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! [G] Definitions

Forum Index > Brood War Strategy
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Chill
Profile Blog Joined January 2005
Calgary25977 Posts
Last Edited: 2007-10-26 17:14:46
October 23 2007 17:14 GMT
#1
Below is a list of definitions for the new user. This thread explains the what, not the why or how. Feel free to add terms in the reply.

Please post this link in threads where people ask what a certain term means. Thanks.



GENERAL DEFINITIONS
+ Show Spoiler +

# Building – As in 6 Pool. Tells you what supply you had when you made that building. Not to be confused with things like 4 Rax and 2 Fact, which refers to the actual number of buildings.

All-in - A one-time attack. If this attack does not kill the opponent, you have lost.

Build Order / BO - The order and timing at which buildings are made at the start of the game.

Cheese - Difficult to define. Generally a strategy that will immediately result in a loss if scouted or defended. Examples are proxy buildings and Cannon rushes.

Choke - An area of terrain with a small passage, such as a ramp, that is easier to defend than attack. Often the attacker needs many more units than the defender to break through a choke.

Cliffing - Dropping units on the high ground behind an expansion to deny mining. Done with ranged units or buildings; typically Siege Tanks, Cannons or Lurkers.

Cloning - Giving a group of units a different target each. Done by giving a group a command, removing one unit from the group, and then giving this new group a separate command. This process is repeated until every unit has a separate command. Examples are sending your starting workers each to a different mineral patch, or sending Scourge to each attack a separate Mutalisk.

Contain – An enemy blockade at a choke point, generally outside of your natural, which prevents you from moving out. Can be made up of any units, but is typically made up of highly defensive units, such as Siege Tanks, Lurkers, or Cannons.

Cooldown – The time a unit must wait before attacking again.

Counter - Attacking a player's base while his army is attacking another location. Typically you sacrifice an expansion to counter your opponent's main base.

Dancing – Running units away during cooldown, firing, and then running again. Repeat. Also involves rotating damaged units to the back to spread damage. Most common with Hydralisks and Dragoons.

Doom Drop - A massive drop. Generally done by Zergs.

Drill - As in Drone Drill or Worker Drill. A technique used to get past units holding position in a choke or, more typically, a ramp. Workers are told to mine minerals on the other side of the choke, putting them into gather mode and allowing them to pass through units. When these workers pass through the units on the ramp, they are told to stop, shuffling both them and the units on the ramp, and allowing friendly units to engage or run past the choke.

Expansion / Expo - A base constructed at another resource location other than your main base.

FE – Fast expansion.

Ferry / Elevator – Using a single transport to drop several units up or down a cliff.

Flank - Attacking one army from multiple angles simultaneously.

Foreigner - Non-Korean.

Gas Steal - Building on an opponent's Vespene Gas geyser so that his mining of gas is delayed.

Han Bang - "One time". Can mean an attack that is meant to do significant damage at a specific timing; alternatively, can mean the same as All-In.

Hungry – Playing extremely aggressively with very few expansions. Typically applied to Zerg. The opposite of Powering.

ICC - ICCup. The most popular, current ladder. Website

Maynard – Moving workers from an existing base to a newly formed expansion.

Macro – Unit production rate and expansion.

Maxed - Being at 200/200 supply.

Micro – Unit control.

Min Only - An expansion without Vespene gas.

Multi - Korean term for expansion.

Natural – Your closest expansion.

PGT - An old ladder, popular with Koreans and foreigners alike. Was hacked and shut down.

Powering - Building workers and expansions, rather than fighting units, with the intention of having faster production later. The opposite of Hungry.

Proxy – Building a building outside your main base, generally closer to your opponent to help execute a rush quicker, or to conceal a certain tactic or strategy.

Rush - An early-game attack; Foregoing tech and instead getting quick attacking units with the intention of killing or damaging your opponent early on.

Second Nat – Your second closest expansion.

Stacking - Clumping air units on top of one another so their numbers are disguised and they are easier to control.

Teching - Researching new technology or building advanced buildings which are prerequisites for new units or buildings.

Turtle - A defensive player who rarely leaves his base. Can be used as a verb (Turtling) to describe an extremely defensive playing style.




RACE SPECIFIC DEFINITIONS

Protoss
+ Show Spoiler +

General Protoss

Infinite Psionic Storm - Having so many Templar that you can cast Psionic Storm endlessly during a battle.

Manner Pylon - Building a Pylon in your opponents' mineral line. Ideally this traps workers and restricts access to one or two mineral patches, decreasing mining efficiency.

Storm Raid / Psi Raid - Dropping High Templar from Shuttles to cast Psionic Storm on an enemy's workers.

PvP


PvT
3 Gate - 3 Gateways before expansion.

Bulldog – A quickly timed attack with many Dragoons from 3 Gateways and 4 Zealots in Shuttles; Meant to defeat a Terran’s fast expansion.

Refugee Protoss – Running from base to base as Terran kills them. Generally happens when Protoss has many Carriers.

Spirit Protoss – Attacking with wave after wave of Zealots and few Dragoons. Generally involves almost no unit control with more of a focus on unit production. "Spirit" refers to the death animation of the many dying Zealots.

Zealot Bomb - Dropping Zealots from a Shuttle onto the Mines of a Terran push, causing the Mines to explode and destroy the Terran push. Alternatively, this is dropping Zealots from a Shuttle onto Tanks, causing nearby Tanks to fire and destroy the Tank due to splash damage.

PvZ
2 Gate - Making 2 Gateways before Gas. Typically used to Zealot rush.

Bisu / Beesuit – A build first made popular by Bisu; involves a fast expansion into a mid game of many Corsairs, harassing Dark Templar and relatively fast Observers.



Terran
+ Show Spoiler +

General Terran

Allied Mines - Laying a minefield and then allying your opponent. You unally your opponent once he is in the center of the minefield, to maximize damage. Banned from all competitive leagues and ladders.

Ball / Blob - A massive late-game army. Comes from the picture on the minimap when Terrans move out in the late game, keeping their large army grouped tightly together.

Wall-in - Blocking the entrance to your base early on, typically with Supply Depots and a Barracks.

TvP
2 Fact – Two Factories before expansion.

Biomech - Typically a rush build consisting of Marines, Medics and Tanks.

FD - Meaning "fake double" (As in fake 2 Fact rush). Terran rushes with similar forces from a Gundam, but from 1 Factory only, with the intention of expanding immediately.

Gundam – A quick rush from 2 Factories (1 Add-on), meant to push Protoss back far enough to allow Terran to Bunker and contain him. Terran moves out at the same time as an FD, but quicker than a Joyo.

Joyo – A slower timing rush off 2 Factory (2 Add-ons), meant to push Protoss back far enough to deny an expansion. Terran moves out later than an FD or Gundam, but with more units and research.

Push - The standard Terran mid and late-game offensive, led by Siege Tanks. Characterized by "leapfrogging" Sieged Tanks from the back into Tank mode, moving them to the front and Sieging them, and then repeating to move the attack towards a target.

Tornado - A build popularized by Nada, Tornado Terran involves harassing with many Vultures at the end of the midgame to stall Protoss, while Terran builds up his forces. This build's trademark is an eventual attack of almost pure Tanks in a maxed Terran army.

TvT

TvZ
2 Fact – A Tank-heavy build, with few Vessels coming from 1 Starport and many Tanks from 2 Factories.

8 Rax – Building a Barracks on 8/10 supply with the intention of Bunker rushing.

BBS – Barracks, Barracks, Supply (Depot). Building two Barracks before Supply Depot with the intention of Bunker rushing.

Eraser - Casting Irradiate on one's own Science Vessel, which is then flown over Drones to kill them.

Metal - Playing TvZ with Factory units - primarily Goliaths supported by Tanks.

MnM / M&M / MMF - Marines and Medics (and Firebats).

SK Terran – An infantry-heavy build relying on no Tanks, 2 Starports making Vessels, and 9-12 Barracks making Marines and Medics.

Sparks Terran – Making infantry from 3 Barracks with the intention to break through a Zerg’s Sunken line before his tech is complete. Sparks refers to this strategy’s heavy dependence on Firebats, as they take 3 hits rather than 2 to die from a Sunken Colony.

Vessel Cloud - Several (>7) Science Vessels.



Zerg
+ Show Spoiler +

General Zerg

3 cm Drop / Slow Drop – Using slow moving Overlords to drop units up or down a cliff.

Crackling - Zerglings with the Adreanline Glands upgrade researched.

Extractor Trick - Building an Extractor, then a Drone, then cancelling the Extractor to get 10/9 supply. Generally only done when 9 Pooling.

Overpool - 9 Overlord 9 Pool.

Speedling - A Zergling with the Metabolic Boost upgrade.

Sunken Line – The defensive line of Sunkens a Zerg player will make at his expansions. Mostly used against Terran at Zerg’s natural while he waits for his first tech to research.

ZvP
Sauron – An expansive, low-tech Zerg build. Initially, Zerg matches Protoss attack upgrades with Carapace upgrades, and maintains a 3:1 ratio of Zerglings: Zealots, while all remaining minerals are spent on expansions and Drones. Zerg will be making massive amounts of Hydralisks and Zerglings from the midgame through the endgame.

ZvT
2 Hatch – Getting only two Hatcheries before beginning to gather gas and tech. Usually involves highly aggressive play to compensate for lost economy.

3 Hatch – Getting three Hatcheries before beginning to gather gas and tech. Usually involves a longer game with more units and expansions made. A very common build.

Hold Lurkers - Glitching Lurker AI so they don't attack, even when units are in range.

Infinite Dark Swarm - Using the same Defiler to cast Dark Swarm in the same place just as an old Swarm runs out. The Defiler then consumes units to regain mana and repeat the process.

ZvZ


Moderator
NoDDiE
Profile Joined November 2006
Poland170 Posts
October 23 2007 17:21 GMT
#2
i don't agree with timing description.
basically its much wider term.
"sence of time" - preparing 6 larvaes before getting spire done , getting crucial upgrades in time (3rax rush +attack timing) , getting detection before dt // turrets before muta.
anyway gj ^^
One for the money , two for the show , straight to hell is where i go
LosingID8
Profile Blog Joined December 2006
CA10825 Posts
October 23 2007 17:30 GMT
#3
i thought spirit protoss style referred to pusan' (nicknamed spirit-toss) style of play where it's just a constant stream of units being sent in, not the death animation...?
ModeratorResident K-POP Elitist
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
October 23 2007 17:32 GMT
#4
On October 24 2007 02:21 NoDDiE wrote:
i don't agree with timing description.
basically its much wider term.
"sence of time" - preparing 6 larvaes before getting spire done , getting crucial upgrades in time (3rax rush +attack timing) , getting detection before dt // turrets before muta.
anyway gj ^^


Well it's such a broad term, how are you going to define that? So I narrowed it down to expanding timing and timing attack. Saving Larvae for Mutas isn't really timing in my eyes.

On October 24 2007 02:30 LosingID8 wrote:
i thought spirit protoss style referred to pusan' (nicknamed spirit-toss) style of play where it's just a constant stream of units being sent in, not the death animation...?


I could be wrong. Can others confirm this or cite sources please?
Moderator
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
October 23 2007 17:46 GMT
#5
Hm that's more along the lines of Chill's original definition of Spirit Toss, but I corrected it into what it is right now...

It definitely refers to Pusan's playstyle, but remmeber that Pusan's other nickname is "Zealot Factory", and that he does indeed sends in streams of streams of zealots, which all become "spirits".

When you hear commentators say "spirittttttt~~~~~" it's nearly always when 10+ zealots are rushing in. So I think the definition is pretty accurate, where the "definition" is that

Attacking with wave after wave of Zealots and few Dragoons. Generally involves almost no unit control with more of a focus on unit production.


while the term "spirit" is derived from the numerous zealot death animations that result from employing the Spirit Protoss Style.
Lemonwalrus
Profile Blog Joined August 2006
United States5465 Posts
October 23 2007 18:20 GMT
#6
Shouldn't min only be in general, and not just TvZ?

Great thread though, thanks a lot.
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
October 23 2007 18:38 GMT
#7
On October 24 2007 03:20 Lemonwalrus wrote:
Shouldn't min only be in general, and not just TvZ?


ROFL WTF? Thanks dude, I have no idea how the fuck that happened.
Moderator
Payt
Profile Joined June 2003
Canada582 Posts
Last Edited: 2007-10-23 19:24:37
October 23 2007 19:14 GMT
#8
could add "manner pylon"

also, obvious unit definitions like zeal for zealot, goon for dragoon aren't needed, but maybe "terror" for scourge? that one isn't exactly intuitive.

Also wondering for my own sake, what a "han bang" rush is. Searched it up and found "Han-Bang = all in, do-or-die attack.", but I've also heard it used to describe 4 fac off two base quick mass of units, and also to describe Tornado Terran.

2CM drop I've heard as "slow drop" a lot. maybe you could put a synonym.

Oh I found this thread while searching for Han bang, maybe you'll get something useful out of it. http://www.teamliquid.net/forum/viewmessage.php?topic_id=60111

Also "powering" - for general Z, pumping drones while forgoing unit count when you think you have a safe amount of time.

Deep 6, Maybe as synonym for biomech build. This one involves a one fac FE first though, kind of to fool toss, before going 6 rax.

Just realized these next two DO explain the "why and how", but it's kind of hard to explain hold lurks and stacked mutas without using their why and how.

hold lurkers: Selecting lurks with an overlord, so that the command "Hold Position" becomes available. Having the lurks hold their fire until a group of units (generally used in ZvT vs marines) walks closely into range, and then letting the lurkers attack.

Stacking (mutas? maybe other units too.) : Selecting mutalisks with an OL so that they all group together in one stack, letting them do damage together, and making them difficult to target.

Cloning, maybe? Not sure entirely how to describe it.

besides those, maybe "turtling" or "gg'ing" (maybe nobody except me says that one.)
Tropics
Profile Joined August 2007
United Kingdom1132 Posts
October 23 2007 19:35 GMT
#9
I was under the impression tornado terran also implied the way you move out, only seiging to attack an expansion or engage the protoss forces.
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
October 23 2007 19:45 GMT
#10
I always thought Sauron zerg was the condition where you have so many expansions and hatches, that you can be replacing your 200/200 army just as fast as it dies.

It's not a build because it implies the zerg wins. Mass hydra/ling is a build yes, but it doesn't mean the zerg has such a strong economy.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
October 23 2007 19:50 GMT
#11
Tropics is kind of right - tornado terran is associated commonly with unsieged tanks attacking.

BO: Build Order

Metal should be under general terran, I think, not just TvZ. Metal being factory units, bio being barracks units

Note that in PvZ +1 refers almost always to the +1 weap thing

Perhaps under each matchup you should post the common BO's associated with that matchup. For example, "2gate" PvT builds are way different than "2gate" PvZ builds. So maybe something like:

PvZ:
1 gate - Gassing immediately after first gate and playing a tech style on 1 base
2 gate - Aggressive play with zealots
FE - Fast expanding, with a forge on 10/10 and a nexus as early as 14 supply

PvT:
1 gate (robo) - expanding before second gate but after robotics
2 gate (range) - expanding after some aggression from 2 gateways of dragoons

etc.
What fun is it being cool if you can’t wear a sombrero?
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
October 23 2007 20:08 GMT
#12
You guys are getting way too picky. This is a list to help people who don't understand terms, not a strategical compendium.

only seiging to attack an expansion or engage the protoss forces.


When else does a Terran Siege when moving out in a normal game? I think this is implied to be honest...

I always thought Sauron zerg was the condition where you have so many expansions and hatches, that you can be replacing your 200/200 army just as fast as it dies...
Mass hydra/ling is a build yes, but it doesn't mean the zerg has such a strong economy.


I really disagree. I'm pretty sure Sauron is only applied to expansive, HydraLing play through the midgame. Have you ever heard of a "Sauron LurkerLing build?" If you have, we'll have to ask other people, because I haven't.

Metal should be under general terran, I think, not just TvZ. Metal being factory units, bio being barracks units


Metal is the norm in the other two matchups, so it doesn't need to be defined. No one says "I went Metal TvT."

Note that in PvZ +1 refers almost always to the +1 weap thing


Not sure how I feel about this, I will consider it.

Perhaps under each matchup you should post the common BO's associated with that matchup. For example, "2gate" PvT builds are way different than "2gate" PvZ builds. So maybe something like:

PvZ:
1 gate - Gassing immediately after first gate and playing a tech style on 1 base
2 gate - Aggressive play with zealots
FE - Fast expanding, with a forge on 10/10 and a nexus as early as 14 supply

PvT:
1 gate (robo) - expanding before second gate but after robotics
2 gate (range) - expanding after some aggression from 2 gateways of dragoons


I really think no, but I'll consider it.

also, obvious unit definitions like zeal for zealot, goon for dragoon aren't needed, but maybe "terror" for scourge? that one isn't exactly intuitive.


I think zeal and goon are too obvious. Ive never heard "terror" for scourge ever...

Also wondering for my own sake, what a "han bang" rush is. Searched it up and found "Han-Bang = all in, do-or-die attack.", but I've also heard it used to describe 4 fac off two base quick mass of units, and also to describe Tornado Terran.


HanBang is hard to define as it doesn't really mean all-in, but more an attack that is intended to succeed at only one point (terrible definition but best I can do). I'll try to come up with something, and I'd love input on it.

2CM drop I've heard as "slow drop" a lot. maybe you could put a synonym.

k thx

Deep 6, Maybe as synonym for biomech build. This one involves a one fac FE first though, kind of to fool toss, before going 6 rax.


No one does deep 6. If this was 1999 I would put it, but yea.

To Be Added:

-manner pylon
-slow drop
-powering
-hold lurkers
-stacking
-cloning
-turtle
Moderator
Payt
Profile Joined June 2003
Canada582 Posts
October 23 2007 20:18 GMT
#13
I think zeal and goon are too obvious. Ive never heard "terror" for scourge ever...
Oh no, I agree about them being too obvious, that was my point. You've really NEVER heard terror for scourge? I think.. isn't it what the koreans call them?

No one does deep 6. If this was 1999 I would put it, but yea.
lol. fair.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2007-10-23 20:38:06
October 23 2007 20:31 GMT
#14
Are these only strategy-related terms, or for more broader b.net/sc use?

This is very helpful and I have some terms to add. Feel free to use or discard these, some of these may be too basic or too advanced, but I figured they'd be important for a beginner to know.

General

#-# - used to signify the attack and armor upgrades of a particular unit type. A marine at 2-2 means that Infantry attack & Infantry armor upgrades are both at 2.

worker - SCV, drone, or probe

mineral line - the area (most often visualized as a line due to the fact that mineral patches are next to each other in a line) between mineral patches and the Command Center/Nexus/Hatchery, where workers are most tightly packed. Very vulnerable to attack.

harass - any act that distracts from an opponents macro. Includes disrupting opponents economy, and using early-game scouts to distract opponent

air - any flying unit

anti-air - units specifically designed to counter air

Expo - short for Expansion

Nat - short for Natural

Build Order - the order and timing in which buildings are made in the opening of a game, typically the first 5 minutes. Many strategies are based on their Build Order.

BO/build - short for Build Order

camping/turtling - staying behind one's defenses to build a larger army before attacking.

safe - term used to describe a build order that has been proven to be effective against a certain build order or combination of build orders.

Tech - term used to describe the tactic of spending resources on any building or upgrade that furthers the progression of a race's army to higher-tier units, rather than spending resources on a larger army of lower-tier units. (feel free to change the wording here, I couldn't quite think of the perfect defintion)

Zerg general

Stacking - the act of putting a group of units in the same group as a non-attacking unit, allowing the attacking units to 'stack' at a certain location when the move command is executed. Used to increase the effectiveness of focus fire and hit-and-run tactics. Commonly used by zerg to stack mutalisks.

Lurker stacking - the act of burrowing a lurker, then moving another lurker directly on top of the burrowed lurker(s) and burrowing it there as well. Gives the opponent a false impression that there is one lurker at a location when there are actually two (or more).

ZvT

Lurker hold - the act of continuously pressing 'hold position' on a group of lurkers so that they do not immediately attack enemy units within range. An overlord is needed to be grouped with the lurkers so that the 'hold position' command is available. Used to surprise enemy units at close range so that they cannot run away in time. Most commonly used ZvT against marines.

Terran General

m&m - marines & medics, a common Terran infantry combination.

push (pushing) - the act of heavily fortifying an offensively strategic position to give yourself a tactical advantage. Most often applies to sieging tanks at a particular location, but can also include laying vulture mines and building turrets.

Protoss general

HT raid - loading multiple high templar into a shuttle for the purpose of using psionic storm against an opponent's worker units.

reaver drop - loading two reavers in a shuttle in order to harass an opponent, usually by attacking their workers.

I'll add more as I think of them.
Not sure if it's appropriate, but you might include abbreviations for units (i.e. lurk, ling, vult, sair, BC, etc. although i think these are painfully obvious >_< )

EDIT: fixed some definitions. And I see I repeated some that a previous post has mentioned. Cloning is excellent, but I'm not sure the best wording for such a definition
next week on Everybody Loves HypnoToad:
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
October 23 2007 20:35 GMT
#15
oh, i guess you could add that 3cm drop is also sometimes referred to as "2 inch drop", or "elevator" in korean.
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
October 23 2007 20:51 GMT
#16
I put that an elevator is using a single drop ship to move multiple units up, aka ferry.

Is that wrong, or is it an ambiguous definition?
Moderator
QuanticHawk
Profile Blog Joined May 2007
United States32044 Posts
October 23 2007 20:52 GMT
#17
Chill, maybe im wrong, but i thought Sauron's key is that all the expos produce all their own drones and don't required them to be maynard'ed from home??
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
October 23 2007 21:05 GMT
#18
I don't think that has anything to do with it to be honest. We'll need second opinions since everyone has problems with my Sauron definition.

But honestly, let's get focused here. What comes into your mind when someone goes talks about Sauron. Are you thinking about expansive HydraLing, or the fact that he has a lot of Hatcheries? For me it's not even a question, but maybe I'm alone.
Moderator
lastshadow
Profile Blog Joined May 2007
United States1372 Posts
October 23 2007 21:23 GMT
#19
You have to add these things in:

Gas Steal
Manner Pylon
Doom Gates (bisu vs that protoss @ peakdu?)

Han-Bang (i have a thread on it)


I have more ; I'll continue to edit in.
Patience is a small price to pay for perfection.
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
October 23 2007 21:43 GMT
#20
On October 24 2007 05:35 thedeadhaji wrote:
oh, i guess you could add that 3cm drop is also sometimes referred to as "2 inch drop", or "elevator" in korean.

i know some people call it a "ladder"
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