Fail
B = [(6,3) 90-135] Perfect
C = [(6,3) 135-180] Perfect
D = [(7,3) 135-180] Far Fail
Again, being able to tell (7,3) is important.


Q3
+ Show Spoiler +

A
[image loading]

B
[image loading]

C
[image loading]

D
[image loading]

E
[image loading]

F
[image loading]
Answer
+ Show Spoiler +

A = [(8,-1) 90-135] Far Fail
B = [(8,0) 90-135] Far Fail
C = [(8,1) 90-135] Far Fail
D = [(7,-1) 90-135] Perfect
E = [(7,0) 90-135] Perfect
F = [(7,1) 90-135] Perfect
If you thought ABC were perfect and DEF were close fail, remember once again that 0-180 spine crawlers look closer than 180-360 equivalents, especially between 45-135 and 225-315. This is a good example of how close they look.



Photon Cannon version
Oh, you cannon rush a Terran? Then this is for you. Note that photon cannon is bigger than spine crawler (did you know?), so it has to be placed slightly farther. No in-game image for this one. Download unit tester and play around by yourself.
+ Show Spoiler +

360 degrees
[image loading]

90 degrees
[image loading]

45 degrees
[image loading]

BUUUUUT once a marauder (= 6+1 =7 range) is out, this is entirely useless.


Final Thoughts
+ Show Spoiler +

Well, I didn’t mean to go this deep when I started the research. After spending tons of hours into this research, it is safe to say that I have deeper understanding of spine crawler placement vs bunker than anyone else in the world as of writing. If GSL spine crawler placement competition were held, it would make me rich. I don’t really expect anyone to spend as much time as I did on this seemingly unimportant aspect of the game. However, if you are a full-time pro, it doesn’t hurt to spend a few hours with unit tester to get the hang of it while referencing this thread. Or, upon misplacing a spine crawler in your game, checking replay to see how you failed might be helpful in future so as not to repeat the same mistake. No one has reached the level of “that was (7,3) so I wasted about 15 seconds by having to relocate spine crawler twice. It should have been (7,2) or (6,3).” If one has to face a 2rax lover in Code S final, maybe that’s the level of analysis required by coach/teammates in practice. Anyways, thanks for reading to the end. Feedback/correction is much appreciated. Check other thorough researches of mine linked below which are far more useful than ultra trifling topic I chose for this thread. You won’t regret.


Orek's Articles/Guides
+ Show Spoiler +

+ Show Spoiler [Article etc.] +

BitByBit Fan Club
A bit on BitByBit
IlIlIlIlIlIl or lIlIlIlIlIlI?
Optimal Creep Spread in Theory
Various Businesses in Starcraft 2
Balance Discussion Math(Best of N format analysis)
Underground Activities in Starcraft 2
Artosis pylon Art
Map Size History & Analysis
Larva disappearing Glitch in 1.5 (not about 20th larva)


+ Show Spoiler [Guide] +

[G] Walling Mechanics
[G] Unit/Structure Selection Priority
[G] ~8% faster gas mining
[G] ZvT Perfect Spine placement vs 2rax Bunker
[G] Zerg Sim City for Spire protection in ZvP
[G]Health Bar Color
[G]Map Distance & Travel Time

osiris17
Profile Blog Joined September 2012
United States165 Posts
October 08 2012 14:23 GMT
#2
Ty very much.
Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate. - sun tzu
PlacidPanda
Profile Joined September 2011
United States246 Posts
October 08 2012 14:41 GMT
#3
Another Great post from our resident building expert! This is really interesting and revealed some things i certainly didn't know about the way units out range eachother and how this changes when buildings come into the equation. Great post keep it up
Squirtle Hwaitting!!
Maxilicious
Profile Joined May 2011
221 Posts
October 08 2012 14:44 GMT
#4
Great article. Well done.
http://terrancraft.com/
JDub
Profile Joined December 2010
United States976 Posts
October 08 2012 14:48 GMT
#5
Really great article. I think the 3 quizzes near the end are really helpful for illustrating your point. These sorts of things can be the difference between winning and losing games, so it's awesome when someone spends the time to look into it at such depth.

As for the cannon -- cannons are 2x2 (in terms of the SC2 building grid), so is there a reason why in your images for them you show them as 3x3? Are spine crawlers really slightly smaller than 2x2 (neighboring spines don't form a tight wall against lings, for example), or are cannons really slightly bigger than 2x2?

Thanks for the great read!
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
October 08 2012 16:39 GMT
#6
Awesome article, been a while since something useful and interesting has been posted!
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
October 08 2012 16:52 GMT
#7
Great guide.
But along came illusion...

sc2chronic
Profile Joined May 2012
United States777 Posts
October 08 2012 20:40 GMT
#8
interesting read..

also you should include the bit about marauders effectively making this useless into the main notes and not just in the cannon version, because they outrange the spine as well.
terrible, terrible, damage
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
October 08 2012 20:57 GMT
#9
Wow great work. Completely crazy, but great work.
Valor is a poor substitute for numbers.
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
October 08 2012 22:06 GMT
#10
Lol, I always love your ridiculously detailed posts with a huge amount of work put into them. This post is for sure something noteworthy to for people who want to polish their game.
You mean I just write stuff here and other people can see it?
TheGreenMachine
Profile Joined March 2010
United States730 Posts
October 08 2012 22:30 GMT
#11
On October 09 2012 01:52 Nightsz wrote:
Great guide.
But along came illusion...

http://www.youtube.com/watch?v=Gk81D2_FwSA

Holy crap.........

oh and really nice guide!! I was wondering why sometimes my spine can be hit and other times it cant, its a very fine line apparently.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 08 2012 22:59 GMT
#12
important stuff for high level zergs, good post
snively
Profile Blog Joined August 2011
United States1159 Posts
October 08 2012 23:41 GMT
#13
On October 08 2012 22:49 Orek wrote:
Welcome to the most extensive research on the most trifling topic in the history of SC2!!


i loled

you put a lot of work into this, and its very impressive
dont be so modest, its not exactly the MOST trifling topic in the history of sc2
(anyone remember the extractor butt holes thread?)
My religion is Starcraft
Cokefreak
Profile Joined June 2011
Finland8095 Posts
October 08 2012 23:44 GMT
#14
Very helpful thanks, this should help me hold some bronze bunker rushes easier.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2012-10-09 00:02:56
October 09 2012 00:02 GMT
#15
Nice guide, but sadly that illusion bunker micro outshines everything. That fucker has some mouse control lol.

Retardedly in depth guide, wow. In a very good way.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
reikai
Profile Joined January 2011
United States359 Posts
October 09 2012 00:07 GMT
#16
Now we just need the compliment to this guide:

[G] Asshole Bunker Placement :D
Et Ducit Mundum Per Luce. :T:
Blezza
Profile Joined June 2011
United Kingdom191 Posts
October 09 2012 00:13 GMT
#17
Brilliant article. Well written, informative and just an all round good read . I've learnt a lot!
Winners race > Other race I don't play > My race. How Twitch chat work in tournaments...
Lolimaiko
Profile Joined February 2011
United States29 Posts
October 09 2012 00:23 GMT
#18
Last quiz completely threw me off. Very nice write up.
Susceptible to lolis
poeticEnnui
Profile Joined September 2010
United States78 Posts
October 09 2012 02:30 GMT
#19
Illusion's bunker micro. What in the name of I don't even that was absolutely sick.

Kinda makes spine placement irrelevant, yeah?
BigRedDog
Profile Joined May 2012
461 Posts
October 09 2012 03:24 GMT
#20
Thanks for taking the time to research on spine placement against 2 rax.
Big Red Dog!
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#27
WardiTV1134
TKL 347
IndyStarCraft 281
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 347
IndyStarCraft 281
BRAT_OK 122
UpATreeSC 118
Codebar 34
MindelVK 31
StarCraft: Brood War
Britney 17083
Calm 3938
Sea 3566
GuemChi 1387
Bisu 1121
Horang2 822
Mini 586
EffOrt 518
actioN 207
Larva 192
[ Show more ]
Soulkey 100
Dewaltoss 91
Hyun 67
Snow 64
TY 61
Killer 56
Mind 34
Aegong 33
ggaemo 29
JYJ27
Rock 17
scan(afreeca) 17
ivOry 16
Movie 13
Bale 13
HiyA 12
SilentControl 8
Shine 4
Dota 2
qojqva5261
Dendi1490
BananaSlamJamma271
Counter-Strike
fl0m1197
byalli249
FunKaTv 56
Heroes of the Storm
Khaldor230
Other Games
FrodaN1122
Grubby1054
Beastyqt691
ceh9552
mouzStarbuck180
ToD129
C9.Mang0125
ArmadaUGS120
KnowMe115
Trikslyr48
Mew2King47
Organizations
Counter-Strike
PGL527
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• iHatsuTV 12
• Reevou 3
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3148
League of Legends
• Nemesis4504
• imaqtpie1433
Other Games
• Shiphtur200
Upcoming Events
Replay Cast
5h 10m
Wardi Open
17h 10m
Wardi Open
20h 40m
PiGosaur Monday
1d 6h
Replay Cast
1d 16h
Tenacious Turtle Tussle
2 days
The PondCast
2 days
OSC
2 days
WardiTV Invitational
3 days
Online Event
3 days
[ Show More ]
RSL Revival
4 days
RSL Revival
4 days
WardiTV Invitational
4 days
Afreeca Starleague
5 days
Snow vs Soma
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
RSL Revival
5 days
Wardi Open
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
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
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.