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Strategy Forum Highlight Nomination Thread

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Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-02-19 15:18:01
February 17 2011 12:50 GMT
#1
If you feel like a user has been contributing exceptionally well in the Starcraft 2 Strategy forum and has not yet received highlighting, you can suggest that user in this thread. We will only consider nominations of users who have a few examples of their postings attached to their nomination. Here is an example nomination:



I would like to nominate Minigun. Here are some examples of his posts!
+ Show Spoiler +
On February 17 2011 20:11 Minigun wrote:
This strategy was seen in the GSTL IMSeed(P) vs oGsHyperdub(T)

This is not for the lower levels, the people in bronze-low diamond won't even react to the immortals.

If you see them fast expand, the goal is to 1 gate FE, into a secret location that cannot be easily scanned/scouted and preferably on your side. You hide your buildings, so he cannot see when you built/ are building them. Research hallucination after warpgate tech is done.

You push, hallucinating a few immortals onto his expansion. Make sure you are out of sight when you finally catch sight of his bunkers. DO NOT ENGAGE this is very important. Also, do NOT let them disappear in his line of sight. You make him pull scvs, just wasting mining time for him, and whenever people are under pressure, they GENERALLY tend to make mistakes. They HAVE to pull scvs, they can't afford to be wrong, if they don't it's an easy rofl stomp for you (if you were actually 3 gate 1 roboing).

From here you back off, (preferably at your watchtower so he can't scan your army and see no more immortals) and create your third nexus to make it look like a failed 3 gate robo. Now, you throw down a twilight + 2 forges. You get charge, and either dark shrine, or high Templar. If he has easy access to a raven, or missile turrets at each expansion, go high Templar. However if he does not, use warp prism dts! Spread your dts well, and you can do a TON of damage. I will attach a few replays.

Sorry I am kinda thin on replays atm, I do not feel like searching through all of them.

I'll remember to save any that come up.

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=189836
On November 19 2010 06:24 Minigun wrote:
A build I've been messing around with.

Hard countered by -

4 gate

Soft Counter -

Fast 3 gate blink stalkers

Counter to -

Everything else it seems

Rough build order :

9 pylon
13 gate
15 gas
17 pylon
17 cyber
19 zealot
chrono out 2 stalkers
nexus
If you think he's gonna be putting early pressure on you throw down 3x more gates, if not, 2x more gates + robo
2nd gas
add on 4-5 stalkers
start twilight council

get blink+ observer, harass whenever you get the chance, prorities are robo bay, colossi, and nexus's, if he gets too many colos up you will be screwed. You have to do damage, and constantly threaten to blink in for it to work.

If you've done all the harassment you can, and it's not going to kill him, switch to DT's + phoenix + observers

Few replays...

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
On January 14 2011 23:33 Minigun wrote:
I know you said you didn't want to hear it, but void rays, do really well, and they even do OK against hydras. Here is a replay of such, and can get more if wanted.

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=180673

I'll look at the reps later to see if I can see whats wrong.



Not every nomination will be accepted, but we will discuss it as a staff decide whether the poster has a strong enough history to warrant highlighting.


Current List of Highlighted Users:
+ Show Spoiler +
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Swap
Profile Joined February 2008
Sweden144 Posts
Last Edited: 2011-02-17 13:18:59
February 17 2011 13:17 GMT
#2
Well Plexa, you should be highlighted. I certainly have respect for your advices. I should imagine that a few other of the TL-admins would qualify too. Hotbird etc?

Now, dont temp-ban me for being an asslicker ^^
(That slip of language just balanced that!)

Edit, example:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=167992
he he... ja
Ganjamaster
Profile Blog Joined May 2010
Argentina475 Posts
Last Edited: 2011-02-17 18:59:46
February 17 2011 13:33 GMT
#3
I would like to nominate iEchoic, the cunning terran strategist.

His achievements include the creation of innovative and effective terran build orders such as:

1/1/2 Hellion Drop TvP (http://www.teamliquid.net/forum/viewmessage.php?topic_id=146518)

+ Show Spoiler +
On August 23 2010 08:41 iEchoic wrote:
Edit: Mega-Update Sept 17! Changelog:
- Added two new replays
- Added protoss FE to 'adapting to protoss strategies'
- Updated transitioning into lategame to future-proof strategy for patch 1.1
--> Ghosts have been integrated into the build to counter certain compositions
--> Battlecruisers are no longer used due to the nerf in patch 1.1


Intro
As my school starts very soon and I probably won't be able to invest the time to try to compete at this game at a high level anymore, I thought I'd write a guide to share some tricks for my most successful matchup before I start to suck at the game. I'll start off by saying that I didn't invent most of the components of this build. I didn't invent 1/1/1 (or 1/1/2), and I did not invent 2starport play. However, I was dissatisfied with the rax/fact/rax/starport/starport opening as I felt the extra building time for the rax and gas wasted on marauder-based bio kept the build from being efficient. I began making a build to increase the efficiency of the two-starport core which is extremely versatile and difficult to counter in TvP.

This build is an optimization and stylistic change to the 2-starport play which is becoming increasingly popular. I feel that it is more powerful and more versatile than most 2port play.

Build Overview
+ Show Spoiler +
This build incorporates a fast hellion drop, and a marine/bunker defense into 2-starport play which allows counters to be easily produced. The build is very lean, holding off on the second refinery until after the first starport begins construction, creating mineral-only units, and forgoing any addons until two starports are produced.

The focus of the build is on efficiency, creating an economic advantage through hellion harass, and creating an army while spending the least possible amount of resources and worker time on unnecessary structures and tech.


Build Order
+ Show Spoiler +
(build orders can only go so far - watch the replays)

The intro build order is as follows:
10 supply
12 rax
>> make marines nonstop
>> oc when rax finishes
13 refinery

(pop counts skipped from here out to account for scouts dying, other oddities, etc)
Factory
>> Make 3 hellions
Bunker
Supply Depot
Starport
Refinery
>> Make medivac when starport complete
>> medivac should pop out about at the same time that you have 3 hellions - go drop
>> As soon as medivac completes, build tech lab on starport and factory
Starport
>> Swap second starport onto factory's tech lab
>> Use excess minerals to expand and add more barracks
>> Push at 2-4 banshees - this is timed such that it will come before psi storm.

Until this point, you should be following the build order strictly. The 1/1/2 with hellion drop is stable and you do not need to branch out until you have two tech-labbed starports.

You are now in what I call the 'triple threat' position. It is called 'triple threat' because it sounds kick-ass and makes the strategy sound like it's prepared for anything. But seriously, this is where your 2port allows you to be versatile.


Build Strengths
+ Show Spoiler +
- 3 Hellion drop is incredibly powerful. Basically an insta-win if your opponent is not defending, and even if prepared, you will get at least 4-5 probes if you micro well. The hellion drop is incredibly strong even if you know it's coming ahead of time.
- Hellion drop gives great scouting info and allows you to adapt with your 2starports
- 1/1/2 play allows you to account for all protoss openings
- Standard opening prevents protoss from gathering any info about build before initial scout is forced out by marine
- Very efficient use of minerals - rax and factory produce mineral-only units with no addons non-stop.
- Timings are optimized to spend all minerals at all points throughout the build order - high efficiency


Adapting to Protoss Strategies (Updated!)
+ Show Spoiler +
Your default units on your starports should be 2x banshees. The 2x banshee+marine build is incredibly powerful, and can beat any composition that does not include storms. The hellion drop provides a well-timed opportunity to scout your opponent and adapt, if necessary:

Protoss Fast Expand builds (New!)
+ Show Spoiler +
Countering a protoss FE first requires understanding the limitations of the protoss FE build and then requires you to exploit those limitations based on scouting information. The 1/1/2 hellion drop is very versatile, allowing you to adapt to exploit your opponent's weaknesses following the first hellion drop.

There are several facts which must be realized to understand the counter:
#1) The opponent must have both a robotics facility and either a stargate or a templar archives to counter cloaked and uncloaked banshees, respectively.
#2) The opponent must have either a robotics bay or a templar archives and psionic storm to counter a mid-game bio + ghost ball.
#3) The protoss FE does not pay off immediately. As a result, the protoss player must invest in defense early or risk being killed by an all-in push.

Given these facts, it is crucial that you are able to scout adequately and adapt. I've created a flowchart that demonstrates how to best exploit the protoss FE build.

[image loading]

The flowchart demonstrates that you are forcing your opponent to get costly tech structures in addition to the cost of his fast expand. In the case that he does cover all his bases (robo, + stargate or robo + twilight council + templar archives), he will be unable to deal with a strong ghost+marine+banshee-based timing attack, taking place before storm can be researched, due to the cost of all the structures and tech.

But now the question is - how can I get such perfect scouting information? Easy. You have a medivac left after your hellion drop. Instead of sending it back to base, leave it outside the protoss base. Poke in and out with the medivac every once in a while, checking up on your opponent's tech.


Robo-based builds (Updated!)
+ Show Spoiler +
Keep building marines, and open with two vikings into 2x mass banshees. Focus fire any colossus. If there are no colossus, the robotics bay is a wasteful gas sink and will set your opponent behind, as no other robotics-based units are effective against marines or banshees.

The two vikings are essential to keep colossus from abusing their superior range (for example, by burning down your bunker from safety. However, once this deterrent is created, banshees are actually the better anti-colossus unit.

Banshee DPS vs colossus: ((12 damage per rocket - 1 colossus armor) * 2 rockets) / 1.25 firing speed = 17.6 dps
Viking DPS vs colossus: 13 dps

Banshee dominance over colossus is demonstrated in the replay vs Sinatra.


Void ray harass
+ Show Spoiler +
Assuming you have been making marines the entire time (which you should be), you should have 8-9 marines by time the first void ray hits. The void ray can either hit your wall-off or it can attack the back of your base while units attack your ramp. Both are easily stopped by this build.

As soon as you see void rays or a starport, do the following:
1) Take any marines not in your bunker (you should have ~4-5 extra) and prepare them at the back of your base.
2) take 4-5 scvs, turn on auto repair, and move them next to the bunker by your ramp.
3) Queue up one viking on each starport. In one production cycle, you will have two vikings, and then you're easily able to hold off any void-ray based play.
4) Follow up with cloaked banshees. Most void ray rushes neglect a robo bay and you can force your opponent into a wasteful tech structure or force them to lose outright.

[image loading]

Place your bunker on the outer-most side of your walloff, forcing void rays to attack from an awkward angle.


Dark Templar builds
+ Show Spoiler +
The answer is obvious here - just make a raven first. But what if you don't find the tech? I always save my third set of 50 energy on my orbital command until I can be sure no DTs are coming or until I get a raven. Also, keep a control group of SCVs on auto repair you can pull quickly to your wall to repair until a raven comes out.


Phoenix openings
+ Show Spoiler +
Open with two vikings instead of two banshees. Your marine ball + range from the viking will prevent any phoenix harass. Phoenixes will be shot by marines if they attempt to engage the vikings.


High Templar openings
+ Show Spoiler +
High templar 'opening' is somewhat of a misnomer. High templar take absolutely forever with storm tech, and your first push (2-4 banshees + marines) should occur before storm tech. If they rush storm ASAP, they will lack detection, and you can punish this with cloaked banshees...


Any twilight council opening
+ Show Spoiler +
If you spot a twilight council with your hellion drop, just open into cloaked banshees. This will force the protoss player to decide between very fast storm and detection. Cancel cloak before it is finished if you see a robo being constructed and spend the money on a fusion core.


4gate pushes
+ Show Spoiler +
Build an extra bunker, pull 6-7 scvs to repair, rush cloaked banshees. Collect win. If 4gate+robo, cancel cloak and continue with standard build.


Transitioning into lategame (Updated!)
+ Show Spoiler +
The marine/banshee composition has only one weakness - high templar. While the first 2-4 banshee push is timed such that you should not have to deal with high templar, if your push is held off, it will begin to be a concern. Your lategame composition is dependant on your opponent's composition:

High templar compositions
+ Show Spoiler +
High templar builds will always contain a lot of two units - zealots and high templars. Once your opponent's tech path is scouted, immediately place a tech lab on your factory and build an additional factory. Research the preigniter upgrade and begin 2x producing hellions.

Create a ghost academy as well and produce ghosts/marines/marauders. Your starports should now be used to produce medivacs for pre-igniter hellion drops and bio support. Your ghost/medivac/bio/hellion army is very well suited to take on high templar compositions.


Compositions with no pheonix or templar
+ Show Spoiler +
Mass banshee + bio should handle this easily. Due to their stacking, banshees reach a 'critical mass' where they become more cost efficient with more volume.


Pheonix + colossus compositions
+ Show Spoiler +
Double-produce vikings while using excess gas to create marine/marauder/ghost balls.



Replays (Updated!)
+ Show Spoiler +
[image loading]

(new!)

A lot of people are having trouble with the toss FE still, so I thought I'd give another replay to demonstrate the proper response. Agh (17xx rated protoss) does a FE build, but cannot sustain a robo, a stargate, and a large army (all of which are necessary to prevent harassment or death). I find the weakpoint (no stargate allowing me to exploit banshees) and harass relentlessly.

A big problem with the toss FE for most players is the illusion that they are falling behind in macro. The effectiveness you gain from the protoss' limited options should even you out economically - in this game, my economy was on par or greater than my opponent's for the vast majority of the time.

[image loading]

(new!)

This replay demonstrates the proper response to the situation where you achieve a strong economic advantage due to hellion harass and/or expanding before your opponent. My hellion harass dealt significant damage and my spotting of the robo bay cued me in that my opponent was not expanding (which was verified by later scouting).

I decided not to push, but to bunker up and capitalize on my economic advantage, confident that my superior econ would allow me to win the game.

[image loading]

(new!)

This replay is a demonstration of the 1/1/2 Hellion Drop against a protoss FE. Behind in economy due to the fast expansion, I equalize the economic difference and exploit my opponent's unit composition to punish his greedy build.

My drop allowed me to determine his composition and exploit the gap left by my opponent's economic-based build - in this situation, lack of stargate and templar archives, allowing me to abuse mass-banshees for the win.

[image loading]

Note that the hellion drop prevents aggression. Time does an aggressive gateway push, but that leaves him open to hellion annihilation.

[image loading]

Although I could not get any replays of people holding off the initial push to show my lategame transition, note that two battlecruisers were in production in preparation for the lategame transition.

[image loading]

This player was well prepared for my hellion drop. He still lost 5 probes, giving me the economic lead. Note how obnoxiously fast the 6x banshees drop the colossus, leaving my marines free to rip apart the fragile gateway-based army.

[image loading]

I uploaded this replay to help people with void ray openings. Notice that there are several ways to watch for void ray openings:

1) Scout all pylon locations. Pylon locations in out-of-position spots should be scouted later - the starport is uncovered with my hellion drop
2) Close air positions should put you on high alert. Be very ready to make a viking and move additional marines to the back
3) Note that I had a ctrl group of scvs (3) on auto-repair so I could quickly pull onto the bunker in case of a two-pronged attack

Nova follows with a strong defense, but ultimately he was only able to muster this defense because he neglected his robo bay, which I am able to punish with cloak.

Should the opponent stick to robo-based builds or gateway-based builds, you can stick with bio + banshees. Banshees focus-fire colossus incredibly fast.


FAQ
+ Show Spoiler +
Q: Isn't the hellion drop cheesy? If the opponent knows you're going to do it, it clearly won't work.
A: Anyone who has tried the hellion drop knows how ridiculously strong it is, even when defended. Provided you can drop your hellions before your medivac dies (which is incredibly easy as early in the game as early as this hits) you should get at least 4-5 probe kills even if your opponent is prepared for it. In addition, this forces your opponent into passivity, as if their forces are not defending, you can kill their entire probe line.

Q: Isn't this build weaker on maps like blistering sands where destructible rocks allows protoss to avoid your bunker?
A: Yep. This is the case with a lot of Terran builds on blistering sands. I would recommend pre-emptively placing a second bunker at your destructible rocks after your factory, and moving to defend whatever side is necessary.

Q: I died to void rays, wtf
A: Void rays are counterable with this build, but the two vikings are very important. It is also very important that you never stop building marines. You absolutely need the 8-9 marines you should have by time void rays hit. I've fought off many good void ray rushes with this build. If the void rays approach from an awkward angle and charge up on your wall, bring SCVs to repair both the bunker and the wall as long as possible until your vikings come out. Once your two vikings come out, you will be fine with a little micro.


Hope you enjoy it, feel free to ask questions or help me find optimizations - please read through, try it, or at least watch replays before hating :p


2fac2port TvT "iEchoic Build" (http://www.teamliquid.net/forum/viewmessage.php?topic_id=189624)

+ Show Spoiler +
On February 02 2011 08:54 iEchoic wrote:
Edit: the Day[9] vod is up! Check it out: link - probably the best place to start if you're new.

Intro
I'm not one who likes using siege tanks in TvT. About a month ago, I began brainstorming a tank-less build & composition with the following properties:

- Must be able to react to all TvT openings
- Must be very mobile (and gain map control as a result)
- Must be able to do economic damage faster than other mobile builds (such as cloaked banshee)

The result is a 2fact2port opening that relies on a hellion + air composition. I've found that all Terran compositions can be beaten with only these units:

[image loading]

[image loading]

[image loading]

[image loading]

As of me writing this, I am a top 50 US player, and I estimate that I win 80-90% of my TvTs. This build has proven to be effective at a high level.

I have to mention that this build is very difficult to execute. This is not the type of build you read about, try, and immediately win all your games with. It took me several days to get the basics down, and even now I feel that it could be executed better by players better than I. The mechanics and game sense requirement to execute this is high - lower-level players will find it a good test of their mechanics, and players better than I can probably make it stronger than I can. However, if you have the patience and mechanics to learn it, I guarantee that it will give you a rich payoff. The road to shunning tanks is not an easy one, but it is a rewarding one.

Overview
+ Show Spoiler +
This build utilizes two fast factories and then two fast starports. Infernal pre-igniter is researched as soon as possible. Fast 2 factories gives you a powerful early aggression-stopper (vs marines and hellions), and gives you map control.

A fast medivac is created to give a counter-attack and economic damage threat. This is a hard-counter to rushed cloaked banshees + bunker at front.

The 2 starports give you tremendous flexibility in countering terran openings. Banshees can be countered by simultaneously creating a raven and a viking, while dropping hellions. Reactored starport openings can be countered by actually creating 3 vikings at once instead of two. Marine/tank openings can be countered by creating vikings and banshees simultaneously.


Analogy to ZvT
+ Show Spoiler +
The composition basically works the same as muta/ling/bling, and has a similar playstyle.

- Blue flame hellions act as the banelings (they kill marines, and are disposable)
- Banshees act as the muta air-to-ground attack (cleaning up ground units after banelings hit)
- Vikings act as the muta air-to-air attack (holding air superiority).
- Should it get to that point, battlecruisers can act as broodlords, countering thors (although BCs are much easier to get and are also quite good vs marines)

This build works for the same reasons muta/ling/bling does, and as a result, it has the same properties as typical ZvT. This means that:

- This build is more powerful on longer rush distances due to the mobility advantage
- Keeping map awareness and map control is very important
- Losing air control is bad (similar to how losing all your mutas results in you being vulnerable to drops and banshees)

TL;DR: Play like a zerg player. Keep that mentality in mind.


Build Order
+ Show Spoiler +
NOTE: this build order is very weird. You must watch the replays in order to understand how it functions correctly.

10 supply
12 rax
13 ref
15 OC
15 make one marine, then queue another (only make 2 marines)
16 supply
17 ref
(supply counts discontinued from here - keep making scvs nonstop)
factory
factory
tech lab on rax
swap first factory onto rax
make 1 hellion & get preigniter
make 1 hellion on second factory
>> clear xelnagas with hellion
starport
starport
supply drop (see faq)
medivac
>> poke up ramp with a hellion, try to scout composition
>> build order discontinued here, starport production is dependent on opponent's composition


Why it Works
+ Show Spoiler +
1) Map control
+ Show Spoiler +
This build gains early map control over all terran compositions I am aware of. This allows you easy counter attacks (because you see when they leave their base), advance warning, and easy dropship counters. Your viking superiority + hellion mobility renders all enemy drops actually beneficial for you, because everything in the dropship will simply die and the dropship will get shot down, similar to how dropping vs a zerg player who has good map awareness generally ends with mutas killing your drop quickly.


2) Terran Symmetry
+ Show Spoiler +
Terran units have a lot of symmetry.

Units that shoot air units
Marine (countered by hellions)
Thor (countered by battlecruiser)
Viking (countered by having more vikings, which is easy when you have 2ports)
Ghosts (are terrible)

Only four good terran units actually shoot up (discounting the battlecruiser, because BC is only viable after vikings). These units are all countered by either hellions or air units. Creating air units necessitates the use of one of these three units, and each of these three units must be built in a mass such that they do not die before killing off all air units.

From there, notice:

Air attacks by units that attack air units
Marine (very fast attack speed, low damage)
Thor (fires multiple low-damage rockets)
Viking (fires multiple low-medium-damage rockets)

What does this mean for us? In a late-game composition, upgrading air armor is very strong, due to the low-damage attacks of these units. In addition, these three units are infantry, mech, and air, which makes upgrading all three of them incredibly inefficient. Any one to two of these can be hard-countered with ease.

What else? Two of the three of these attacks (thor, viking) are mitigated by PDD. Since we are using ravens for detection instead of turrets, we have a natural synergy here, and create little inefficiency.


3) Economic Damage
+ Show Spoiler +
Hellion drops are the most economically damaging harassment in the game. This necessitates leaving defenses in-base at all times.


4) Forcing responses
+ Show Spoiler +
Banshees necessitate your opponent getting detection. This is either a raven (which is not efficient for him, because we're going to be controlling the air, and his raven will be dying), or an ebay + turrets, which creates inefficiency.

Hellions necessitate your opponent leaving defenses (non-turrets) in his base at all times. This creates additional inefficiency or economic death.

Mass air necessitates mass marine, viking or thor. We are not forced into anything. We do not build turrets, we build a raven. Our raven, should we need to build one, has synergy against two of the three AA options for our opponent.


Reacting to Terran Openings
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This is a reactive build. You must counter your opponent's openings. Your reaction to your opponent's style will take place in the form of changing the output of your two starports. Your factories will always produce hellions.

Think of your factories as your 'core buildings' and your starports as your 'reaction buildings'.

While there are more specific instructions below, here's some basic principles:
1) You must always have more vikings than your opponent at all times. This is priority #1.
2) All ground units except thors can be combated with banshees. If your opponent gets thors, you must get battlecruisers.
3) Do not build engineering bays or turrets, ever. You don't need them for air control, and you have a raven for detection.
4) Because your composition is reactive and your composition more mobile, you need to hold map control until your opponent pushes out at all times. As soon as your hellions pop, you need to control the xel'naga towers. This is crucial in fighting off certain pushes.

Marine/Tank opening
+ Show Spoiler +
Tells: no bunker at front, marines only, should see tank on subsequent pokes

Your starports should open 1banshee1viking after your intial medivac. The viking is incase your opponent gets a viking or banshee, and the one banshee is to clean up the remaining marines and then the tanks. This is where controlling the xel'naga towers is very important. If your opponent moves out with his marines and tanks, you need to burn off a majority of the marines with hellions. The xel'naga gives you the vision to see what side of the unit ball the marines are on and get a good attack angle.

Once the marines are dead, roll in with your banshee and clean up, force a retreat.


Banshee opening
+ Show Spoiler +
Tells: bunker at front, no tanks or marauders on subsequent pokes up ramp

Your starports should open 1raven1viking after your intitial medivac (swap with factory once preigniter is done). Your hellion drop will likely do huge damage, and dropping fast is a high priority. If the banshee arrives before your viking/raven pop, run your scvs away. You will do much more damage with your hellions than he will with his banshees.


Bio or possible FE
+ Show Spoiler +
Tells: no bunker, but marauders produced.

Your starports should open 2x banshee after your initial medivac. Mass banshee + blue flame hellion mops up bio relatively easily. Research cloak ASAP. In the event of a FE, you need to be very proactive about banshee harass and hellion drops.


Thor opening
+ Show Spoiler +
Tells: usually bunker at the front - can be hard to scout for.

This is the hardest opening for this build, but it is also the most rare. Several other openings like cloaked banshee opening is countered by the Thor opening, so I sometimes consider Thor a 'counter' build instead of a legitimate TvT opener.

You're going to have to go for an economy trade if your opponent attacks. As soon as his thor leaves his base, drop hellions and rack up kills. Open 1banshee/1viking. You really need to go all-in on this thor and do more economic damage to win. Send your SCVs on it, land your vikings if there is no air to shoot, attack with your banshees and hellions. If you execute it right, you should have done more economic damage than your opponent, although it's usually close.


Viking-heavy (reactored port) opening
+ Show Spoiler +
Tells: hard to scout for, check starport upon hellion drop. Usually opens with one tank, no bunker

This build relies upon holding air superiority. If your opponent makes 2 vikings at once, make 3. Create reactors on your rax while creating vikings. You should not have a problem holding air superiority as long as you're proactive about scouting for it.


Lategame Compositions
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I'll just use a flowchart here:

Link to high-res

[image loading]



Tips and Tricks
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- Your barracks, even though not producing, can be incredibly useful. Use it to create reactors and techlabs nonstop, continually lifting to produce more for your factories and starports.
- Your barracks can also be used to lift and scout your opponent's base on scrap and close-air metal/LT.
- Air armor is your #1 priority for upgrades


FAQ
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Q: Why the supply drop?
A: The supply drop gives you an instant benefit of 100 minerals, and a benefit of 50 additional minerals from the opportunity cost of not building a supply depot over the course of a supply depot build time. A MULE gives you 270 minerals over the course of 90 seconds. The supply drop is placed in the build at a key point where minerals are very tight. Saving 100 immediate minerals allows you to produce a second starport while continuing hellions - something not possible using a MULE.

Q: What are the expo timings?
A: I play this by ear. If your opponent is turtling, it's generally safe to keep expanding. If your opponent is being aggressive, keep producing. Think of it like a zerg player would. See replay vs ThisIsJimmy to see a quick 3rd base vs a turtling opponent or my game vs Sixto to see a more 1-base play.

Q: Why 2facts? Why not just make a reactor?
A: 2facts allows you to create 2x hellions while researching preigniter. It removes the inherent danger that comes with using only one factory to produce hellions. 2factories makes you much safer vs 2rax openings and early cheese, and gives you infrastructure for later down the road.

Q: Do you get cloak?
A: I only get cloak if I know my opponent will not have mobile detection soon (FE, bio), and sometimes not even then. Banshees are more of a combat unit than a stealth unit for me, although you can play around with this.

More will be added here as questions come in.


Guaranteed vs. Gambled Hellion Drops (new!)
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One thing that I think is important to learn is the difference between guaranteed hellion drops and gambled hellion drops. We'll define these as:

Guaranteed Drops: these are drops that you can expect to do economic damage with because, from scouting, you know the opponent has a vulnerability. It is reasonable to expect damage to be done, and if it is not, you may or may not be behind.

Gambled drops: these are drops that you do to force your opponent to keep troops in his base or exploit his weaknesses in defense. These builds are a gamble because they may or may not work, and you should never use them if they will put you significantly behind if they fail.

It is important to note that the build never relies on gambled drops to win. That is not to say that you shouldn't use them - they can be very powerful, and have other tangible benefits, such as forcing your opponent to build turrets, sensor towers, and keep units in his base. But your strategy should never rely on these to win, as they can be stopped without doing damage.

Situations where you can expect a guaranteed drop:
- If your opponent opens fast thor and moves his thor out of his base
- If your opponent opens quick cloaked banshee
- If your opponent FEs (the amount of units produced by a FE by drop time is not sufficient to kill your hellions before they do damage, especially considering they need to be spread over two bases)
- If your opponent is moving out of his base to attack you. Note that there are two situations here: your opponent leaves no units in his base, or he leaves units in his base to defend. Either one is considered damage, because leaving units in your base to defend reduces the size of his attacking force, and having no units forces guaranteed damage.

Situations where you have a gambled drop:
- Any situation where an opponent's army is sitting in his base
- Any 1base-vs-1base situation where your opponent has not moved out to attack


Replays
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At the bottom of this section is the option to download a small replay pack of 7 replays. I've picked out a couple choice replays though, below.

[image loading]

This demonstrates a response to a heavy bio/FE play. Note how much my macro slips, going 1k/1k resources at one point. Also notice the quick 3rd base in response to his heavy turtling. Still a relatively easy win, despite getting minimal damage with the initial hellion drop.

[image loading]

This replay demonstrates a game vs an aggressive marine + hellion attack. Blue flame does a very easy job repelling enemy drops and punishing aggressive openers by killing SCVs.

[image loading]

The first question I always get is 'don't you just die to a tank/marine push'? This demonstrates the proper response. It is cleaned up with ease, and an easy win ensues.

Download entire replay pack (7 replays): link
Also see: vileDeathRow vs Drewbie (by PsyStarcraft): link

Edit: VTPokebunny has posted some reps of him executing it well, worth watching:

I just tried this in TL Open
vs 3500 EU Master Terran
vs 3000 EU Master Terran
vs MYM.ClouD - 3750 EU Master Terran
the first game I used it in the tournament was my third time ever. and its still a sick good build.


On February 08 2011 07:37 Pokebunny wrote:
vs vVvNGry, FireFlash Open Semifinals


Edit: MatronStarcraft has casted a game:


+ Show Spoiler +




Additionally, his TvP build is featured on liquipedia and his TvT build was analyzed by Day[9] in his show, providing legitimacy to their effectiveness.

In conclusion, because of these strategies I believe iEchoic is a premier poster in the strategy section with unparalleled tactical acumen. Thank you for your attention and your kind consideration.

My hoes be the thickest, my dro.. the stickiest
Quasimoto3000
Profile Blog Joined December 2009
United States471 Posts
Last Edited: 2011-02-17 14:08:41
February 17 2011 14:07 GMT
#4
I second iEchoic. I've been using his helion banshee build nonstop to great effect.
Every sunday a nun lays from my gunplay
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 17 2011 14:24 GMT
#5
We've decided that with exception to the liquid members, that people with red names and blue bars don't need the highlighting. We already stick out like a sore thumb !! This policy might change, but at least for now we're happy with just featuring non-red/admins.
Administrator~ Spirit will set you free ~
tofucake
Profile Blog Joined October 2009
Hyrule19019 Posts
February 17 2011 15:35 GMT
#6
Third on iEchoic.

Other people who I think should have highlighting include people like PainUser and a number of casters such as Wolf, Raelcun, Ipp, and TheGunrun. While they don't post much in Strategy (or at all), they have proven on their streams that they know what they are talking about, and getting highlight status may persuade them to post more often.
Liquipediaasante sana squash banana
Noxie
Profile Blog Joined April 2010
United States2227 Posts
Last Edited: 2011-02-17 16:21:48
February 17 2011 16:05 GMT
#7
I am going to nominate

PJA
(also known as vVvTime) - He is an amazing strategist and posts on the many PvX threads I think he could be a very valuable asset to the strategy forums, especially if his posts stood out more instead of getting overlooked. He has many accomplishments and is a pretty well known player. I believe he deserves this highlight on his strategy posts

Some examples of his posts
+ Show Spoiler +
On August 13 2010 01:41 PJA wrote:
Show nested quote +
On August 11 2010 04:53 chair wrote:
On August 11 2010 04:14 PJA wrote:
On August 11 2010 01:31 chair wrote:
Protoss have a hard enough time surviving a 2 marauder / 1 marine timing push with zealot + stalker or sentry.

How the hell does spending 400 on a nexus survive this?


Which protoss are you watching??

2 zealot+1 stalker+warpgates about to finish>>>2 marauder/1 marine. Zealots tank marauder shots like champions.




HuK, if you're so curious.

Believe it was a QxC vs HuK game which made this popular


Well first of all, I doubt QXC made 2 marauder/1 marine popular, since terrans have been doing it for such a long time.

Also, HuK is the greediest non-asian toss ever. He never makes a zealot before stalker, he chrono boosts constantly on probes, etc. etc. Even with that, I rarely see him lose to early aggression, and all of the other strong players make more units early game. White-Ra almost always has out 2 zealots before the first stalker, so does socke, kiwikaki, etc.

+ Show Spoiler +
On February 02 2011 10:33 Kishuu wrote:
@PJA that's why people said to me. But I can't hold 10 minute mark roach pushes with it. Do you have any particular build order to help me out?


Get 2nd gas early, make 2nd+3rd gate when you have money. Make 1 zealot+lots of sentries. Nexus when warpgate finishes. Rearrange 2nd gas/first zealot/where chrono boosts are allocated based on what your opponent is doing so you don't die.

Get forge, cannons, +1 attack quickly. Cannons are cost effective against roach/ling/baneling/whatever early especially with force fields, so you shouldn't die. From here it's preference/map specific.

Get stargate for early void to harass/possibly cancel 3rd or to make some phoenix and pick stuff off. Or you can get 4th gate and do timing attack to kill greedy third, or you can make robo to scout with obs/possibly deny greedy 3rd with immortal. Or you can do any of the above and play more passively and take your 3rd faster.

Basically just keep doing it until you learn how to use force field to not die, then do whatever you want.

+ Show Spoiler +
On January 26 2011 14:45 justnny wrote:
Show nested quote +
On January 26 2011 13:48 PJA wrote:
All of the responses here have been telling you what unit composition you need to have to defend this rush, or little micro mistakes that hardly matter at all. What they aren't telling you is the real reason you're losing: Your macro is really bad.

You get supply blocked at 28, and you begin producing lings immediately upon seeing several zealots in his base. He clearly has not moved out yet, and it is very unlikely that he has a proxy pylon down yet, so you don't need to worry about him running you over for at least another 1.5-2 minutes. In that time, you need to not get supply blocked and produce another round of drones. The extra 7-8 drones will let you continuously pump roach/ling off two queens with larva inject, which will overrun any 3-4 gate as long as you don't lose overlords/get supply blocked more.


I'm open to bad macro and bad decision making as the reasons. I find myself either not making enough overlords or too many and am, at times, lost as to when to build units and when to build drones.

The loss in the first game was an epic supply block on 28, followed by overcompensation with 3x overlords. Follow that up with some overlord snipes for another supply block and it was over. The supply block crippled my army size immensely. I had the same thing happen at 32 supply during a blink stalker rush last night. Can I claim warmup, since this was my first game of the night?

In the second game, I'd like to explain why I made lings when I saw zealots: I don't feel like I can produce enough units without a head start. If the lings aren't going to be good against the zealots they will be good against stalkers or for a run-by. The roach warren started after seeing his zealots step out, so I was aware of the correct unit choice. The warren was late, so making lings felt better than drones because I was increasing my army size. An extra round of drones seems counter-intuitive when I have excess of money from losing my natural. Logically, I need more attacking units, not less.


I hadn't watched the second replay when I made my post, so those comments were just with respect to game 1. I watched the second game later.

In the 2nd game, you lost a lot of zerglings trying to counter and/or engage in disadvantageous spots. However, you would have been a lot better off macroing better. For example, when your pool finishes you make 10 zerglings before returning to drone production.

What is the purpose of those 10 lings? Your opponent wasn't chrono boosting his gateway, and it wasn't even constantly producing zealots, so there's no chance of him doing some 2 zealot harass or something (even if he was, the long rush distance on xel'naga makes your 10 lings way too early). You can easily accomplish your goals of scouting, controlling the xel'naga towers and checking for proxy pylons/hidden probes with 4 lings, meaning 3 more drones early on. The spine crawler on top of it seems really excessive. Mind you, I'm a toss player, so I don't know zerg build orders that well, but I just can't think of any possible threats the toss player could have in this situation where you need 10 lings so early and the spine crawler.

Also, if you make the 10 lings like you did, DO NOT run up the ramp with all of them blind like you did at 5:35. Had your opponent been doing anything standard he'd have a sentry, force field behind them, and kill all of them without losing even a single point of hull damage on a zealot.

As for feeling like you can't have more units unless you have a headstart, this is due to your inexperience and poor macro. In the second game, rather than having made 10 zerglings, then another 30, you could have made 4 zerglings, 3 drones, a queen, 5 more drones, and then produced the exact same 30 lings due to having more larva injects, while still having +8 drones and an extra queen. Considering the fact that your first 10 lings killed a total of 0 units before dying, you won't have any less of a head start by making less lings early on.


As you can see he makes very quality posts and controls himself pretty well considering he gets told off by players in platinum. I think this is what the strategy forum needs.
ZasZ.
Profile Joined May 2010
United States2911 Posts
February 17 2011 17:01 GMT
#8
I'd hate for this thread to turn into iEchoic spam, but if community support is what helps these people achieve highlighted status, I'd like to nominate him as well, he's provided several in-depth, innovative strategy guides that have been highlighted in above posts, as well as providing quality feedback to players that ask about his strategies or about Terran strategy in general. As a Random player whose worst race is Terran by far, he has helped me a lot with TvP and TvT.

In addition, I'd like to nominate MrBitter, who most recently put up his guide to a non-Mutalisk mid-game ZvT which people (including myself) seem to love:

+ Show Spoiler +
ey guys,

I've been working on this style for a while, and I feel like I've finally gotten it to a point that warrants some serious discussion here on TL.

A few weeks ago, I brought LZGamer on my show to talk about ZvT. To my surprise, he told me that he has a much easier time dealing with a Zerg player who's massing mutas than he does against one building infestors. We worked on the style for about 2 hours, but really only managed to scratch the surface of this powerful build. You can see the VOD of the event here:
http://mrbitter.blip.tv/file/4663284/

Since then, in literally 100% of my ZvTs, I've skipped mutas (at least initially) in favor of getting faster infestors.

For some perspective, I'm playing between 3100-3200 masters, and practice with top 200 players on a regular basis.

Here's the build, as I play it. Importantly, you can open up however you like. This style of play doesn't really deviate from a standard mutalisk build until lair is started.

- 15 Hatch
- 16 Pool
- 21 Gas
- @ first 100 gas: ling speed
- @ second 100 gas: lair

Straight up, and simple. Nothing fancy thus far.

Importantly, understand that you will need to deviate if Terran is doing something silly. If he's 4 raxing you, you're obviously going to want banelings before lair. If he's gone 1 rax expand, then you could probably get away with as little as 2 lings. As is always the case when playing Zerg, you have to be very reactive and adaptive.

After starting lair, things get a little bit more specific.

- Immediately go up to 4 gasses (you've only been mining on one thus far)
- And add double evo chambers.

While infestors are very powerful units, the strength of this build isn't solely in the infestor. By skipping mutas (at least initially) we're literally freeing up thousands of gas. This gas has to go somewhere, and upgrades are going to be the first place you put it. People so often fail to realize how efficiently zerglings are able to trade with marines when appropriately upgraded. This is further compounded when the fight happens under fungal growth.

- +1/+1 should be started immediately
- And as soon as lair finishes, your infestation pit needs to go down, with the energy upgrade following right behind it

This is where the build really opens up and becomes so powerful. When going muta/ling/bane, you're basically conceding that the Terran player has the stronger army, and making up for that by using your high mobility mutas to harass. Its extremely difficult to engage a Terran ball, but you gain lots of map control.

Infestors are exactly the opposite. You're essentially giving up map control until you have your first 3-5 infestors out, but you're doing so in exchange for the stronger standing army. Your play-style has to reflect this. You don't want to get aggressive until your infestors are out, but once they hit the map, you have to start challening the Terran player for map control, and actively looking to make good trades. While this is happening, you want to expand everywhere.

Trading is a very important concept for Zerg players to understand. The backbone of the Terran army is the siege tank. We can engage marines, marauders, hellions, thors, and banshees, but as soon as we get in range of a siege line, we have to back off. It's wired into our systems as Zerg players. Siege tanks kill banelings, and banelings are what we rely on to engage everything else.

This changes when playing infestors. Instead of engaging up TO siege lines, and then backing off, we want to engage the siege line directly, and crush it. Fungal growth will deal with marines, and upgraded lings work wonders against tanks. When tank numbers get critical, we'll simply add in neural parasite, and use it to halve the tank numbers, once again allowing us to engage the Terran ball.

Back to the build, after +1/+1 completes:

- +2/+2
- Hive
- If you haven't added a spire and a baneling nest yet, this is when they both go down

Infestor/Ling will completely dominate a mid-game Terran army, but eventually, Terran is going to get some significant medivac numbers out, and we'll no longer be able to rely on fungal to control marines. At this point, we have to add in ultras and banelings. There is an awesome thread about the strength of ultra/bane here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=187434

Ultras get a bad rap, in my opinion, BECAUSE of muta/ling/bane. A Zerg player going muta/ling/bane will have invested so much gas into banes and mutas that when he finally makes his first ultralisk, he'll have either not upgraded them at all, or will have only gone as far as +1/+1.

Playing this infestor style with such a heavy focus on upgrades changes that. +2/+2 will be done when hive finishes, and +3/+3 should be following closely behind. Add in the ultra armor upgrade, and you get +5/+3 ultras that are to be supported by fungal growth, banelings, and +3/+3 cracklings. It doesn't take a rocket scientist to understand why this is a powerful army composition.

Another beautiful little detail about our reliance on infestors and lings in the mid-game is the fact that our army is sooo cheap. Not only is it cheap in terms of resources invested, but its very cheap in terms of supply. It's not uncommon, when playing this style, for your 150 food army to actually have more stuff in it than the 180 food Terran army.

This gives us lots of extra resources and supply room to add in those ultras.

Here are some replays:

http://www.sc2replayed.com/replays/139481-1v1-terran-zerg-metalopolis
http://www.sc2replayed.com/replays/137424-1v1-terran-zerg-xelnaga-caverns
http://www.sc2replayed.com/replays/133327-1v1-terran-zerg-shakuras-plateau
http://www.sc2replayed.com/replays/131900-1v1-terran-zerg-metalopolis
http://www.sc2replayed.com/replays/131899-1v1-terran-zerg-blistering-sands

And here's one of IdrA doing it far better than me:

http://www.sc2replayed.com/replays/140681-1v1-terran-zerg-xelnaga-caverns



TLDR:

Strengths of the build:

A stronger standing army with a very cost effective, inexpensive mid-game

Weaknesses of the build:

Banshee play can be tough to handle without lots of queens

Mobility - dealing with drops is possible, but it means splitting up your army on a whim, and spot-on control.

We give up early game map-control in exchange for the stronger standing army


Other important details:

Just because we skip mutas initially doesn't mean we can never add them. A mid-game muta transition can be extremely effective against a Terran player who hasn't added any turrets to his natural or his third.

Roaches are another great transitional unit, especially as mech play is becoming more and more popular.

Speaking of mech: Don't forget to research and use neural parasite.

Never stop teching or upgrading. With such a cheap army, there's no reason to not hit hive in like 14 minutes, and to have your entire tech tree running by 16.


Not to mention 12 weeks with the pros, while its not in the strategy forum, there's no question it provides a positive force on TL.
MagnusHyperion
Profile Joined August 2010
United States288 Posts
Last Edited: 2011-02-17 17:37:57
February 17 2011 17:36 GMT
#9
I quadruple nominate iEchoic:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=189624

Additionally, Artosis and Day9 might be good people to highlight as well even though they don't post much in the strategy section anymore. Who knows, it might encourage them! ^_^

Also, Plexa you guys should totally highlight red names/blue bars just so they REALLY pop out! I think for continuity sake, having a standard, uniform means for determining who is a quality poster is a great idea. Uniform measurement leads to good results even if this isn't a laboratory

Edit: Is Gretorp would be a good one if there isn't already some sort of highlighting mechanism for him?
UC Davis Fighting!!! Support CSL visit their webpage and watch their streams!
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
February 17 2011 17:48 GMT
#10
On February 17 2011 23:24 Plexa wrote:
We've decided that with exception to the liquid members, that people with red names and blue bars don't need the highlighting. We already stick out like a sore thumb !! This policy might change, but at least for now we're happy with just featuring non-red/admins.

Just my opinion, the blue highlighting is like much better for me and easier to pick out in some of the longer posts. If there were a way to highlight pages that had blue posts on them too that would be cool (again, apologize for random requests), but in pages that get so long that you can't "All" them anymore, it's hard to find the most useful posts sometimes by good users.
I always try to shield slam face, just to make sure it doesnt work
hifriend
Profile Blog Joined June 2009
China7935 Posts
Last Edited: 2011-02-17 18:05:55
February 17 2011 18:00 GMT
#11
The more I think about it the more I agree that this is the best solution to all the discussion there's been. TL staff can be pretty slow, but they deliver.

edit: OOPS this was the nominate thread. Okay I'll nominate Gretorp. I know he hasn't been posting a whole lot in the sc2 strategy forum, but I think it would be good to give the guy some incentive to participate in discussions. He wrote some really good posts in bw strategy and the guy seems to have a very deep and profound understanding of the game.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
February 17 2011 18:59 GMT
#12
I second the nomination of MrBitter. Nobody has done a better job at making top level SC2 strategy available to the masses.

In addition I would like to nominate Alejandrisha.
+ Show Spoiler +
On January 27 2011 04:26 Alejandrisha wrote:
this is the ideal composition that you want to end up with. the only issue is the ordering. If you open stargate its very hard to secure 3 bases until you get stargates, THEN void rays, THEN robo, THEN colosi.

If you're playing against a zerg who is as good as you are, he's going to smash you (unless it's jungle basin) if you're playing too passive and only have void rays + gateway units.

The way you want this composition to form is by opening gateway + robo because from there you can secure a 3rd much faster since you have colosi and forcefields so the zerg has to engage on your terms (the only map this doesn't really apply to is scrap station because of your relative immobility). You can support a robo and a whole bunch of gates on these 3 bases, and then as you take a 4th feel free to add on 3 stargates.

In the late game, void rays are extremely potent because the the late game zerg arsenal will be primarily roach hydra with the addition of brood lords (and maybe some left over corruptors) or ling/roach/ultra (not as common these days) and a stalker/sentry/collossus/void ray army is pretty much unkillable against either composition. This is really only if you have a stalker/sentry/col army against roach/hydra/corruptor and it's at that awkward stage where you feel or scout broodlords on the way and blink alone won't get the job done if you try to attack. showing up with a handful of void rays does disgusting things to broodlords :D



+ Show Spoiler +
On February 13 2011 16:25 Alejandrisha wrote:
the build is not meant to be very sustainable.. in fact the strongest ones cut probes at 20 (16 mins 3 gas 1 to proxy)
the way the timings line up, it gives you the max amount of proxied units, 6 stalker 1 zealot at ~5:40 and then 4 zealots shortly thereafter. after that, you can't really support all 4 gateways but you have the highest amount of units possible at the given time. I think you can sustain about 3 stalker cool downs and almost 4 zealot cool downs while adding a pylon here and there, but if you only had 3 gateways you wouldn't have that burst and you'd have quite a trust fund mounting and you would be choked on wg cool downs to spend it



It's not just the content of his posts that make him worth highlighting, though. I've seen him beat Ret and Machine on stream so he is clearly one of the best players to post in the strategy forum.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 17 2011 19:23 GMT
#13
Does Alejandrisha have an aka?
Administrator~ Spirit will set you free ~
iamke55
Profile Blog Joined April 2004
United States2806 Posts
February 17 2011 19:36 GMT
#14
He is just aleJ on the north american server.

http://www.sc2ranks.com/us/449986/aLeJ
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
February 17 2011 19:54 GMT
#15
liquid`nazgul isnt on the list, is this intentional?
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
February 17 2011 19:55 GMT
#16
On February 18 2011 04:54 Cyber_Cheese wrote:
liquid`nazgul isnt on the list, is this intentional?

He will be highlighted in threads about Blink Stalkers.
Moderator
[Atomic]Peace
Profile Blog Joined April 2010
United States451 Posts
Last Edited: 2011-03-01 04:10:46
February 17 2011 19:59 GMT
#17
I'd like to nominate (T)PredY. Should be pretty self explanatory based on his high level of play. PredY doesn't necessary post really long guides, but he shares his extensive experience experimenting with different play styles. I often see him responding to questions people have about his decision making in professional games. Here are some of his posts:
+ Show Spoiler +

Biomech guide: Read the thread here. It's an extensive guide that's been updated several times with additional replays and commentary. You'll also notice in the thread that PredY's been really good about responding to questions.

Biomech playstyle:
On December 30 2010 22:29 PredY wrote:
i wonder if there are just no thread or whatever but biomech seems to be the best build for me. and im not talking about 1factory or 2factory biomech but 3/4rax 4/5factory 1/2starports biomech with MMM tank hellion ghost viking, thats really good combo that can counter everything (even P air). i've had a great succes with it and with MMM you dont have to be worried about blink stalkers abusing your tank immobility and with marines/vikings (perhaps even thors) to counter protoss air.

basically i go reactor marine expand into 1 or 2 factory (tanks or hellions), add more rax so im on about 3rax 2fact or 4rax 1fact on 2 base and take 3rd quickly, play defensively, onnce im on 3base i get ghosts and more factories and aim for deadly 200/200 push with combo mentioned above


On SjoW's double factory TvP build:
On February 14 2011 02:40 PredY wrote:
i saw sjow do it on delta q vs someone
i use it on xelnaga caverns from time to time but differently. going reactor barax first, take second gas before first factory and also get blue flame, you get a lot of marines so you dont die vs voidrays, you can push fast expanding protoss with 3tank about 12 marines and rallying hellions and usually win. if youre good enough and can see if something's up and expect DTs and get turrets then you can use this, but the expand is REALLY late so as every 1base build, quite risky

obviously stargate voidray or phoenix are the best openings vs this, probably blink as well
but it's really fun because it reminds me of bw


On stopping a proxy gate:
On November 10 2010 21:48 PredY wrote:
there are a few scenarios.

if you don't scout his proxy and go straight to his base and see no gateways, just put down a bunker IMMEDIATELY somewhere close to your scvs and depots (the building placement management is crucial here, try to learn put buildings close to each other in the beggining). then it depends on your build, you can go fast starport for cloak banshee tech and it's mostly autowin.

if you scout the proxy, if it's 1 gate, go the same as in previous scenario but banshee isn't autowin anymore because he didn't commit that much. if it's 2gate, go the same thing again.

if it;s 2gate in your base and you scout it (if not you're dead), you can either pull like 6-7 scvs and kill the gateways (NOT the pylons), or what i prefer cancel gas and put down 2nd barax, then immediately when first rax is done, start building a bunker close to his gateways so you can shoot them down.

also the micro is obviously important here, try not to lose scvs, and with marines you can semi-succesfully kite the zealots



Link to TL account: http://www.teamliquid.net/forum/profile.php?user=PreDy .
☢
Saracen
Profile Blog Joined December 2007
United States5139 Posts
February 17 2011 20:08 GMT
#18
On February 18 2011 00:35 tofucake wrote:
Third on iEchoic.

Other people who I think should have highlighting include people like PainUser and a number of casters such as Wolf, Raelcun, Ipp, and TheGunrun. While they don't post much in Strategy (or at all), they have proven on their streams that they know what they are talking about, and getting highlight status may persuade them to post more often.

I strongly disagree with this. In fact, with a few possible exceptions, casters should not be highlighted. There's a difference between providing entertaining casts that are easily available to the masses and providing helpful, solid advice to particular situations. We set the bar pretty high in terms of knowing whats up for highlighted users.
Yokoblue
Profile Joined March 2010
Canada594 Posts
February 17 2011 20:14 GMT
#19
I would like to nominate
Kcdc

For the enormous 1 gate fe that he kept up to date
http://www.teamliquid.net/forum/viewmessage.php?topic_id=142887

Over 1300 posts
Master League playing Protoss and Zerg
Saracen
Profile Blog Joined December 2007
United States5139 Posts
February 17 2011 20:17 GMT
#20
On February 18 2011 05:14 Yokoblue wrote:
I would like to nominate
Kcdc

For the enormous 1 gate fe that he kept up to date
http://www.teamliquid.net/forum/viewmessage.php?topic_id=142887

Over 1300 posts

He's already highlighted.
AirbladeOrange
Profile Blog Joined June 2010
United States2572 Posts
Last Edited: 2011-02-18 03:13:06
February 17 2011 20:23 GMT
#21
I think tehemperorer should be highlighted if he was a little more active in the strategy section. Keep an eye on him.

Edit:

tehemperor is a very well-mannered, respectful, and knowledgeable player. He gives thought out insights and backs up statements with replays. He also has a great livestream show and has the VODs available.

Bnet profile: http://us.battle.net/sc2/en/profile/656137/1/Sidereal/

Post history: http://www.teamliquid.net/forum/search.php?q=&t=c&f=-1&u=tehemperorer&gb=date

Livesteam thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=185138

Examples of posts:

From the thread [Q]PvT ogsMc/voidray opening
http://www.teamliquid.net/forum/viewmessage.php?topic_id=192098

+ Show Spoiler +
tehemperorer United States. February 11 2011 08:54. Posts 528 PM Profile Quote #
On February 11 2011 08:31 da_head wrote:
are you referrin to three gate star? that's been a pretty common opening for a while..

I've used it since August 2010, either a 2gate or 3gate variant. It will either win the game or force a hard contain + harass that is just unbeatable. There are 3 ways to survive it:
1. you scan and are lucky and find the starport
2. you have played against a player who does this a lot and know it's coming
3. you go pure reactored marines because you planned for a marine/raven/banshee push

The good thing is that it is only as all-in as you allow it to go, and if you can't win with it you delay their expansion for so long that you can tech or mass on just 2 bases to destroy the Terran. Follow up is to get bay/facility for colossus to add to gate/VR on 2 bases.
Masters league <---


+ Show Spoiler +
tehemperorer United States. February 12 2011 04:23. Posts 528 PM Profile Quote #
Here are the replays, sorry about being late in reply. For the Terran, I feel that opening marine/banshe gives you a fighting chance. Any other kind of opener will lose the game because of something silly like you built 1 too many marauders. The problem is that Protoss can use things outside of the game to beat the opponent, like baiting marines forward to FF trap them to be annihilated by stalkers with VR spotters. I like PvT, I rarely lose at my level in this matchup (even though my games are mostly PvZs and PvPs). Here are replays of me with it, going back to December I think:
http://www.sc2replayed.com/replays/137941-1v1-terran-protoss-xelnaga-caverns
http://www.sc2replayed.com/replays/137939-1v1-terran-protoss-xelnaga-caverns
http://www.sc2replayed.com/replays/121841-1v1-terran-protoss-xelnaga-caverns
http://www.sc2replayed.com/replays/121840-1v1-terran-protoss-lost-temple
http://www.sc2replayed.com/replays/121796-1v1-terran-protoss-lost-temple

If you see you can't win you force a sentry contain and macro. I favor High Templar in this matchup mixed with either Immortals or Void Rays or both, depending on bases. HT/Immortal is super hard to stop since storm takes care of marines, and weakens marauders to the point where they are 1-2 shot by Immortals. If you have HT,VR you storm the marines then run your gateway army away, letting the VRs take care of everything else. The problem with Vikings is they are pretty weak to storm/VR too, taking a good deal of total health % from a single storm, so there is no real answer to this comp by T. They can still win, but only if they avoid head on engagements with the deathball.


+ Show Spoiler +
tehemperorer United States. February 12 2011 04:58. Posts 528 PM Profile Quote #
On February 12 2011 04:42 hitman133 wrote:
This build should give protoss time to expand and macro up while contain terran in base. I don't think you should all-in with this strategy

You can't really all-in with 1 base on this, you will have a surplus of minerals after a bit. It might look like all-inning when a P player continues to push without expanding, but it is most likely because they know the game is over and that it is only a matter of time that T loses. It would be because P did so much damage to the T that there is no need to prolong the match.


From the thread [G]PvT High Templar Build Order
http://www.teamliquid.net/forum/viewmessage.php?topic_id=193933

+ Show Spoiler +
tehemperorer United States. February 18 2011 10:08. Posts 528 PM Profile Quote #
That would be great for you Snapshot if you are able to play against Pokebunny; he is a very high level player, so don't miss that opportunity. It's hard to experience high level play through a replay, and typically to play these players you have to join tournaments and do really well to get to them.

As a P player, I will tell you that I don't think it's too viable, but I won't tell you not to do it. You will find through the process of coming up with your own builds the intricacies of unit synergy, special timings, and resource management so there's no way I would keep that from you. Usually when I think of what would be viable or not, I am thinking about how my ladder games have gone and how particular units would have worked better in particular situations. That is to say when I think of a build order, I don't think, "hey let's do zealots and carriers," but rather "hey, when it gets late game against Zerg that has gone ground, wouldn't Immortal/Templar work better than Colossus/Templar?" You will get a good idea of the many things in the Terran's bag that they will pull out after they scout your base and see what you have.

On the other hand, at the level you play at players don't typically react to things they see their opponents doing, so this kind of rush could be really successful, so try it as long as it continues to work!

One thing that I would suggest however, is to change the timings a little bit, meaning make it:
9 Pylon
12 Gate
14 Gas
17 Cyber
17 Gas

The reason for this change is that I noticed that after the cyber core you said that we could transition to a normal build if you suspect banshees, but I don't know a normal build at 2700+ Masters that starts with 9P 12Gate 13Gas 16Cyber... My timings would be off and my economy would be slightly behind!

Anyway, good luck with the build!


From the thread [G] Synystyr's TvP Anti Colossus Build
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190

+ Show Spoiler +
tehemperorer United States. December 16 2010 06:41. Posts 528 PM Profile Quote #
2178 Protoss (me) vs 2100+ Terran: Early pressure is not a 4 gate or a 3gate robo, Terrans. Make sure you can stop 2 gate pressure followed by anything, especially Stargate tech if you are going to use this build.
http://www.sc2replayed.com/replays/116465-1v1-terran-protoss-blistering-sands

me vs 2150+ Terran: Any kind of fast expand build by Terran will get worked over, ESPECIALLY if you are doing a 20 cc
http://www.sc2replayed.com/replays/116318-1v1-terran-protoss-scrap-station

me vs 2150+ Terran: Again, another fast expand, this time it only took 9 minutes to finish him
http://www.sc2replayed.com/replays/116324-1v1-terran-protoss-delta-quadrant

The build looks good on paper, but it seems to me that only if the P player is not aggressive can this build succeed. Things to look for as a Terran player are the double gates, that should indicate that it isn't safe to expand unless you want to gamble on the P player being bad. If you are going to use this build, make sure you can adjust as needed if you see the indications of early pressure.


From the thread [H] PvZ - mid-game transitions out of a forge FE
http://www.teamliquid.net/forum/viewmessage.php?topic_id=192276#8

[spoiler]
tehemperorer United States. February 12 2011 05:25. Posts 528 PM Profile Quote #
I am a proponent for fast blink stalkers for map control followed by the expansion. Going head to head with Zerg in a macro race isn't favorable for toss, and toss can hit nice timings with early blink stalkers that expanding afterward is actually better than expanding early because of how you force Zerg to react. Also, colossus sentry is pretty immobile; no wonder you feel like you can't push out beyond 2 bases! I prefer HT/Immortal, you get more harassment opportunities with that comp as well

http://www.sc2replayed.com/replays/137991-1v1-protoss-zerg-lost-temple

This game was played early in the morning, so the initial build order (that ends when blink is done) is rough and the transition is even rougher (forge + expand + infrastructure update), but you get the idea. I didn't even build a sentry that game, and it was in master's league! You need map control vs Zerg, and phoenix usually do it, but Blink stalkers plus Obs are a comfortable option as well [/spoiler]
Saracen
Profile Blog Joined December 2007
United States5139 Posts
February 17 2011 20:25 GMT
#22
On February 18 2011 05:23 AirbladeOrange wrote:
I think tehemperorer should be highlighted if he was a little more active in the strategy section. Keep an eye on him.

If you're going to nominate someone, please tell us why you think he should be highlighted (links to posts/threads/B.net account are really helpful).
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-02-17 21:21:08
February 17 2011 21:20 GMT
#23
sleepingdog

Example: State of the Archon - Created the initial post.

Plexa PvZ Writeup - Posted good responses that Plexa quoted in his OP.


Realized he already has blue

Overall I always have found his posts to be super helpful. I also think the same about iamke55's posts, but can't find a persuasive example
SoftSoap
Profile Joined November 2010
United States170 Posts
Last Edited: 2011-02-17 21:58:07
February 17 2011 21:45 GMT
#24
I would like to recommend Synystyr because:

He's made two great guides for Terrans and he's constantly maintaining, updating and answering questions in those threads.

Synystyr's Anti-Colossus Build

TvX 2 Rax 3 Bunker Expand

Both of these guides are really well laid out and have a lot of information and replays to back it up.

He also posts a lot in the Strategy forums and answers questions that people have, critiques strategies and does it in a well-mannered and insightful way.

+ Show Spoiler +

On February 11 2011 21:37 Synystyr wrote:
Thanks for featuring my thread under the Terran guides :D I also have a few threads I can link to you...

http://www.teamliquid.net/forum/viewmessage.php?topic_id=185963
TvX 2 Rax 3 Bunker Fast Expand Opener

http://www.teamliquid.net/forum/viewmessage.php?topic_id=146518
iEchoic's TvP 1-1-2 Hellion Drop Build

http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Antisocialmunky's TvZ Marine/Raven Build

http://www.teamliquid.net/forum/viewmessage.php?topic_id=140629
Gnial's PvT Stalker-Void Ray Build

http://www.teamliquid.net/forum/viewmessage.php?topic_id=141155
Antimage's PvZ Void Ray Expand Build

http://www.teamliquid.net/forum/viewmessage.php?topic_id=191430
Kcdc's PvP 2 Gate Robo 1 Gas Opener

http://www.teamliquid.net/forum/viewmessage.php?topic_id=142887
Kcdc's PvT 1 Gate FE Opener

http://www.teamliquid.net/forum/viewmessage.php?topic_id=159671
Anihc's PvZ 15 Nexus Guide

http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603
Kazansky's Critical Upgrade Analysis

http://www.teamliquid.net/forum/viewmessage.php?topic_id=191702
LaLush's Analysis of Macro



+ Show Spoiler +

On February 18 2011 01:26 Synystyr wrote:
Show nested quote +
On February 18 2011 01:16 Daniel C wrote:
Dear TL,

Lowly 2000 diamond here...my TvT and TvP are alright (>60%) but my TvZ is abysmal.

I've watched replays of all the T's owning Z's since GSL2 but I can never seem to have the required game sense as to when to attack, expand, fend off muta harass, etc.

Any tips would be greatly appreciated. I think my macro is alright in terms of spending money, one area which I think I could improve on is making more SCVs.

My main problem is I never know when I can move out or expand or apply pressure. The threat of ling/bane mutas swarming my entire army scares me. And if I lose my entire army, I feel it's gg since the zerg can reach my base so quickly. Hope someone can give me some pointers on how to develop game sense in TvZ. Z perspective would be useful too.

in BS: I 2rax but see pool first, so I don't bother sending out my initial marines in case of speedlings. I expand instead, and try to amass a force of marines/tanks/thor. I try to take a third but I can't. I lose my whole army to his much greater ling/bane/muta force and gg.

in LT: my cliff drop is successful and I kill his expo. According to "resources lost" i'm ahead well until the mid-game (even a minutes after muta harass). I don't deal with the harass well, and my SCV count falls behind. He masses mutas so I make thors. When I try to take my third he kills me with a huge roach bane muta army.

Meta: Tried reactored hellion harass, managed to kill quite a few drones and zerglings. I felt I was OK up to here. However, my banshees follow-up was total fail, arrived just as mutas popped.

Any help on macro, micro, timing, game sense, etc would be greatly appreciated. Thanks!!!


http://www.sc2replayed.com/replays/140739-1v1-terran-zerg-blistering-sands
http://www.sc2replayed.com/replays/140741-1v1-terran-zerg-lost-temple
http://www.sc2replayed.com/replays/140742-1v1-terran-zerg-metalopolis


This may be a little different from what you usually hear, but one of the best ways to learn a matchup is to play it from the other end. Do a few customs as Zerg, find out what the timings are for yourself. You'll get an idea of what a Zerg will have a certain point in the game or what to expect if you scout X. This will allow you pick apart the matchup for the inside.

I.E Pool is up, geyser is mining, no sign of expansion. Assume one base play and prepare for roach/baneling bust.

One of the best timings I've found is a 4 Rax Stim+Combat Shield Marine push off a 2 Rax FE (IMMVP style). This hits before speed banes comes out and can win you the game if you have good splits.

Another of the most important things to scout for from a Zerg is how they are spending their gas. Do you see mass speedlings but no signs of roaches or hydras? That is usually a transition to Mutas, and you can have turrets ready to intercept them while getting the necessary AA that fits the synergy of your build. It seems like you die to Muta harass too often, so don't be afraid to get turrets earlier. It's better to waste a little money on them earlier than to die because you didn't later.

Lastly, good scouting and expansion denying is important. You want to know when the Zerg army moves out and you want to know when the third is going out. Hellion runbys can score you a lot of drone kills if you catch the Zerg off guard and denying expansions while grabbing yours safely will almost always net you the game. Use the watchtowers and maintain control of them.



+ Show Spoiler +

On February 18 2011 01:14 Synystyr wrote:
In Z v P/T, I like to go 15 Hatch/14 Pool. The timing of your first queen should line up with the hatchery finishing I believe, I use the first 25 energy to drop a creep tumor, simply because you cannot afford to use those 4 Larva you get with an injection first at the point in the same. Creep spread is sooooo damn important so you should always go tumor first. After that, depending on your economy, you can decide if its better to inject or to drop another tumor for faster creep spread.

In ZvZ, creep spread isn't nearly as important until you hit Lair tech. You'll need the larva for those mass speedling battles if that's how the game plays out.



+ Show Spoiler +


On December 03 2010 13:14 bNy wrote:
Show nested quote +
On December 02 2010 13:16 Touch wrote:
On December 02 2010 10:59 Synystyr wrote:Secondly, to get your medivacs to follow around your army with out picking up any units and healing whenever there is damage, simply select all your medivacs, press A (for attack) and click one of your units. Now they're pretty much set on auto heal. They'll follow your bio everywhere you go, they'll heal as soon as damage is done, and you don't ever have to worry about units getting picked up accidentally! Yay!
You sir, deserve a cookie. I've gone up to top 100 without knowledge of this...


I have to say the same, you will forever be my God.... No more useless medivacs, woohoo!




http://us.battle.net/sc2/en/profile/307182/1/Synystyr/

Good player too, he can back up his statements. Hope you guys consider him.
Tasteless, "IdrA always pulls out on time."
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 17 2011 22:06 GMT
#25
I agree with Saracen about casters. I myself know tons about this game and what builds do and do not work in various situations, but I have not put in the same amount of time as the nominated posters have testing various builds and submitting them to strategy forum. Nor do I have notable tournament results. People like kcdc and Minigun have submitted many, many good posts that include high level replays and analysis, and those are the people we should be encouraging others to look up to. Artosis is someone I also feel deserves highlighting despite being a commentator because he has written a significant number of informative posts similar to those of the others highlighted. If other commentators begin to follow suit, they may be highlighted. Otherwise they should not, even if they really do know a ton about builds and strategies.

I know many people have nominated iEchoic for highlighting, and I must 'echo' this nomination. He has contributed not only many threads of his own, but has posted replays and insights in other threads in order to further discussion. He sets a good example.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-02-17 22:22:43
February 17 2011 22:21 GMT
#26
On February 18 2011 03:59 iamke55 wrote:
I second the nomination of MrBitter. Nobody has done a better job at making top level SC2 strategy available to the masses.

In addition I would like to nominate Alejandrisha.
+ Show Spoiler +
On January 27 2011 04:26 Alejandrisha wrote:
this is the ideal composition that you want to end up with. the only issue is the ordering. If you open stargate its very hard to secure 3 bases until you get stargates, THEN void rays, THEN robo, THEN colosi.

If you're playing against a zerg who is as good as you are, he's going to smash you (unless it's jungle basin) if you're playing too passive and only have void rays + gateway units.

The way you want this composition to form is by opening gateway + robo because from there you can secure a 3rd much faster since you have colosi and forcefields so the zerg has to engage on your terms (the only map this doesn't really apply to is scrap station because of your relative immobility). You can support a robo and a whole bunch of gates on these 3 bases, and then as you take a 4th feel free to add on 3 stargates.

In the late game, void rays are extremely potent because the the late game zerg arsenal will be primarily roach hydra with the addition of brood lords (and maybe some left over corruptors) or ling/roach/ultra (not as common these days) and a stalker/sentry/collossus/void ray army is pretty much unkillable against either composition. This is really only if you have a stalker/sentry/col army against roach/hydra/corruptor and it's at that awkward stage where you feel or scout broodlords on the way and blink alone won't get the job done if you try to attack. showing up with a handful of void rays does disgusting things to broodlords :D



+ Show Spoiler +
On February 13 2011 16:25 Alejandrisha wrote:
the build is not meant to be very sustainable.. in fact the strongest ones cut probes at 20 (16 mins 3 gas 1 to proxy)
the way the timings line up, it gives you the max amount of proxied units, 6 stalker 1 zealot at ~5:40 and then 4 zealots shortly thereafter. after that, you can't really support all 4 gateways but you have the highest amount of units possible at the given time. I think you can sustain about 3 stalker cool downs and almost 4 zealot cool downs while adding a pylon here and there, but if you only had 3 gateways you wouldn't have that burst and you'd have quite a trust fund mounting and you would be choked on wg cool downs to spend it



It's not just the content of his posts that make him worth highlighting, though. I've seen him beat Ret and Machine on stream so he is clearly one of the best players to post in the strategy forum.


Second Alejandrisha. Very solid posts. Echoic knows his shit too.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
Last Edited: 2011-02-17 22:57:13
February 17 2011 22:56 GMT
#27
I nominate CecilSunkure! Just look at all the posts hes made

nvm already on there
133 221 333 123 111
iamke55
Profile Blog Joined April 2004
United States2806 Posts
February 18 2011 01:47 GMT
#28
On February 18 2011 06:20 CecilSunkure wrote:
sleepingdog

Example: State of the Archon - Created the initial post.

Plexa PvZ Writeup - Posted good responses that Plexa quoted in his OP.


Realized he already has blue

Overall I always have found his posts to be super helpful. I also think the same about iamke55's posts, but can't find a persuasive example


Hey man my posting quality hasn't been as good as yours lately but I'm working on a few things to rectify that. Hopefully by the end of the weekend, I will have made a few additions to the strategy forum to make it a better place for Protoss players.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Ainvar
Profile Joined January 2011
United States68 Posts
February 18 2011 04:52 GMT
#29
Can I use my first ever post on TL to also support MrBitter? His advice on forum and his VODs are the new Zerg bible.
KingVietKong
Profile Blog Joined May 2010
United States170 Posts
February 18 2011 06:38 GMT
#30
On February 17 2011 22:33 Ganjamaster wrote:
I would like to nominate iEchoic, the cunning terran strategist.

His achievements include the creation of innovative and effective terran build orders such as:

1/1/2 Hellion Drop TvP (http://www.teamliquid.net/forum/viewmessage.php?topic_id=146518)

+ Show Spoiler +
On August 23 2010 08:41 iEchoic wrote:
Edit: Mega-Update Sept 17! Changelog:
- Added two new replays
- Added protoss FE to 'adapting to protoss strategies'
- Updated transitioning into lategame to future-proof strategy for patch 1.1
--> Ghosts have been integrated into the build to counter certain compositions
--> Battlecruisers are no longer used due to the nerf in patch 1.1


Intro
As my school starts very soon and I probably won't be able to invest the time to try to compete at this game at a high level anymore, I thought I'd write a guide to share some tricks for my most successful matchup before I start to suck at the game. I'll start off by saying that I didn't invent most of the components of this build. I didn't invent 1/1/1 (or 1/1/2), and I did not invent 2starport play. However, I was dissatisfied with the rax/fact/rax/starport/starport opening as I felt the extra building time for the rax and gas wasted on marauder-based bio kept the build from being efficient. I began making a build to increase the efficiency of the two-starport core which is extremely versatile and difficult to counter in TvP.

This build is an optimization and stylistic change to the 2-starport play which is becoming increasingly popular. I feel that it is more powerful and more versatile than most 2port play.

Build Overview
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This build incorporates a fast hellion drop, and a marine/bunker defense into 2-starport play which allows counters to be easily produced. The build is very lean, holding off on the second refinery until after the first starport begins construction, creating mineral-only units, and forgoing any addons until two starports are produced.

The focus of the build is on efficiency, creating an economic advantage through hellion harass, and creating an army while spending the least possible amount of resources and worker time on unnecessary structures and tech.


Build Order
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(build orders can only go so far - watch the replays)

The intro build order is as follows:
10 supply
12 rax
>> make marines nonstop
>> oc when rax finishes
13 refinery

(pop counts skipped from here out to account for scouts dying, other oddities, etc)
Factory
>> Make 3 hellions
Bunker
Supply Depot
Starport
Refinery
>> Make medivac when starport complete
>> medivac should pop out about at the same time that you have 3 hellions - go drop
>> As soon as medivac completes, build tech lab on starport and factory
Starport
>> Swap second starport onto factory's tech lab
>> Use excess minerals to expand and add more barracks
>> Push at 2-4 banshees - this is timed such that it will come before psi storm.

Until this point, you should be following the build order strictly. The 1/1/2 with hellion drop is stable and you do not need to branch out until you have two tech-labbed starports.

You are now in what I call the 'triple threat' position. It is called 'triple threat' because it sounds kick-ass and makes the strategy sound like it's prepared for anything. But seriously, this is where your 2port allows you to be versatile.


Build Strengths
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- 3 Hellion drop is incredibly powerful. Basically an insta-win if your opponent is not defending, and even if prepared, you will get at least 4-5 probes if you micro well. The hellion drop is incredibly strong even if you know it's coming ahead of time.
- Hellion drop gives great scouting info and allows you to adapt with your 2starports
- 1/1/2 play allows you to account for all protoss openings
- Standard opening prevents protoss from gathering any info about build before initial scout is forced out by marine
- Very efficient use of minerals - rax and factory produce mineral-only units with no addons non-stop.
- Timings are optimized to spend all minerals at all points throughout the build order - high efficiency


Adapting to Protoss Strategies (Updated!)
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Your default units on your starports should be 2x banshees. The 2x banshee+marine build is incredibly powerful, and can beat any composition that does not include storms. The hellion drop provides a well-timed opportunity to scout your opponent and adapt, if necessary:

Protoss Fast Expand builds (New!)
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Countering a protoss FE first requires understanding the limitations of the protoss FE build and then requires you to exploit those limitations based on scouting information. The 1/1/2 hellion drop is very versatile, allowing you to adapt to exploit your opponent's weaknesses following the first hellion drop.

There are several facts which must be realized to understand the counter:
#1) The opponent must have both a robotics facility and either a stargate or a templar archives to counter cloaked and uncloaked banshees, respectively.
#2) The opponent must have either a robotics bay or a templar archives and psionic storm to counter a mid-game bio + ghost ball.
#3) The protoss FE does not pay off immediately. As a result, the protoss player must invest in defense early or risk being killed by an all-in push.

Given these facts, it is crucial that you are able to scout adequately and adapt. I've created a flowchart that demonstrates how to best exploit the protoss FE build.

[image loading]

The flowchart demonstrates that you are forcing your opponent to get costly tech structures in addition to the cost of his fast expand. In the case that he does cover all his bases (robo, + stargate or robo + twilight council + templar archives), he will be unable to deal with a strong ghost+marine+banshee-based timing attack, taking place before storm can be researched, due to the cost of all the structures and tech.

But now the question is - how can I get such perfect scouting information? Easy. You have a medivac left after your hellion drop. Instead of sending it back to base, leave it outside the protoss base. Poke in and out with the medivac every once in a while, checking up on your opponent's tech.


Robo-based builds (Updated!)
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Keep building marines, and open with two vikings into 2x mass banshees. Focus fire any colossus. If there are no colossus, the robotics bay is a wasteful gas sink and will set your opponent behind, as no other robotics-based units are effective against marines or banshees.

The two vikings are essential to keep colossus from abusing their superior range (for example, by burning down your bunker from safety. However, once this deterrent is created, banshees are actually the better anti-colossus unit.

Banshee DPS vs colossus: ((12 damage per rocket - 1 colossus armor) * 2 rockets) / 1.25 firing speed = 17.6 dps
Viking DPS vs colossus: 13 dps

Banshee dominance over colossus is demonstrated in the replay vs Sinatra.


Void ray harass
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Assuming you have been making marines the entire time (which you should be), you should have 8-9 marines by time the first void ray hits. The void ray can either hit your wall-off or it can attack the back of your base while units attack your ramp. Both are easily stopped by this build.

As soon as you see void rays or a starport, do the following:
1) Take any marines not in your bunker (you should have ~4-5 extra) and prepare them at the back of your base.
2) take 4-5 scvs, turn on auto repair, and move them next to the bunker by your ramp.
3) Queue up one viking on each starport. In one production cycle, you will have two vikings, and then you're easily able to hold off any void-ray based play.
4) Follow up with cloaked banshees. Most void ray rushes neglect a robo bay and you can force your opponent into a wasteful tech structure or force them to lose outright.

[image loading]

Place your bunker on the outer-most side of your walloff, forcing void rays to attack from an awkward angle.


Dark Templar builds
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The answer is obvious here - just make a raven first. But what if you don't find the tech? I always save my third set of 50 energy on my orbital command until I can be sure no DTs are coming or until I get a raven. Also, keep a control group of SCVs on auto repair you can pull quickly to your wall to repair until a raven comes out.


Phoenix openings
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Open with two vikings instead of two banshees. Your marine ball + range from the viking will prevent any phoenix harass. Phoenixes will be shot by marines if they attempt to engage the vikings.


High Templar openings
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High templar 'opening' is somewhat of a misnomer. High templar take absolutely forever with storm tech, and your first push (2-4 banshees + marines) should occur before storm tech. If they rush storm ASAP, they will lack detection, and you can punish this with cloaked banshees...


Any twilight council opening
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If you spot a twilight council with your hellion drop, just open into cloaked banshees. This will force the protoss player to decide between very fast storm and detection. Cancel cloak before it is finished if you see a robo being constructed and spend the money on a fusion core.


4gate pushes
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Build an extra bunker, pull 6-7 scvs to repair, rush cloaked banshees. Collect win. If 4gate+robo, cancel cloak and continue with standard build.


Transitioning into lategame (Updated!)
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The marine/banshee composition has only one weakness - high templar. While the first 2-4 banshee push is timed such that you should not have to deal with high templar, if your push is held off, it will begin to be a concern. Your lategame composition is dependant on your opponent's composition:

High templar compositions
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High templar builds will always contain a lot of two units - zealots and high templars. Once your opponent's tech path is scouted, immediately place a tech lab on your factory and build an additional factory. Research the preigniter upgrade and begin 2x producing hellions.

Create a ghost academy as well and produce ghosts/marines/marauders. Your starports should now be used to produce medivacs for pre-igniter hellion drops and bio support. Your ghost/medivac/bio/hellion army is very well suited to take on high templar compositions.


Compositions with no pheonix or templar
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Mass banshee + bio should handle this easily. Due to their stacking, banshees reach a 'critical mass' where they become more cost efficient with more volume.


Pheonix + colossus compositions
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Double-produce vikings while using excess gas to create marine/marauder/ghost balls.



Replays (Updated!)
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[image loading]

(new!)

A lot of people are having trouble with the toss FE still, so I thought I'd give another replay to demonstrate the proper response. Agh (17xx rated protoss) does a FE build, but cannot sustain a robo, a stargate, and a large army (all of which are necessary to prevent harassment or death). I find the weakpoint (no stargate allowing me to exploit banshees) and harass relentlessly.

A big problem with the toss FE for most players is the illusion that they are falling behind in macro. The effectiveness you gain from the protoss' limited options should even you out economically - in this game, my economy was on par or greater than my opponent's for the vast majority of the time.

[image loading]

(new!)

This replay demonstrates the proper response to the situation where you achieve a strong economic advantage due to hellion harass and/or expanding before your opponent. My hellion harass dealt significant damage and my spotting of the robo bay cued me in that my opponent was not expanding (which was verified by later scouting).

I decided not to push, but to bunker up and capitalize on my economic advantage, confident that my superior econ would allow me to win the game.

[image loading]

(new!)

This replay is a demonstration of the 1/1/2 Hellion Drop against a protoss FE. Behind in economy due to the fast expansion, I equalize the economic difference and exploit my opponent's unit composition to punish his greedy build.

My drop allowed me to determine his composition and exploit the gap left by my opponent's economic-based build - in this situation, lack of stargate and templar archives, allowing me to abuse mass-banshees for the win.

[image loading]

Note that the hellion drop prevents aggression. Time does an aggressive gateway push, but that leaves him open to hellion annihilation.

[image loading]

Although I could not get any replays of people holding off the initial push to show my lategame transition, note that two battlecruisers were in production in preparation for the lategame transition.

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This player was well prepared for my hellion drop. He still lost 5 probes, giving me the economic lead. Note how obnoxiously fast the 6x banshees drop the colossus, leaving my marines free to rip apart the fragile gateway-based army.

[image loading]

I uploaded this replay to help people with void ray openings. Notice that there are several ways to watch for void ray openings:

1) Scout all pylon locations. Pylon locations in out-of-position spots should be scouted later - the starport is uncovered with my hellion drop
2) Close air positions should put you on high alert. Be very ready to make a viking and move additional marines to the back
3) Note that I had a ctrl group of scvs (3) on auto-repair so I could quickly pull onto the bunker in case of a two-pronged attack

Nova follows with a strong defense, but ultimately he was only able to muster this defense because he neglected his robo bay, which I am able to punish with cloak.

Should the opponent stick to robo-based builds or gateway-based builds, you can stick with bio + banshees. Banshees focus-fire colossus incredibly fast.


FAQ
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Q: Isn't the hellion drop cheesy? If the opponent knows you're going to do it, it clearly won't work.
A: Anyone who has tried the hellion drop knows how ridiculously strong it is, even when defended. Provided you can drop your hellions before your medivac dies (which is incredibly easy as early in the game as early as this hits) you should get at least 4-5 probe kills even if your opponent is prepared for it. In addition, this forces your opponent into passivity, as if their forces are not defending, you can kill their entire probe line.

Q: Isn't this build weaker on maps like blistering sands where destructible rocks allows protoss to avoid your bunker?
A: Yep. This is the case with a lot of Terran builds on blistering sands. I would recommend pre-emptively placing a second bunker at your destructible rocks after your factory, and moving to defend whatever side is necessary.

Q: I died to void rays, wtf
A: Void rays are counterable with this build, but the two vikings are very important. It is also very important that you never stop building marines. You absolutely need the 8-9 marines you should have by time void rays hit. I've fought off many good void ray rushes with this build. If the void rays approach from an awkward angle and charge up on your wall, bring SCVs to repair both the bunker and the wall as long as possible until your vikings come out. Once your two vikings come out, you will be fine with a little micro.


Hope you enjoy it, feel free to ask questions or help me find optimizations - please read through, try it, or at least watch replays before hating :p


2fac2port TvT "iEchoic Build" (http://www.teamliquid.net/forum/viewmessage.php?topic_id=189624)

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On February 02 2011 08:54 iEchoic wrote:
Edit: the Day[9] vod is up! Check it out: link - probably the best place to start if you're new.

Intro
I'm not one who likes using siege tanks in TvT. About a month ago, I began brainstorming a tank-less build & composition with the following properties:

- Must be able to react to all TvT openings
- Must be very mobile (and gain map control as a result)
- Must be able to do economic damage faster than other mobile builds (such as cloaked banshee)

The result is a 2fact2port opening that relies on a hellion + air composition. I've found that all Terran compositions can be beaten with only these units:

[image loading]

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As of me writing this, I am a top 50 US player, and I estimate that I win 80-90% of my TvTs. This build has proven to be effective at a high level.

I have to mention that this build is very difficult to execute. This is not the type of build you read about, try, and immediately win all your games with. It took me several days to get the basics down, and even now I feel that it could be executed better by players better than I. The mechanics and game sense requirement to execute this is high - lower-level players will find it a good test of their mechanics, and players better than I can probably make it stronger than I can. However, if you have the patience and mechanics to learn it, I guarantee that it will give you a rich payoff. The road to shunning tanks is not an easy one, but it is a rewarding one.

Overview
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This build utilizes two fast factories and then two fast starports. Infernal pre-igniter is researched as soon as possible. Fast 2 factories gives you a powerful early aggression-stopper (vs marines and hellions), and gives you map control.

A fast medivac is created to give a counter-attack and economic damage threat. This is a hard-counter to rushed cloaked banshees + bunker at front.

The 2 starports give you tremendous flexibility in countering terran openings. Banshees can be countered by simultaneously creating a raven and a viking, while dropping hellions. Reactored starport openings can be countered by actually creating 3 vikings at once instead of two. Marine/tank openings can be countered by creating vikings and banshees simultaneously.


Analogy to ZvT
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The composition basically works the same as muta/ling/bling, and has a similar playstyle.

- Blue flame hellions act as the banelings (they kill marines, and are disposable)
- Banshees act as the muta air-to-ground attack (cleaning up ground units after banelings hit)
- Vikings act as the muta air-to-air attack (holding air superiority).
- Should it get to that point, battlecruisers can act as broodlords, countering thors (although BCs are much easier to get and are also quite good vs marines)

This build works for the same reasons muta/ling/bling does, and as a result, it has the same properties as typical ZvT. This means that:

- This build is more powerful on longer rush distances due to the mobility advantage
- Keeping map awareness and map control is very important
- Losing air control is bad (similar to how losing all your mutas results in you being vulnerable to drops and banshees)

TL;DR: Play like a zerg player. Keep that mentality in mind.


Build Order
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NOTE: this build order is very weird. You must watch the replays in order to understand how it functions correctly.

10 supply
12 rax
13 ref
15 OC
15 make one marine, then queue another (only make 2 marines)
16 supply
17 ref
(supply counts discontinued from here - keep making scvs nonstop)
factory
factory
tech lab on rax
swap first factory onto rax
make 1 hellion & get preigniter
make 1 hellion on second factory
>> clear xelnagas with hellion
starport
starport
supply drop (see faq)
medivac
>> poke up ramp with a hellion, try to scout composition
>> build order discontinued here, starport production is dependent on opponent's composition


Why it Works
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1) Map control
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This build gains early map control over all terran compositions I am aware of. This allows you easy counter attacks (because you see when they leave their base), advance warning, and easy dropship counters. Your viking superiority + hellion mobility renders all enemy drops actually beneficial for you, because everything in the dropship will simply die and the dropship will get shot down, similar to how dropping vs a zerg player who has good map awareness generally ends with mutas killing your drop quickly.


2) Terran Symmetry
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Terran units have a lot of symmetry.

Units that shoot air units
Marine (countered by hellions)
Thor (countered by battlecruiser)
Viking (countered by having more vikings, which is easy when you have 2ports)
Ghosts (are terrible)

Only four good terran units actually shoot up (discounting the battlecruiser, because BC is only viable after vikings). These units are all countered by either hellions or air units. Creating air units necessitates the use of one of these three units, and each of these three units must be built in a mass such that they do not die before killing off all air units.

From there, notice:

Air attacks by units that attack air units
Marine (very fast attack speed, low damage)
Thor (fires multiple low-damage rockets)
Viking (fires multiple low-medium-damage rockets)

What does this mean for us? In a late-game composition, upgrading air armor is very strong, due to the low-damage attacks of these units. In addition, these three units are infantry, mech, and air, which makes upgrading all three of them incredibly inefficient. Any one to two of these can be hard-countered with ease.

What else? Two of the three of these attacks (thor, viking) are mitigated by PDD. Since we are using ravens for detection instead of turrets, we have a natural synergy here, and create little inefficiency.


3) Economic Damage
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Hellion drops are the most economically damaging harassment in the game. This necessitates leaving defenses in-base at all times.


4) Forcing responses
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Banshees necessitate your opponent getting detection. This is either a raven (which is not efficient for him, because we're going to be controlling the air, and his raven will be dying), or an ebay + turrets, which creates inefficiency.

Hellions necessitate your opponent leaving defenses (non-turrets) in his base at all times. This creates additional inefficiency or economic death.

Mass air necessitates mass marine, viking or thor. We are not forced into anything. We do not build turrets, we build a raven. Our raven, should we need to build one, has synergy against two of the three AA options for our opponent.


Reacting to Terran Openings
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This is a reactive build. You must counter your opponent's openings. Your reaction to your opponent's style will take place in the form of changing the output of your two starports. Your factories will always produce hellions.

Think of your factories as your 'core buildings' and your starports as your 'reaction buildings'.

While there are more specific instructions below, here's some basic principles:
1) You must always have more vikings than your opponent at all times. This is priority #1.
2) All ground units except thors can be combated with banshees. If your opponent gets thors, you must get battlecruisers.
3) Do not build engineering bays or turrets, ever. You don't need them for air control, and you have a raven for detection.
4) Because your composition is reactive and your composition more mobile, you need to hold map control until your opponent pushes out at all times. As soon as your hellions pop, you need to control the xel'naga towers. This is crucial in fighting off certain pushes.

Marine/Tank opening
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Tells: no bunker at front, marines only, should see tank on subsequent pokes

Your starports should open 1banshee1viking after your intial medivac. The viking is incase your opponent gets a viking or banshee, and the one banshee is to clean up the remaining marines and then the tanks. This is where controlling the xel'naga towers is very important. If your opponent moves out with his marines and tanks, you need to burn off a majority of the marines with hellions. The xel'naga gives you the vision to see what side of the unit ball the marines are on and get a good attack angle.

Once the marines are dead, roll in with your banshee and clean up, force a retreat.


Banshee opening
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Tells: bunker at front, no tanks or marauders on subsequent pokes up ramp

Your starports should open 1raven1viking after your intitial medivac (swap with factory once preigniter is done). Your hellion drop will likely do huge damage, and dropping fast is a high priority. If the banshee arrives before your viking/raven pop, run your scvs away. You will do much more damage with your hellions than he will with his banshees.


Bio or possible FE
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Tells: no bunker, but marauders produced.

Your starports should open 2x banshee after your initial medivac. Mass banshee + blue flame hellion mops up bio relatively easily. Research cloak ASAP. In the event of a FE, you need to be very proactive about banshee harass and hellion drops.


Thor opening
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Tells: usually bunker at the front - can be hard to scout for.

This is the hardest opening for this build, but it is also the most rare. Several other openings like cloaked banshee opening is countered by the Thor opening, so I sometimes consider Thor a 'counter' build instead of a legitimate TvT opener.

You're going to have to go for an economy trade if your opponent attacks. As soon as his thor leaves his base, drop hellions and rack up kills. Open 1banshee/1viking. You really need to go all-in on this thor and do more economic damage to win. Send your SCVs on it, land your vikings if there is no air to shoot, attack with your banshees and hellions. If you execute it right, you should have done more economic damage than your opponent, although it's usually close.


Viking-heavy (reactored port) opening
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Tells: hard to scout for, check starport upon hellion drop. Usually opens with one tank, no bunker

This build relies upon holding air superiority. If your opponent makes 2 vikings at once, make 3. Create reactors on your rax while creating vikings. You should not have a problem holding air superiority as long as you're proactive about scouting for it.


Lategame Compositions
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I'll just use a flowchart here:

Link to high-res

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Tips and Tricks
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- Your barracks, even though not producing, can be incredibly useful. Use it to create reactors and techlabs nonstop, continually lifting to produce more for your factories and starports.
- Your barracks can also be used to lift and scout your opponent's base on scrap and close-air metal/LT.
- Air armor is your #1 priority for upgrades


FAQ
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Q: Why the supply drop?
A: The supply drop gives you an instant benefit of 100 minerals, and a benefit of 50 additional minerals from the opportunity cost of not building a supply depot over the course of a supply depot build time. A MULE gives you 270 minerals over the course of 90 seconds. The supply drop is placed in the build at a key point where minerals are very tight. Saving 100 immediate minerals allows you to produce a second starport while continuing hellions - something not possible using a MULE.

Q: What are the expo timings?
A: I play this by ear. If your opponent is turtling, it's generally safe to keep expanding. If your opponent is being aggressive, keep producing. Think of it like a zerg player would. See replay vs ThisIsJimmy to see a quick 3rd base vs a turtling opponent or my game vs Sixto to see a more 1-base play.

Q: Why 2facts? Why not just make a reactor?
A: 2facts allows you to create 2x hellions while researching preigniter. It removes the inherent danger that comes with using only one factory to produce hellions. 2factories makes you much safer vs 2rax openings and early cheese, and gives you infrastructure for later down the road.

Q: Do you get cloak?
A: I only get cloak if I know my opponent will not have mobile detection soon (FE, bio), and sometimes not even then. Banshees are more of a combat unit than a stealth unit for me, although you can play around with this.

More will be added here as questions come in.


Guaranteed vs. Gambled Hellion Drops (new!)
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One thing that I think is important to learn is the difference between guaranteed hellion drops and gambled hellion drops. We'll define these as:

Guaranteed Drops: these are drops that you can expect to do economic damage with because, from scouting, you know the opponent has a vulnerability. It is reasonable to expect damage to be done, and if it is not, you may or may not be behind.

Gambled drops: these are drops that you do to force your opponent to keep troops in his base or exploit his weaknesses in defense. These builds are a gamble because they may or may not work, and you should never use them if they will put you significantly behind if they fail.

It is important to note that the build never relies on gambled drops to win. That is not to say that you shouldn't use them - they can be very powerful, and have other tangible benefits, such as forcing your opponent to build turrets, sensor towers, and keep units in his base. But your strategy should never rely on these to win, as they can be stopped without doing damage.

Situations where you can expect a guaranteed drop:
- If your opponent opens fast thor and moves his thor out of his base
- If your opponent opens quick cloaked banshee
- If your opponent FEs (the amount of units produced by a FE by drop time is not sufficient to kill your hellions before they do damage, especially considering they need to be spread over two bases)
- If your opponent is moving out of his base to attack you. Note that there are two situations here: your opponent leaves no units in his base, or he leaves units in his base to defend. Either one is considered damage, because leaving units in your base to defend reduces the size of his attacking force, and having no units forces guaranteed damage.

Situations where you have a gambled drop:
- Any situation where an opponent's army is sitting in his base
- Any 1base-vs-1base situation where your opponent has not moved out to attack


Replays
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At the bottom of this section is the option to download a small replay pack of 7 replays. I've picked out a couple choice replays though, below.

[image loading]

This demonstrates a response to a heavy bio/FE play. Note how much my macro slips, going 1k/1k resources at one point. Also notice the quick 3rd base in response to his heavy turtling. Still a relatively easy win, despite getting minimal damage with the initial hellion drop.

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This replay demonstrates a game vs an aggressive marine + hellion attack. Blue flame does a very easy job repelling enemy drops and punishing aggressive openers by killing SCVs.

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The first question I always get is 'don't you just die to a tank/marine push'? This demonstrates the proper response. It is cleaned up with ease, and an easy win ensues.

Download entire replay pack (7 replays): link
Also see: vileDeathRow vs Drewbie (by PsyStarcraft): link

Edit: VTPokebunny has posted some reps of him executing it well, worth watching:

I just tried this in TL Open
vs 3500 EU Master Terran
vs 3000 EU Master Terran
vs MYM.ClouD - 3750 EU Master Terran
the first game I used it in the tournament was my third time ever. and its still a sick good build.


On February 08 2011 07:37 Pokebunny wrote:
vs vVvNGry, FireFlash Open Semifinals


Edit: MatronStarcraft has casted a game:

http://www.youtube.com/watch?v=JO0kON2JAuA

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Additionally, his TvP build is featured on liquipedia and his TvT build was analyzed by Day[9] in his show, providing legitimacy to their effectiveness.

In conclusion, because of these strategies I believe iEchoic is a premier poster in the strategy section with unparalleled tactical acumen. Thank you for your attention and your kind consideration.



It's pretty surprising that, considering this kind of a track record, iEchoic hasn't been highlighted, Definitely in support of seeing more of his T strategies, especially since they solidly go against the norm and really push terran play forward.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
February 18 2011 18:51 GMT
#31
On February 18 2011 04:23 Plexa wrote:
Does Alejandrisha have an aka?


also
http://us.battle.net/sc2/en/profile/2185926/1/spekkiO/

thanks for the nominations <3
get rich or die mining
TL+ Member
tofucake
Profile Blog Joined October 2009
Hyrule19019 Posts
February 18 2011 19:10 GMT
#32
On February 18 2011 05:08 Saracen wrote:
Show nested quote +
On February 18 2011 00:35 tofucake wrote:
Third on iEchoic.

Other people who I think should have highlighting include people like PainUser and a number of casters such as Wolf, Raelcun, Ipp, and TheGunrun. While they don't post much in Strategy (or at all), they have proven on their streams that they know what they are talking about, and getting highlight status may persuade them to post more often.

I strongly disagree with this. In fact, with a few possible exceptions, casters should not be highlighted. There's a difference between providing entertaining casts that are easily available to the masses and providing helpful, solid advice to particular situations. We set the bar pretty high in terms of knowing whats up for highlighted users.

I only advocate some of the many many many many many many casters. I'm not saying every caster should be highlighted (lol BigT), but I do feel that there are several who know the game inside and out.

Also, is this just for SC2 Strategy, or is highlighting also for BW?
Liquipediaasante sana squash banana
Ganjamaster
Profile Blog Joined May 2010
Argentina475 Posts
February 19 2011 01:12 GMT
#33
On February 19 2011 04:10 tofucake wrote:
Show nested quote +
On February 18 2011 05:08 Saracen wrote:
On February 18 2011 00:35 tofucake wrote:
Third on iEchoic.

Other people who I think should have highlighting include people like PainUser and a number of casters such as Wolf, Raelcun, Ipp, and TheGunrun. While they don't post much in Strategy (or at all), they have proven on their streams that they know what they are talking about, and getting highlight status may persuade them to post more often.

I strongly disagree with this. In fact, with a few possible exceptions, casters should not be highlighted. There's a difference between providing entertaining casts that are easily available to the masses and providing helpful, solid advice to particular situations. We set the bar pretty high in terms of knowing whats up for highlighted users.

I only advocate some of the many many many many many many casters. I'm not saying every caster should be highlighted (lol BigT), but I do feel that there are several who know the game inside and out.

Also, is this just for SC2 Strategy, or is highlighting also for BW?


On February 17 2011 21:32 Chill wrote:

Whenever a Highlighted Poster makes any post in the Starcraft 2 Strategy Forum, it becomes highlighted.


It is just for the strategy forum.

My hoes be the thickest, my dro.. the stickiest
BadWolf0
Profile Joined September 2010
United States300 Posts
February 19 2011 01:19 GMT
#34
What about having a featured streamer icon next to the name of people who have made it through that vetting process? I was going to nominate MrBitter, then saw some other people had. Then I looked at the guidelines and it seems like you really want the highlights to make the 100% top level stuff stand out. Seeing as all of the fans will probably be annoying with highlight requests and new threads eventually an icon may not be a bad idea to make the featured streamers stand out?

All hail the Queen!!!
s031720
Profile Joined December 2009
Sweden383 Posts
Last Edited: 2011-02-19 01:44:24
February 19 2011 01:42 GMT
#35
I support Echoic for the reasons allready listed. For consequently writing qualitative posts and not giving up on the forums.

I also support darkforce, even though hes allready choosen I just like to say that that is a great choice for obvious reasons.
Just another noob
AirbladeOrange
Profile Blog Joined June 2010
United States2572 Posts
February 19 2011 10:33 GMT
#36
Is it just me or has the strategy section already got better? This was a good idea to implement. Thanks TL dudes.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-02-19 13:02:32
February 19 2011 13:00 GMT
#37
On February 18 2011 06:20 CecilSunkure wrote:
I also think the same about iamke55's posts, but can't find a persuasive example


I second iamke55 - many quality-posts all around and as of recently a nice writeup of a/the standard PvZ macro playstyle:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=194376

I also second iEchoic out of the same reasons already posted: he may be/have been a bit whiney from time to time, but his quality-posts/threads are really well written and always provide great advice
"You see....YOU SEE..." © 2010 Sen
SpoR
Profile Blog Joined November 2010
United States1542 Posts
February 19 2011 13:48 GMT
#38
Is there a list somewhere of all the people who have this?
A man is what he thinks about all day long.
Leviance
Profile Joined November 2009
Germany4079 Posts
February 19 2011 14:44 GMT
#39
Well Pro players that have an account here like (P)Socke and (P)iNSoLeNCE should be obviously included, no matter if they don't post too often.
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-02-19 15:17:21
February 19 2011 15:16 GMT
#40
On February 19 2011 22:48 SpoR wrote:
Is there a list somewhere of all the people who have this?

I'll put it in the OP, thanks.
On February 19 2011 23:44 Leviance wrote:
Well Pro players that have an account here like (P)Socke and (P)iNSoLeNCE should be obviously included, no matter if they don't post too often.
Just because you're a top player doesn't mean you can post constructively. We've seen this time and time again with players so we are not going to highlight anyone before they post in the forum.
Administrator~ Spirit will set you free ~
Kleinmuuhg
Profile Blog Joined September 2010
Vanuatu4091 Posts
Last Edited: 2011-02-19 16:12:24
February 19 2011 16:11 GMT
#41
How is this as a feature concerning the strategy forums:
The possibility to only show comments who are longer than 1 [or 2] lines.
Most posts who dont fall into that category are " nice strategy" or " thx dude" or something simliar.
Maybe it would be easier to follow the discussion when it isnt constantly interrupted by those one-liners and for those who don't want to miss them they can still chose to "show all"
This is our town, scrub
Noxie
Profile Blog Joined April 2010
United States2227 Posts
February 19 2011 19:26 GMT
#42
I second Alej.. was originally gonna nominate him instead of Time.. but.... he loses to mass thor. LOL! jk

Awesome guy.. very insightful.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
February 19 2011 21:40 GMT
#43
On February 18 2011 06:20 CecilSunkure wrote:
sleepingdog

Example: State of the Archon - Created the initial post.

Plexa PvZ Writeup - Posted good responses that Plexa quoted in his OP.


Realized he already has blue

Overall I always have found his posts to be super helpful. I also think the same about iamke55's posts, but can't find a persuasive example

I found a good example for iamke55! http://www.teamliquid.net/forum/viewmessage.php?topic_id=194376

Profile: iamke55
Kojak21
Profile Blog Joined January 2011
Canada1104 Posts
February 20 2011 05:56 GMT
#44
Gunna have to nominate mr bitter, he contributes alot with his new tournaments, and his lessons on streams
¯\_(☺)_/¯
Monta
Profile Joined September 2010
United States60 Posts
Last Edited: 2011-02-20 22:17:43
February 20 2011 21:39 GMT
#45
I'd like to nominate 4kmonk
SC2Ranks Profile: http://sc2ranks.com/us/316619/sTkmonk

Here are some of his posts:


+ Show Spoiler +

[G] How to stop a 4 gate as Zerg
On December 21 2010 01:24 4kmonk wrote:
I've been seeing a lot of zergs asking questions about how to stop 4 gates and I've seen even more people give terrible advice about how to stop it. I also know that even many top level zergs don't know the proper way to stop this. I hope I can help some people by sharing what I know about this strategy. Feedback is greatly appreciated.

The main problem with the general advice that people on teamliquid give about stopping 4 gates is that they're usually about the unit composition to get vs a 4 gate. This is wrong for 2 reasons. First of all, there are many types of 4 gates that come with different timings and different compositions and each has a somewhat different counter. Second of all, unit composition is, in my opinion, the least important aspect of stopping a 4 gate. Most 4 gates, especially the later 4 gates can be stopped with a variety of tactics. In order to stop a 4 gate, the two most important aspects are:
1. Scout the 4 gate
2. Cut drones at the correct timing
Everything else is secondary. Of course, you want spine crawlers and a good unit composition, but these things are by far not the reason most people lose to 4 gates.

Scouting the 4 gate:
First, to stop the 4 gate, you must know that it's coming. This can be done in various ways. Here are some techniques that I've come up with.

1. A drone scout can determine if the gateway was built on 10 or 13 and it can check the nexus for the number of chornoboosts the toss has saved.
2. Overlords can be sacked to check the number of gates and the unit composition of the protoss. 3. Finding out the toss's 2nd unit out of his first gateway can give you a big clue as to what strategy he's doing. A stalker most likely indicates a tech build/4gate. A sentry rules out the zealot/stalker 4 gate, so free feel to drone to 30 drones.
4. Killing the initial scouting probe lets you deny proxy plyons that will make his push much faster. 5. You can run lings up the protoss's ramp every 20 seconds to check how many chornoboosts he uses on his warp gate tech.
6. If you learn warpgate timings, you can tell how many chronos the toss has used on his warpgate tech. This can give you a hint on the mindset of a good protoss. 3 chornos on the warpgate could possibly mean a 4 gate, 4 definately means a 4 gate, and 0-2 probably means either no 4 gate or a very delayed 4 gate. These timings off a 13 gate are approximately:
5 chornoboosts: 5:20
4 chornoboosts: 5:30
3 chornoboosts: 5:40 etc...
0 chornoboosts: 6:10
These timings indicate when the warpgate tech finishes and gateways start morphing. Units can be warped 10 seconds later and will finish warping in 15 seconds. For example, if you use 4 chornoboosts on warpgates, warpgates will finish at 5:30, units will start warping in at 5:40, and units will have finished warping at 5:45.

Types of 4 gates
By learning the types of possible 4 gates, you will be able to recognize them in a game and respond accordingly.

Pure zealot 4 gate
This is by far the easiest 4 gate to stop as long as you scout it. The protoss can stop mining gas after 50 gas and focus only on zealots. If he doesn't make even 1 stalker, he won't be able to deny scouting. Throw down a roach warren and you should be safe.

Zealot/stalker 4 gate
This version of 4 gate comes out very quick and is probably the hardest to stop. Toss cuts probes at 20 probes and in order to stop this variation, you need to cut drones around 18 drones on certain maps(20 drones on most maps). As a reference, this build can have 7 toss units around 5:35. The zerg's 2nd hatch will just have finished by that time off of a 14 gas 14 pool build and therefore there is no way you can build spines at your natural to hold it off in time. On maps with narrow chokes, it's possible to preemptively build a spine crawler in your map and then walk it down to your natural. On maps with wide chokes, you absolutely need both speedlings and roaches to defend against this type of 4 gate. Make more roaches if he's zealot heavy and more lings if he's stalker heavy. Surround the stalkers with your lings and kite the zealots with roaches. Even then, if you do everything perfectly, it's still a micro war with the zerg having a slight advantage.

Zealot/sentry 4 gate
This comes slightly later because toss must get 2 gas in order to execute this version. Toss usually cuts probes around 23 in this version and the initial push is generally pure sentry/zealot. This version might look like a normal 3 gate sentry expand, but you won't be fooled if you have constant scouting of his expansion via either a ling or an overlord. Also, you can sometimes tell by the sheer number of units he has. If the toss spots roaches, he will add a round of stalkers. Spines are decently effective against this 4 gate, because this army generally has a lower dps. A good amount of roach/ling is also effective, because the toss will simply get overwhelmed. Mass lings are not effective at all vs this. As long as you don't overextend yourself, you should hold this off. One key thing to be careful of vs this version is not to let toss up your main ramp or it's pretty much over for the zerg as he can endlessly forcefield your ramp.

Delayed 4 gate
These are by far the most varied and are only hard to stop when you can't scout it or your macro is poor. By 6:10, if the toss has not expanded yet or moved out, you definitely should suspect that something is up. If you have no idea what the toss is doing, then you're not in a very good position. The reason 4 gate is problematic in this case is that you have to prepare not only for 4 gate but also a vast myriad of other threats such as voidrays, phoenix, dts, blink stalker, immortals, and warp prisms. In any case, by 6:10, vs a 1 base toss, you should start your lair to prepare for air/dts/blink stalker and pump mass drones until 30 drones and then cut drones entirely. This is because all the threats i mentioned before actually all come at the same time, around 7:10 to 7:30 and if you cut at 30 drones you should be able to properly respond to all of them. Also, with 30 drones and 2 bases, you'll definitely be able to outmine a toss who has only 1 base anyways if he says on 1 base for too long. In any case, with good macro and a mixture of lings and roaches, you'll hold.

Varying your defense based on the map
Next, you have to vary your 4 gate defense techniques based on the map being played. All of these factors contribute to determining whether spines should be a major component of the 4 gate defense and how much time you have to react.

Maps with long rush distance and tight chokes(lost temple, shakrus plateau)
Lots of spine crawlers are the best answer for defense as you support those spines with additional units. These maps are the worst maps for 4 gate, but it's still possible to lose to a 4 gate if you're not prepared or you don't abuse the choke.

Maps with wide chokes(xelnaga, metal and delta)
These naturals are not defended as efficiently with spine crawlers. Although spines are definitely still useful in these situations be wary that with improper spine placement, the protoss can simply walk around your spines.

Maps with short rush distances(steppes, close distance metal, close distance lost temple, delta)
These maps force you to make preemptive spines because you won't have enough time to make reactionary spines after he moves out of his base.

Maps with ramps to the main that are easy to get up(xelnaga, delta quadrant)
Pay special attention to your ramp on these maps if your opponent has sentries. If the toss gets up the zerg's ramp with sentires, the game is pretty much already over.

Maps with backdoors(blistering, scrap station, and jungle basin)
These generally make spines somewhat less effective. Don't overly invest in them(~3). However it takes forever to kill the rocks, so if you scouted and droned correctly, the time it takes for him to kill the rocks should translate into a bigger army advantage for you.

Unit choices
Unit choices are the least important part of defending a 4 gate. For most of the 4 gates(the later ones), unit choice isn't really that important. Before you start your game, you should have a build in mind and this build should be flexible enough to handle any of these 4 gates. If you scout a 4 gate, you don't have to abandon your build entirely. Instead, just adapt by cutting drones and making whatever unit you were going to make in the first place. Ling roach, ling bling, +1 speedlings, and hydra are all somewhat decent choices to stop 4 gates. Muta, however, is not.



+ Show Spoiler +
On February 02 2011 13:35 4kmonk wrote:
You have to check for the existence of a hatchery around 3:40. If it's not there, run up the ramp by clicking on some minerals and check for either roach warren, baneling nest, lair, or nothing. If it's a roach warren throw up a forge and delay with sentries for long enough to get 2 cannons up. The guy in the replay said to put 3, but in my experience, 2 is enough. I don't see baneling busts working vs sentries.


+ Show Spoiler +
On February 11 2011 08:46 4kmonk wrote:
I've studied MC's builds a lot so here's my take on it. oGsMC has many voidray builds and although they may look the same they're all very different. The one he uses the most is the one i assume you're talking about. That build hits with 5 stalkers and 1 voidray and its intended purpose is to depot bust and to scout what your opponent is doing. The build is approximately: gate stargate gate then robo around 6:30.

I've also seen 3 other oGsMC builds involving voidrays. They are: 3 gate stargate all-in, a different 3 gate stargate all-in, and 2 gate stargate expo. Do not confuse these builds for the same build. They are actually very different and each has a different purpose. All 4 builds differ in the choice of the first gateway units and number of gateways. Once you commit to a certain set of units, you cannot go to a different voidray build. The most impressive aspect of oGsMC's play is his ability to choose the right build based on his very limited scouting information.

As for counters to this 5 stalker + voidray build you're probably talking about, 2 rax expand with a reactor first solidly counters this build, as does 3 rax. 1-1-1 builds where terran doesn't get a wall off are good vs this build. Also, if he scouts your stargate and goes viking first on his starport, you will be behind.

BlacKcuD
Profile Joined October 2010
Germany107 Posts
Last Edited: 2011-02-21 18:36:21
February 21 2011 18:35 GMT
#46
I'd like to bump up the name of iEchoic. We need players who push the progression and evolution of gameplay so we are not stuck on the same six boring openers for a long time and really dive into what is possible with those new units!
I won't add any links, because a lot (and possibly the best/most reasonable) have been provided already (e.g.Feb 17 2011 22:33 by Ganjamaster, etc).


Avid map maker and e-sport enthusiast.
Crankenstein
Profile Joined December 2010
Australia150 Posts
February 22 2011 01:02 GMT
#47
I'd like to add my name to the list of supporters for iEchoic as well as nominate Griffith`

Here's his TvZ build write up on Liquipedia that I'm sure everyone is familiar with.

http://wiki.teamliquid.net/starcraft2/Griffith_4OC_(vs._Zerg)
mufin
Profile Joined May 2010
United States616 Posts
February 22 2011 07:57 GMT
#48
will you guys ever implement a "Go to next highlighted post" button? kind've like the next Blue post button on the battle.net forums.
I only make 5 actions per minute. But since I use all my time deliberating and planning, my 5 actions are so brutally devastating that children cry out and grown men weep.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
Last Edited: 2011-02-22 13:44:18
February 22 2011 13:43 GMT
#49
I would like to recommend Griffith` for highlighting because:

He has contributed two incredible, well researched threads that show some really great insight on the game.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=195106
Griffith's Magic Box

http://www.teamliquid.net/forum/viewmessage.php?topic_id=173703
Griffith's TvZ 4OC Pressure Push

These are not your standard guides, but instead take a deeper look at the mechanics of Starcraft 2. He does the research for MULEs and how much benefit they give Terran by having more Orbital Commands than normal, and his Magic Box thread will revolutionize small unit formations for sure.

I'm sure we'll see many more excellent guides out of him.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
February 26 2011 03:02 GMT
#50
Another nomination for iamke55, following his second (massive) "Standard Play" article found here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=196385
Meapak_Ziphh
Profile Blog Joined June 2010
United States6785 Posts
February 26 2011 04:59 GMT
#51
I must voice my support for Mr. Bitter. Yes, I know he's a caster but he is EXTREMELY knowledgeable and I've learned a ton from watching him. He is always constructive and has given me a much greater understanding of all ZvX matchups (I'm a protoss player but I have still learned from his stuff).
Forti et Fideli ~ TL Mafia Forum: Come play with us! ~ Go Samsung KHAN, Stork, JangBi , Shine, Grape, and TurN Fighting!~ wat
sleepingdog
Profile Joined August 2008
Austria6145 Posts
February 28 2011 08:45 GMT
#52
I second Alejandrisha. He always posts quality responses and recently also opened a very well written thread about 3 gate pressure PvT:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=196957
"You see....YOU SEE..." © 2010 Sen
[Atomic]Peace
Profile Blog Joined April 2010
United States451 Posts
March 01 2011 04:11 GMT
#53
On February 18 2011 04:59 [Atomic]Peace wrote:
I'd like to nominate (T)PredY. Should be pretty self explanatory based on his high level of play. PredY doesn't necessary post really long guides, but he shares his extensive experience experimenting with different play styles. I often see him responding to questions people have about his decision making in professional games. Here are some of his posts:
+ Show Spoiler +

Biomech guide: Read the thread here. It's an extensive guide that's been updated several times with additional replays and commentary. You'll also notice in the thread that PredY's been really good about responding to questions.

Biomech playstyle:
On December 30 2010 22:29 PredY wrote:
i wonder if there are just no thread or whatever but biomech seems to be the best build for me. and im not talking about 1factory or 2factory biomech but 3/4rax 4/5factory 1/2starports biomech with MMM tank hellion ghost viking, thats really good combo that can counter everything (even P air). i've had a great succes with it and with MMM you dont have to be worried about blink stalkers abusing your tank immobility and with marines/vikings (perhaps even thors) to counter protoss air.

basically i go reactor marine expand into 1 or 2 factory (tanks or hellions), add more rax so im on about 3rax 2fact or 4rax 1fact on 2 base and take 3rd quickly, play defensively, onnce im on 3base i get ghosts and more factories and aim for deadly 200/200 push with combo mentioned above


On SjoW's double factory TvP build:
On February 14 2011 02:40 PredY wrote:
i saw sjow do it on delta q vs someone
i use it on xelnaga caverns from time to time but differently. going reactor barax first, take second gas before first factory and also get blue flame, you get a lot of marines so you dont die vs voidrays, you can push fast expanding protoss with 3tank about 12 marines and rallying hellions and usually win. if youre good enough and can see if something's up and expect DTs and get turrets then you can use this, but the expand is REALLY late so as every 1base build, quite risky

obviously stargate voidray or phoenix are the best openings vs this, probably blink as well
but it's really fun because it reminds me of bw


On stopping a proxy gate:
On November 10 2010 21:48 PredY wrote:
there are a few scenarios.

if you don't scout his proxy and go straight to his base and see no gateways, just put down a bunker IMMEDIATELY somewhere close to your scvs and depots (the building placement management is crucial here, try to learn put buildings close to each other in the beggining). then it depends on your build, you can go fast starport for cloak banshee tech and it's mostly autowin.

if you scout the proxy, if it's 1 gate, go the same as in previous scenario but banshee isn't autowin anymore because he didn't commit that much. if it's 2gate, go the same thing again.

if it;s 2gate in your base and you scout it (if not you're dead), you can either pull like 6-7 scvs and kill the gateways (NOT the pylons), or what i prefer cancel gas and put down 2nd barax, then immediately when first rax is done, start building a bunker close to his gateways so you can shoot them down.

also the micro is obviously important here, try not to lose scvs, and with marines you can semi-succesfully kite the zealots



Link to TL account: http://www.teamliquid.net/forum/profile.php?user=PreDy .

Just wanted to make a note that I've updated my nomination with a link to recently posted guide by PredY. It's a really great thread, so check it out!
☢
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 01 2011 05:26 GMT
#54
iEchoic, Predy, and Pokebunny.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
apalemorning
Profile Blog Joined December 2010
Canada509 Posts
March 01 2011 20:43 GMT
#55
On February 22 2011 16:57 mufin wrote:
will you guys ever implement a "Go to next highlighted post" button? kind've like the next Blue post button on the battle.net forums.


ya seriously. or make an option where i can only look at blue posts. :3
immortal/roach is pretty good against stalkers
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 02 2011 06:17 GMT
#56
On March 02 2011 05:43 apalemorning wrote:
Show nested quote +
On February 22 2011 16:57 mufin wrote:
will you guys ever implement a "Go to next highlighted post" button? kind've like the next Blue post button on the battle.net forums.


ya seriously. or make an option where i can only look at blue posts. :3


http://www.teamliquid.net/forum/viewmessage.php?topic_id=197277

It's been suggested a million times.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
vaderseven
Profile Joined September 2008
United States2556 Posts
March 03 2011 21:01 GMT
#57
On February 21 2011 06:39 Monta wrote:
I'd like to nominate 4kmonk
SC2Ranks Profile: http://sc2ranks.com/us/316619/sTkmonk

Here are some of his posts:


+ Show Spoiler +

[G] How to stop a 4 gate as Zerg
On December 21 2010 01:24 4kmonk wrote:
I've been seeing a lot of zergs asking questions about how to stop 4 gates and I've seen even more people give terrible advice about how to stop it. I also know that even many top level zergs don't know the proper way to stop this. I hope I can help some people by sharing what I know about this strategy. Feedback is greatly appreciated.

The main problem with the general advice that people on teamliquid give about stopping 4 gates is that they're usually about the unit composition to get vs a 4 gate. This is wrong for 2 reasons. First of all, there are many types of 4 gates that come with different timings and different compositions and each has a somewhat different counter. Second of all, unit composition is, in my opinion, the least important aspect of stopping a 4 gate. Most 4 gates, especially the later 4 gates can be stopped with a variety of tactics. In order to stop a 4 gate, the two most important aspects are:
1. Scout the 4 gate
2. Cut drones at the correct timing
Everything else is secondary. Of course, you want spine crawlers and a good unit composition, but these things are by far not the reason most people lose to 4 gates.

Scouting the 4 gate:
First, to stop the 4 gate, you must know that it's coming. This can be done in various ways. Here are some techniques that I've come up with.

1. A drone scout can determine if the gateway was built on 10 or 13 and it can check the nexus for the number of chornoboosts the toss has saved.
2. Overlords can be sacked to check the number of gates and the unit composition of the protoss. 3. Finding out the toss's 2nd unit out of his first gateway can give you a big clue as to what strategy he's doing. A stalker most likely indicates a tech build/4gate. A sentry rules out the zealot/stalker 4 gate, so free feel to drone to 30 drones.
4. Killing the initial scouting probe lets you deny proxy plyons that will make his push much faster. 5. You can run lings up the protoss's ramp every 20 seconds to check how many chornoboosts he uses on his warp gate tech.
6. If you learn warpgate timings, you can tell how many chronos the toss has used on his warpgate tech. This can give you a hint on the mindset of a good protoss. 3 chornos on the warpgate could possibly mean a 4 gate, 4 definately means a 4 gate, and 0-2 probably means either no 4 gate or a very delayed 4 gate. These timings off a 13 gate are approximately:
5 chornoboosts: 5:20
4 chornoboosts: 5:30
3 chornoboosts: 5:40 etc...
0 chornoboosts: 6:10
These timings indicate when the warpgate tech finishes and gateways start morphing. Units can be warped 10 seconds later and will finish warping in 15 seconds. For example, if you use 4 chornoboosts on warpgates, warpgates will finish at 5:30, units will start warping in at 5:40, and units will have finished warping at 5:45.

Types of 4 gates
By learning the types of possible 4 gates, you will be able to recognize them in a game and respond accordingly.

Pure zealot 4 gate
This is by far the easiest 4 gate to stop as long as you scout it. The protoss can stop mining gas after 50 gas and focus only on zealots. If he doesn't make even 1 stalker, he won't be able to deny scouting. Throw down a roach warren and you should be safe.

Zealot/stalker 4 gate
This version of 4 gate comes out very quick and is probably the hardest to stop. Toss cuts probes at 20 probes and in order to stop this variation, you need to cut drones around 18 drones on certain maps(20 drones on most maps). As a reference, this build can have 7 toss units around 5:35. The zerg's 2nd hatch will just have finished by that time off of a 14 gas 14 pool build and therefore there is no way you can build spines at your natural to hold it off in time. On maps with narrow chokes, it's possible to preemptively build a spine crawler in your map and then walk it down to your natural. On maps with wide chokes, you absolutely need both speedlings and roaches to defend against this type of 4 gate. Make more roaches if he's zealot heavy and more lings if he's stalker heavy. Surround the stalkers with your lings and kite the zealots with roaches. Even then, if you do everything perfectly, it's still a micro war with the zerg having a slight advantage.

Zealot/sentry 4 gate
This comes slightly later because toss must get 2 gas in order to execute this version. Toss usually cuts probes around 23 in this version and the initial push is generally pure sentry/zealot. This version might look like a normal 3 gate sentry expand, but you won't be fooled if you have constant scouting of his expansion via either a ling or an overlord. Also, you can sometimes tell by the sheer number of units he has. If the toss spots roaches, he will add a round of stalkers. Spines are decently effective against this 4 gate, because this army generally has a lower dps. A good amount of roach/ling is also effective, because the toss will simply get overwhelmed. Mass lings are not effective at all vs this. As long as you don't overextend yourself, you should hold this off. One key thing to be careful of vs this version is not to let toss up your main ramp or it's pretty much over for the zerg as he can endlessly forcefield your ramp.

Delayed 4 gate
These are by far the most varied and are only hard to stop when you can't scout it or your macro is poor. By 6:10, if the toss has not expanded yet or moved out, you definitely should suspect that something is up. If you have no idea what the toss is doing, then you're not in a very good position. The reason 4 gate is problematic in this case is that you have to prepare not only for 4 gate but also a vast myriad of other threats such as voidrays, phoenix, dts, blink stalker, immortals, and warp prisms. In any case, by 6:10, vs a 1 base toss, you should start your lair to prepare for air/dts/blink stalker and pump mass drones until 30 drones and then cut drones entirely. This is because all the threats i mentioned before actually all come at the same time, around 7:10 to 7:30 and if you cut at 30 drones you should be able to properly respond to all of them. Also, with 30 drones and 2 bases, you'll definitely be able to outmine a toss who has only 1 base anyways if he says on 1 base for too long. In any case, with good macro and a mixture of lings and roaches, you'll hold.

Varying your defense based on the map
Next, you have to vary your 4 gate defense techniques based on the map being played. All of these factors contribute to determining whether spines should be a major component of the 4 gate defense and how much time you have to react.

Maps with long rush distance and tight chokes(lost temple, shakrus plateau)
Lots of spine crawlers are the best answer for defense as you support those spines with additional units. These maps are the worst maps for 4 gate, but it's still possible to lose to a 4 gate if you're not prepared or you don't abuse the choke.

Maps with wide chokes(xelnaga, metal and delta)
These naturals are not defended as efficiently with spine crawlers. Although spines are definitely still useful in these situations be wary that with improper spine placement, the protoss can simply walk around your spines.

Maps with short rush distances(steppes, close distance metal, close distance lost temple, delta)
These maps force you to make preemptive spines because you won't have enough time to make reactionary spines after he moves out of his base.

Maps with ramps to the main that are easy to get up(xelnaga, delta quadrant)
Pay special attention to your ramp on these maps if your opponent has sentries. If the toss gets up the zerg's ramp with sentires, the game is pretty much already over.

Maps with backdoors(blistering, scrap station, and jungle basin)
These generally make spines somewhat less effective. Don't overly invest in them(~3). However it takes forever to kill the rocks, so if you scouted and droned correctly, the time it takes for him to kill the rocks should translate into a bigger army advantage for you.

Unit choices
Unit choices are the least important part of defending a 4 gate. For most of the 4 gates(the later ones), unit choice isn't really that important. Before you start your game, you should have a build in mind and this build should be flexible enough to handle any of these 4 gates. If you scout a 4 gate, you don't have to abandon your build entirely. Instead, just adapt by cutting drones and making whatever unit you were going to make in the first place. Ling roach, ling bling, +1 speedlings, and hydra are all somewhat decent choices to stop 4 gates. Muta, however, is not.



+ Show Spoiler +
On February 02 2011 13:35 4kmonk wrote:
You have to check for the existence of a hatchery around 3:40. If it's not there, run up the ramp by clicking on some minerals and check for either roach warren, baneling nest, lair, or nothing. If it's a roach warren throw up a forge and delay with sentries for long enough to get 2 cannons up. The guy in the replay said to put 3, but in my experience, 2 is enough. I don't see baneling busts working vs sentries.


+ Show Spoiler +
On February 11 2011 08:46 4kmonk wrote:
I've studied MC's builds a lot so here's my take on it. oGsMC has many voidray builds and although they may look the same they're all very different. The one he uses the most is the one i assume you're talking about. That build hits with 5 stalkers and 1 voidray and its intended purpose is to depot bust and to scout what your opponent is doing. The build is approximately: gate stargate gate then robo around 6:30.

I've also seen 3 other oGsMC builds involving voidrays. They are: 3 gate stargate all-in, a different 3 gate stargate all-in, and 2 gate stargate expo. Do not confuse these builds for the same build. They are actually very different and each has a different purpose. All 4 builds differ in the choice of the first gateway units and number of gateways. Once you commit to a certain set of units, you cannot go to a different voidray build. The most impressive aspect of oGsMC's play is his ability to choose the right build based on his very limited scouting information.

As for counters to this 5 stalker + voidray build you're probably talking about, 2 rax expand with a reactor first solidly counters this build, as does 3 rax. 1-1-1 builds where terran doesn't get a wall off are good vs this build. Also, if he scouts your stargate and goes viking first on his starport, you will be behind.



I second this nomination wholeheartedly.
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
March 04 2011 06:07 GMT
#58
I would like to nominate avilo, for his excellent posts regarding concerns in late game TvP (regarding amulet in particular, which is being tested for removal) and ghost/mech in particular. I've always come to him for advice on battle.net and his knowledge of late game TvT and TvP matchups is definitely on the level.

Here are some examples of good posts by him.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=187900&currentpage=3#47

http://www.teamliquid.net/forum/viewmessage.php?topic_id=186263#20

http://www.teamliquid.net/forum/viewmessage.php?topic_id=189020#1
and more in the thread
jazzbassmatt
Profile Joined August 2010
United States566 Posts
Last Edited: 2011-03-05 22:58:03
March 05 2011 19:37 GMT
#59
I would really like to nominate Chaosvuistje for his amazingly helpful ZvP strategy posts. His posts about how to execute zerg timings and respond to protoss play are detailed, super long, creative, well thought out, and, most of all, just simply helpful. He doesn't QQ and helps give you a positive way of looking at and responding to all the various strategies a P can do at you. Here are a few examples:

+ Show Spoiler +


"Zerg vs Protoss : Upgrade centric style"
http://www.teamliquid.net/forum/viewmessage.php?topic_id=196518

"Mass baneling carpet bombing, a midgame transition in ZvP"
http://www.teamliquid.net/forum/viewmessage.php?topic_id=185099

"ZvZ Speedling expand"
http://www.teamliquid.net/forum/viewmessage.php?topic_id=181318
Saracen
Profile Blog Joined December 2007
United States5139 Posts
March 09 2011 17:11 GMT
#60
Added to highlighted posters:
PJA
Alejandrisha
PredY
iEchoic
iamke55
Profile Blog Joined April 2004
United States2806 Posts
March 16 2011 23:21 GMT
#61
this is kind of a long shot but I have to nominate him because he's my friend... XD

I nominate one of the best terran players on the NA server, lizzuma! He is rated very high on the ladder: http://www.sc2ranks.com/us/1227094/EtsurLizzuma

He has also won just about every LAN tournament in Michigan. Basically this is a guy who definitely knows what he's talking about when he posts in the strategy forum.

Here are some of his posts:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=194401&currentpage=3#53
http://www.teamliquid.net/forum/viewmessage.php?topic_id=186509
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Saracen
Profile Blog Joined December 2007
United States5139 Posts
Last Edited: 2011-04-20 08:01:12
April 15 2011 22:50 GMT
#62
Added to highlighted posters:
infinity21
ThE_OsToJiY
Ver
Taxo
Profile Joined April 2011
Belgium23 Posts
April 23 2011 18:09 GMT
#63
I would like to nominate iamke55 for all the guides
for example these three guides that are all featured in the SC2 recommended treads tread

http://www.teamliquid.net/forum/viewmessage.php?topic_id=192233

http://www.teamliquid.net/forum/viewmessage.php?topic_id=194376

http://www.teamliquid.net/forum/viewmessage.php?topic_id=196385
I'm from Belgium so I don't speak English really well. You can always correct me if it's done in a friendly manner ^^
Waxangel
Profile Blog Joined September 2002
United States33242 Posts
May 04 2011 22:49 GMT
#64
http://www.teamliquid.net/forum/viewmessage.php?topic_id=207017

Spanishiwa ?
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 16 2011 01:35 GMT
#65
Added to highlighted posters:
shoefactory (Shoey)
iamke55

I will definitely highlight Spanishwa if he posts in threads besides his own
iamke55
Profile Blog Joined April 2004
United States2806 Posts
May 16 2011 01:50 GMT
#66
lol why would you highlight someone who lost to mass archons
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 16 2011 02:20 GMT
#67
On May 16 2011 10:50 iamke55 wrote:
lol why would you highlight someone who lost to mass archons

I think the real question is why would I highlight someone who lost with mass archons
Saracen
Profile Blog Joined December 2007
United States5139 Posts
June 14 2011 00:29 GMT
#68
Added to highlighted posters:
KawaiiRice
Zealot Lord
Profile Joined May 2010
Hong Kong746 Posts
June 15 2011 23:20 GMT
#69
I'd like to nominate Geiko to be a highlighted poster - he is very friendly, knowledgeable and helpful imo; he follows all the rules and brings a lot to the SC2 strategy forum discussions.

I don't see many posters giving his type of effort when it comes to replying posts with insightful answers (there's no biased crap and such). An example of some of his replies can be seen here:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=187808&currentpage=156

And here is one of the threads he started:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=230939
(which as you can see is very legit)

Saracen
Profile Blog Joined December 2007
United States5139 Posts
Last Edited: 2011-07-05 21:23:38
July 04 2011 05:01 GMT
#70
Added to highlighted posters:
Hawk2 (vileHawk)
blade55555 (sPs.blade)
edc
Profile Blog Joined May 2011
United States666 Posts
July 04 2011 08:55 GMT
#71
Of course the entire TL pro team is on the list :p.

I have a serious question: is it all right for someone to nominate himself? I'm not planning on doing so, but it would be nice if this question was answered.
“There are two kinds of people in this world, those with loaded guns, and those who dig. You dig.” - Clint Eastwood
Saracen
Profile Blog Joined December 2007
United States5139 Posts
July 04 2011 23:14 GMT
#72
On July 04 2011 17:55 edc wrote:
Of course the entire TL pro team is on the list :p.

I have a serious question: is it all right for someone to nominate himself? I'm not planning on doing so, but it would be nice if this question was answered.

Yes it's fine.
Stipulation
Profile Blog Joined April 2009
United States587 Posts
July 14 2011 16:55 GMT
#73
On June 16 2011 08:20 Zealot Lord wrote:
I'd like to nominate Geiko to be a highlighted poster - he is very friendly, knowledgeable and helpful imo; he follows all the rules and brings a lot to the SC2 strategy forum discussions.

I don't see many posters giving his type of effort when it comes to replying posts with insightful answers (there's no biased crap and such). An example of some of his replies can be seen here:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=187808&currentpage=156

And here is one of the threads he started:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=230939
(which as you can see is very legit)



I second this.

He puts a lot of thought and work into his post.

He also maintains humility and openness when receiving criticism.

Example post:

On July 04 2011 20:47 Geiko wrote:
Show nested quote +
On July 04 2011 20:41 ThatGuy89 wrote:
wow looks nice. If you've engineered this build yourself youve done really well with all the timings.
This only works against a 4 gate though doesnt it?
if he goes gate robo gate gate and gets immortals and then techs to collosus. Or if he straight up rushes to DT, youre gonna be far behind arent you?


It depends what you mean by far behind. You won't be behind in gas which is what PvP is all about.
You'll be a bit behind if you chose twilight tech, as blink vs robo is hard to play. But not greatly behind. The rock-scisor-paper aspect of PvP isn't something that can be solved through a build order, but this is the BO that I like to do to still be able to keep up in tech if I chose the wrong tech path.

I explained how to deal with DTs, but the most effective way of stopping it is with good intuition that they are coming (poking, scouting with probes etc...)

And yeah I did work on those timings alone (took me a lot of time optimising so everything would fall into place at 5:50)
rsvp
Profile Blog Joined January 2006
United States2266 Posts
August 09 2011 22:08 GMT
#74
I second Geiko, and I nominate 4kmonk. Anyone who's even glanced at the strat forums recently should agree :p
Probe1
Profile Blog Joined August 2010
United States17920 Posts
August 10 2011 01:44 GMT
#75
I also completely agree with Geiko. I'm not the most active poster in Strategy. But it's very obvious at how much work Geiko has put in and continues to put forth.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Geiko
Profile Blog Joined June 2010
France1939 Posts
August 13 2011 12:10 GMT
#76
I second 4kmonk because this guys knows a great deal on playing protoss and shares all of it with the community. I also love his style of posting which is very short and precise. He can come off a little mean at times but in the end, he never says anything that isn't justified.
Two great PvP guides, and excellent answers on the protoss topics these past few weeks.

+ Show Spoiler +

I also second myself because blue looks so sexy ^^
geiko.813 (EU)
CurtisC
Profile Joined March 2011
United States33 Posts
August 25 2011 08:01 GMT
#77
On February 22 2011 16:57 mufin wrote:
will you guys ever implement a "Go to next highlighted post" button? kind've like the next Blue post button on the battle.net forums.


This would be awesome. I haven't seen enough highlighted posts lately and I can't bring myself to scroll through 30 pages looking for one. Perhaps other features like an icon next to a thread that has highlighted posts in it?

I would also like to see something like the highlight system extend out of the strategy forum, for example I would like to see what the SC2 intellectual elite think about PTR changes without reading each name for 80+ pages.

Sorry if this is the wrong place for my thoughts.
iChau
Profile Joined December 2010
United States1210 Posts
Last Edited: 2011-08-28 23:37:10
August 28 2011 23:34 GMT
#78
I would like to nominate 4kmonk! His posts are great even for Masters player. Here are his awesome guides:

+ Show Spoiler +

PvP: MC defensive 3 gate:

+ Show Spoiler +

On July 22 2011 14:56 4kmonk wrote:
Hello, this is NrGmonk and today I will be teaching you a defensive 3 gate build. This is yet another viable defensive PvP build that hold a 4 gate. oGsMC, widely considered the world's best protoss as of the writing of this guide, uses it almost exclusively as his macro PvP build. Be warned though that this is a very advanced build and has a high difficulty of execution. After 15 games, my success rate was 33% while after 30 games it was only 75%. I was making both execution mistakes and not accounting for every little thing that could go wrong. Again, this build is not for a casual player, as the timings are razor thin and any one small mistake will cost you the game. However, with the help of this guide you should do better than I did, as not only will I teach you the build order, I will go through it and mention exactly what you should be paying attention to at each point in time.

When to do this build:
+ Show Spoiler +
This build is an all purpose build for when you think your opponent could be 4 gating you. Do not use it if he's mined too much gas or used too many chornoboosts on his probes.

Build order:
+ Show Spoiler +
9 pylon
*chronoboost probes
12 gate
*cb probes
14 gas, mine gas immediately after
15 plyon
16 cyber
17 or 18 zealot
21 stalker
21 warpgates
*cb x 4 on warpgates
cut probes at 24 supply or 20 probes
-----
Before this point, this is the normal protoss opening

24 or 25 pylon in back of base
24 or 25 gas, mine gas immediately after
24 or 25 probe
24 or 25 stalker
27 probe
28 gateway
28 gateway
resume probe production
30 sentry
*cb sentry at 5:13
32 pylon
34 sentry
36 stalker
38 stalker
-----

Notes:
-You can abandon this build midway at any time during it when you make a read that your opponent is not 4 gating. This can be your opponent not being aggressive
-If your opponent gas steals you, attack the gas and continue with the build.
-You can make a slight alteration of the build by either delaying or not delaying your 3rd plyon. Delaying your 3rd pylon sells more to your opponent that you're 4 gating while not delaying the 3rd pylon allows you to get 1 more probe out in the long run. Keep in mind that if your opponent's scouting probe leaves your base extremely early, you don't have to make this choice.

Important timings:
+ Show Spoiler +
For future references, these are the important timings of this build versus the standard 4 gate. These timings are also useful for someone trying to immitate the build.

4:20 Your first stalker comes out
5:00 Your second stalker comes out
5:30 Your first sentry comes out
5:40 Your second sentry starts warping in
5:45 Your second sentry warps in
5:45 First wave of your opponet's 4 stalkers warp in
5:55 Second and third gateways finish
6:05 Your 3rd and 4th stalker start warping in
6:10 Your 3rd and 4th stalker warp in
6:12 First wave of your opponent's 4 zealots warp in

Pylon build time: 25 seconds

Train of thought during this build:
+ Show Spoiler +
4:20-4:50
Chase the enemy scouting probe and scout the inital vicinity of your base for pylons.

4:50-5:10
Be careful during this moment as there is a timing where you only have 1 zealot and 1 stalker and your opponent can possibly have 1 zealot 1 stalker and a probe at your ramp to build proxy pylons. Take a stance slightly in front of your ramp and immidately target any probes that try to approach your ramp.

5:00-5:50
During this time frame you have 1 zealot and 2 stalkers, which gives you map control on your side of the map. At 5:45 your opponent's first wave of units warp in and it will take about 5-10 seconds to get to your base, at which point you lose map control. Use this map control to aggressively scout your side of the map for units and pylons. However, do not leave your ramp vulnerable to any enemy probes. A probe building a pylon at your ramp or in your base before 5:20 is usually gg as he will be able to warp his first wave of units in your base. Thus on some maps such as xelnaga caverns where there are multiple paths to your base, you have to play slightly more defensive whereas on a map like shattered temple or shakrus plataeu, you can have your units more forward. Your goal at this stage is to delay the proxy pylon at your ramp as much as possible. His first wave of zealots warp in at 6:12 at the earliest and pylons take 25 seconds to build. Thus, any one second the proxy pylon at the ramp is delayed past 5:47 means that the first warpin is delayed by that many seconds. However, if you cannot delay this proxy pylon, it's not the end of the world. Do not chase your opponent's units. Chasing them may let you get a free zealot, but you risk the chance of your army getting cut in half or your opponent throwing down proxy pylons at your ramp, both of which are not worth the zealot.

5:50-6:12
This is this part where we actually try to defend the 4 gate. The first part is keeping your marco up. As soon as you confirm a 4 gate, build a 4th gate, cut probes, and remember to build units as soon as you can and pylons as soon as you need them. You actually don't need th 4th gate, but it's a nice safety precaution. Plus, your booming economy should be able to support 4 gates. Next, initally position your army so that your stalkers can hit his proxy pylons and get free hits on any units that attempt to run up the ramp.

The next part is extremely important: Do not get trigger happy with force field. Many people spam forcefield on their ramp and die when they've made too many sentries and they've run out of forcefields. Between 5:50 and 6:12, your opponent will only have 6 stalkers and 1 zealot, nothing more, probably nothing less. If your opponent does not try to run up your ramp, do not forcefield the ramp. If he does, idealy you want to forcefield 2 units above your ramp and micro back so that the enemy stalkers on low ground can't hit you. Forcefielding 3 units in is a bit dangerous and forcefielding 4 units in will probably lose you the game. This is one of the difficulties in executing this build: perfect forcefields.

6:12-~6:30
Your opponent will try to warp in his first wave of zealots at 6:12 or when his proxy pylon at your ramp finishes, whichever one comes second. Forcefield the ramp as soon as you see any warpins or a unit try to run up your ramp. Alternatively, forcefield your ramp at 6:12 or when his proxy pylon at your ramp finishes. The logic behind this is that you either force him to warp above the forcefield and get bludgeoned by stalker fire or you force him to warp on low ground.

6:30 onwards
From this point, just keep forcefielding during warpins or if units try to run up the ramp. Keep making stalkers unless you see you won't have a forcefield coming up and in that case make a sentry. If executed correctly, this build should not have to build anymore than 3 sentries. If you feel safe, resume probe production and add a tech building. Blink is generally the best transition since you've made so many stalkers but robo can work as well if you're deathly affraid of dts.

Common mistakes:
+ Show Spoiler +
Overextending your first 3 units and losing them
Venturing too far from your ramp and letting proxy pylons get thrown down
Bad decision making on forcefields
Missed forced fields
Not morphing warpgates and warping in units in time
Not being aggressive enough with first 3 units
Bad army positioning during the 4 gate attack

Advantages and disadvantage over other defensive PvP builds:
+ Show Spoiler +
Currently the other popular defensive PvP builds include the following:
Defensive 4 gate
Quick 2nd gas into 3 stalker rush
IMYounghwa 3 stalker robo
Other 3 stalker rush builds
Geiko's defensive 3 gate
1 gas 2 gate robo opening

Advantanges:
Looks exactly like a 4 gate, so it will force a macro player to play more defensively if he wants to be safe.
Many more probes than other builds: can go up to 26 at 6:00
Does not include a walloff in the build.
Does not depend as much on denying a proxy pylon.
Gets a 2nd gas and a fairly fast one.
Does not care as much if your gas gets stolen.
Does not lock you into a specific tech tree, ie blink.

Disadvantages:
Requires 2 sentries whereas other builds do not. You may have to build that 2nd sentry if for some reason you're not 100% sure he's 4 gating.
Doesn't get as much gas as some other safe builds.
Very difficult build to pull off and not forgiving for mistakes.

Example replays and vods:
+ Show Spoiler +
Standard game vs standard 4 gate
http://www.sc2replayed.com/replay-videos/9882
I don't execute 100% perfectly but I still held it off.

Defense vs 4 gate into long game
http://www.sc2replayed.com/replay-videos/9883
You can see the transition into a long game

Starswar MC vs xiaoT Game 1-Loss
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt__sc2rep_com_20110621/10103
MC is too aggressive with his first 3 units and loses them and thus the game

Starswar MC vs xiaoT Game 2-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt_metalopolis_sc2rep_com_20110621/10104
MC does this build vs a defensive 4 gate transitions to robo

Starswar MC vs xiaoT Game 3-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt__sc2rep_com_20110621/10105
MC does this build vs a non 4 gate and transitions to dts

Starswar MC vs LoveCD Game 4-Win
http://sc2rep.com/replays/(P)WEGIGALovecd_vs_(P)oGsMC_metalopolis_sc2rep_com_20110623/10228
MC does this build vs a 4 gate but his opponent backs off and MC transitions to blink

Starswar MC vs LoveCD Game 5-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)WEGIGALovecd__sc2rep_com_20110623/10229
MC does this build vs non 4 gate and transitions to dts

GSL MC vs Huk Game 1-Win
http://www.gomtv.net/2011gslsponsors4/vod/65750
MC starts doing the build but abandons it when he makes the read that huk is not 4 gating.

GSL MC vs Hungun Game 4-Loss
http://www.gomtv.net/2011gslsponsors4/vod/65774
MC does this build vs non 4 gate and transitions to robo

GSL MC vs Hungun Game 4-Loss
http://www.gomtv.net/2011gslsponsors4/vod/65774
Hungun exploits a brilliant timing and manages to put a proxy pylon in MC's main. MC's mistakes were not being forward enough to target the incoming probe and not pulling probes to kill the pylon in his base.

FAQs:
+ Show Spoiler +
Does this build work on talderim altar?
No.

How does this build do vs Adelscott's no gas 2 gate build?
This question is irrelavent as you scout adelscott's build way before commiting to this build.

I tried this build and it failed. What did I do wrong?
Post the replay and I'll tell you.

Comments and criticisms are welcome.
Grammar/spelling/formatting corrections are also welcome.
Also, if you liked this guide, be sure to check out my PvP Robo twilight guide.
NrGmonk.151



PvP: Robo twilight style

+ Show Spoiler +

On July 22 2011 14:56 4kmonk wrote:
Hello, this is NrGmonk and today I will be teaching you a defensive 3 gate build. This is yet another viable defensive PvP build that hold a 4 gate. oGsMC, widely considered the world's best protoss as of the writing of this guide, uses it almost exclusively as his macro PvP build. Be warned though that this is a very advanced build and has a high difficulty of execution. After 15 games, my success rate was 33% while after 30 games it was only 75%. I was making both execution mistakes and not accounting for every little thing that could go wrong. Again, this build is not for a casual player, as the timings are razor thin and any one small mistake will cost you the game. However, with the help of this guide you should do better than I did, as not only will I teach you the build order, I will go through it and mention exactly what you should be paying attention to at each point in time.

When to do this build:
+ Show Spoiler +
This build is an all purpose build for when you think your opponent could be 4 gating you. Do not use it if he's mined too much gas or used too many chornoboosts on his probes.

Build order:
+ Show Spoiler +
9 pylon
*chronoboost probes
12 gate
*cb probes
14 gas, mine gas immediately after
15 plyon
16 cyber
17 or 18 zealot
21 stalker
21 warpgates
*cb x 4 on warpgates
cut probes at 24 supply or 20 probes
-----
Before this point, this is the normal protoss opening

24 or 25 pylon in back of base
24 or 25 gas, mine gas immediately after
24 or 25 probe
24 or 25 stalker
27 probe
28 gateway
28 gateway
resume probe production
30 sentry
*cb sentry at 5:13
32 pylon
34 sentry
36 stalker
38 stalker
-----

Notes:
-You can abandon this build midway at any time during it when you make a read that your opponent is not 4 gating. This can be your opponent not being aggressive
-If your opponent gas steals you, attack the gas and continue with the build.
-You can make a slight alteration of the build by either delaying or not delaying your 3rd plyon. Delaying your 3rd pylon sells more to your opponent that you're 4 gating while not delaying the 3rd pylon allows you to get 1 more probe out in the long run. Keep in mind that if your opponent's scouting probe leaves your base extremely early, you don't have to make this choice.

Important timings:
+ Show Spoiler +
For future references, these are the important timings of this build versus the standard 4 gate. These timings are also useful for someone trying to immitate the build.

4:20 Your first stalker comes out
5:00 Your second stalker comes out
5:30 Your first sentry comes out
5:40 Your second sentry starts warping in
5:45 Your second sentry warps in
5:45 First wave of your opponet's 4 stalkers warp in
5:55 Second and third gateways finish
6:05 Your 3rd and 4th stalker start warping in
6:10 Your 3rd and 4th stalker warp in
6:12 First wave of your opponent's 4 zealots warp in

Pylon build time: 25 seconds

Train of thought during this build:
+ Show Spoiler +
4:20-4:50
Chase the enemy scouting probe and scout the inital vicinity of your base for pylons.

4:50-5:10
Be careful during this moment as there is a timing where you only have 1 zealot and 1 stalker and your opponent can possibly have 1 zealot 1 stalker and a probe at your ramp to build proxy pylons. Take a stance slightly in front of your ramp and immidately target any probes that try to approach your ramp.

5:00-5:50
During this time frame you have 1 zealot and 2 stalkers, which gives you map control on your side of the map. At 5:45 your opponent's first wave of units warp in and it will take about 5-10 seconds to get to your base, at which point you lose map control. Use this map control to aggressively scout your side of the map for units and pylons. However, do not leave your ramp vulnerable to any enemy probes. A probe building a pylon at your ramp or in your base before 5:20 is usually gg as he will be able to warp his first wave of units in your base. Thus on some maps such as xelnaga caverns where there are multiple paths to your base, you have to play slightly more defensive whereas on a map like shattered temple or shakrus plataeu, you can have your units more forward. Your goal at this stage is to delay the proxy pylon at your ramp as much as possible. His first wave of zealots warp in at 6:12 at the earliest and pylons take 25 seconds to build. Thus, any one second the proxy pylon at the ramp is delayed past 5:47 means that the first warpin is delayed by that many seconds. However, if you cannot delay this proxy pylon, it's not the end of the world. Do not chase your opponent's units. Chasing them may let you get a free zealot, but you risk the chance of your army getting cut in half or your opponent throwing down proxy pylons at your ramp, both of which are not worth the zealot.

5:50-6:12
This is this part where we actually try to defend the 4 gate. The first part is keeping your marco up. As soon as you confirm a 4 gate, build a 4th gate, cut probes, and remember to build units as soon as you can and pylons as soon as you need them. You actually don't need th 4th gate, but it's a nice safety precaution. Plus, your booming economy should be able to support 4 gates. Next, initally position your army so that your stalkers can hit his proxy pylons and get free hits on any units that attempt to run up the ramp.

The next part is extremely important: Do not get trigger happy with force field. Many people spam forcefield on their ramp and die when they've made too many sentries and they've run out of forcefields. Between 5:50 and 6:12, your opponent will only have 6 stalkers and 1 zealot, nothing more, probably nothing less. If your opponent does not try to run up your ramp, do not forcefield the ramp. If he does, idealy you want to forcefield 2 units above your ramp and micro back so that the enemy stalkers on low ground can't hit you. Forcefielding 3 units in is a bit dangerous and forcefielding 4 units in will probably lose you the game. This is one of the difficulties in executing this build: perfect forcefields.

6:12-~6:30
Your opponent will try to warp in his first wave of zealots at 6:12 or when his proxy pylon at your ramp finishes, whichever one comes second. Forcefield the ramp as soon as you see any warpins or a unit try to run up your ramp. Alternatively, forcefield your ramp at 6:12 or when his proxy pylon at your ramp finishes. The logic behind this is that you either force him to warp above the forcefield and get bludgeoned by stalker fire or you force him to warp on low ground.

6:30 onwards
From this point, just keep forcefielding during warpins or if units try to run up the ramp. Keep making stalkers unless you see you won't have a forcefield coming up and in that case make a sentry. If executed correctly, this build should not have to build anymore than 3 sentries. If you feel safe, resume probe production and add a tech building. Blink is generally the best transition since you've made so many stalkers but robo can work as well if you're deathly affraid of dts.

Common mistakes:
+ Show Spoiler +
Overextending your first 3 units and losing them
Venturing too far from your ramp and letting proxy pylons get thrown down
Bad decision making on forcefields
Missed forced fields
Not morphing warpgates and warping in units in time
Not being aggressive enough with first 3 units
Bad army positioning during the 4 gate attack

Advantages and disadvantage over other defensive PvP builds:
+ Show Spoiler +
Currently the other popular defensive PvP builds include the following:
Defensive 4 gate
Quick 2nd gas into 3 stalker rush
IMYounghwa 3 stalker robo
Other 3 stalker rush builds
Geiko's defensive 3 gate
1 gas 2 gate robo opening

Advantanges:
Looks exactly like a 4 gate, so it will force a macro player to play more defensively if he wants to be safe.
Many more probes than other builds: can go up to 26 at 6:00
Does not include a walloff in the build.
Does not depend as much on denying a proxy pylon.
Gets a 2nd gas and a fairly fast one.
Does not care as much if your gas gets stolen.
Does not lock you into a specific tech tree, ie blink.

Disadvantages:
Requires 2 sentries whereas other builds do not. You may have to build that 2nd sentry if for some reason you're not 100% sure he's 4 gating.
Doesn't get as much gas as some other safe builds.
Very difficult build to pull off and not forgiving for mistakes.

Example replays and vods:
+ Show Spoiler +
Standard game vs standard 4 gate
http://www.sc2replayed.com/replay-videos/9882
I don't execute 100% perfectly but I still held it off.

Defense vs 4 gate into long game
http://www.sc2replayed.com/replay-videos/9883
You can see the transition into a long game

Starswar MC vs xiaoT Game 1-Loss
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt__sc2rep_com_20110621/10103
MC is too aggressive with his first 3 units and loses them and thus the game

Starswar MC vs xiaoT Game 2-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt_metalopolis_sc2rep_com_20110621/10104
MC does this build vs a defensive 4 gate transitions to robo

Starswar MC vs xiaoT Game 3-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt__sc2rep_com_20110621/10105
MC does this build vs a non 4 gate and transitions to dts

Starswar MC vs LoveCD Game 4-Win
http://sc2rep.com/replays/(P)WEGIGALovecd_vs_(P)oGsMC_metalopolis_sc2rep_com_20110623/10228
MC does this build vs a 4 gate but his opponent backs off and MC transitions to blink

Starswar MC vs LoveCD Game 5-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)WEGIGALovecd__sc2rep_com_20110623/10229
MC does this build vs non 4 gate and transitions to dts

GSL MC vs Huk Game 1-Win
http://www.gomtv.net/2011gslsponsors4/vod/65750
MC starts doing the build but abandons it when he makes the read that huk is not 4 gating.

GSL MC vs Hungun Game 4-Loss
http://www.gomtv.net/2011gslsponsors4/vod/65774
MC does this build vs non 4 gate and transitions to robo

GSL MC vs Hungun Game 4-Loss
http://www.gomtv.net/2011gslsponsors4/vod/65774
Hungun exploits a brilliant timing and manages to put a proxy pylon in MC's main. MC's mistakes were not being forward enough to target the incoming probe and not pulling probes to kill the pylon in his base.

FAQs:
+ Show Spoiler +
Does this build work on talderim altar?
No.

How does this build do vs Adelscott's no gas 2 gate build?
This question is irrelavent as you scout adelscott's build way before commiting to this build.

I tried this build and it failed. What did I do wrong?
Post the replay and I'll tell you.

Comments and criticisms are welcome.
Grammar/spelling/formatting corrections are also welcome.
Also, if you liked this guide, be sure to check out my PvP Robo twilight guide.
NrGmonk.151



Here are some of his posts:

+ Show Spoiler +


On August 24 2011 22:34 4kmonk wrote:
Show nested quote +
On August 24 2011 21:16 Huntz wrote:
I don't know if it's been discussed, but how do you guys deal with drops?

Lately I've been going heavy gateway style (1 gate FE > 2 more gates > forge/twilight > +1armor/charge > 3 more gates > templar (or vice versa depending).

Pre-templar I honestly do nothing about it as I rarely have more than 1 stalker (I just make zealot/sentry). I usually get hallu to scout if I see no gas or a marauder, else a robo for 1 basing. If just hallu I don't really feel comfortable not having my army at the front, should I be OK with this?

After templar I put my warped in templar in my mineral lines or in the path of a drop for feedback on hotkey 3 and then after some random time (haven't really figured this out, when they have more energy) I switch them to hotkey 2 with my army and warp in new templar for drop defense on hotkey 3 again. It's a bit hard to manage though and its tough if double medivac drops come.

Are templar the best option? Or would 4 blink stalkers be preferable?

I guess I can split my army in my mineral lines once I have an obs on his army (he's not attacking), is this a good idea?

What is your opinion on cannons? I usually get them if he's got banshee and like 90% if cloak because having 4 obs (base/base/army/his army) is no fun. Otherwise it randomly depends how annoying his harass is, if im floating, etc. Also the placement? I saw Oz vs. Rain at mlg and oz had his cannons with templar in the path of the drop, I guess to kill the medivac. Is that better positioning than the mineral line?

How many obs should I make? I keep getting caught with my pants down by cloaked ghosts =/ (1 for his army, 1 for his base, 1 for my army, another in the late game?) Often I only make 1.


Slow down a bit. You ask a billion questions within the span of a post. You're more likely to get a response if you're not all over the place.

I'll address the your main theme of the drop issue. The best way to stop drops is vision. Watch towers, observers and pylons. With vision you can where his army is or where it isn't. You can then optimally position your army to where it needs to be. Watch common drop paths; if you don't see units pass by those paths, you don't need units there. If you see his main army, judge how big it is versus how big it should be. You can then make a guess if there's a drop on the map.

Without a robo, you'll have more trouble with vision. An alternative solution in this scenario would be to pressure the terran front so he feels he can't commit to a drop.

Unit composition to defend drops actually doesn't matter as much. You can use blink stalkers or chargelots + templar or dts. All can work.



+ Show Spoiler +


On August 22 2011 19:01 4kmonk wrote:
Show nested quote +
On August 22 2011 15:40 MuffinFTW wrote:
So, I played another PvP, I thought that I could hold off a 1 Colossi timing attack with phoenix. So basically, I got charge + I think 7 +1 air Phoenixes and still lost. Can anybody tell me what to improve on/how I could win against Colossi without having to go Colossi. I was going to tech to Archons, but I just assumed it wouldn't be out in time...

Replay link: http://replayfu.com/r/h4cTH


You invested in too much stuff that wasn't units. Twilight + charge + cannon + +1 air attack + 5 extra probes is all unnecessary. With your first poke up his ramp, you see 2 sentries and 2 stalkers. That's enough to rule out dts until you phoenix get to his base to scout. If you want to expand and hold a 1 base allin, cut out all that crap. I count 850 wasted minerals and 400 wasted gas. You'd be much much better off turning those unit zealots and stalkers. None of that stuff kicks in in time for you to hold off the allin. After you scout that he counterexpanded, then you can gradually add all of that stuff.

Also, it's a misconception that if you just get phoenix and he just gets collosi that you automatically win. You have to actually do some damage with those phoenix. This can be demonstrated in a recent game between socke and mana from the iem cologne tournament on metal. Socke hides 7 phoenix and tries to allin mana with immortal gateway phoenix vs 3 collosi + and expansion. Socke loses badly. The strength of the phoenix versus the collosi is if you invest so many resources into collosi, you won't have enough gas to make sufficient stalkers to defend the phoenix harrass.

For a strategy that stands toe to toe with collosi, check out my profile for the robo twilight strategy, which is by far the most common strategy used in korea atm.



+ Show Spoiler +
On August 19 2011 09:24 4kmonk wrote:
Show nested quote +
On August 19 2011 08:28 Larias wrote:
Tips on holding roach rush after a forge FE please. Do I need a 2nd cannon?

Usually I only try Forge FE on huge maps where everyone does it - taldarim and shakuras. I've recently been trying to FFE on some of the new maps that have small chokes, but I find it difficult to hold off fast roaches. What units should I be making to defend against the roach/ling attack?


You should have scouted his main before a pool finishes. If so, check if he has a gas. If he does, hide your probe somewhere and go back into his main at around 4:00. Check his gas again. Are there still drones on it? How much gas has he mined? If he's mined more than 100 gas, then you should suspect a roach or baneling allin.

From there on, you need at least 2 well placed cannons. Do not hug your cannons against other buildings. Instead, place them one space behind those buildings so that roaches cannot target them.

Chorno out sentries and block any holes into your base with gateways/pylons as he kills your buildings.



He also analyzes a lot of replays (so much lovely advice) in The Protoss Help Me Thread (just look at his profile.)

He's also an active poster.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
sleepingdog
Profile Joined August 2008
Austria6145 Posts
August 29 2011 10:20 GMT
#79
I also want to "second" Geiko and 4kmonk, due to the various reasons/examples already posted. Both contribute regularly and on a high level.
"You see....YOU SEE..." © 2010 Sen
vaderseven
Profile Joined September 2008
United States2556 Posts
August 29 2011 21:41 GMT
#80
I have been suggesting 4kmonk since the 1st or 2nd page of this thread. Every post is great.
Linz
Profile Joined February 2011
Belgium151 Posts
September 16 2011 18:51 GMT
#81
I'd like to nominate chaosvuistje, first of all for his excellent ZvX guides:

ZvZ
The Speedling Expand:
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=181318

Zerg versus Zerg: The Alpha and the Omega
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=256461, and the full version on his site: http://raa-media.nl/blog/starcraft2/zvz-alpha-omega


ZvT
Zerg versus Terran: Survival of the Patient
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=262423, and the full version: http://raa-media.nl/blog/starcraft2/zvt-survival-of-patient


ZvP
Zerg versus Protoss: Aiurs Armageddon
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=265995, and the full version: http://raa-media.nl/blog/starcraft2/zvp-aiurs-armageddon


And secondly, because his comments in the strategy forum are always thought-out and well written:
+ Show Spoiler +
On September 16 2011 19:11 Chaosvuistje wrote:
Show nested quote +
On September 16 2011 19:00 Pugnae wrote:
On September 16 2011 18:55 Silentness wrote:
I agree about the NP usage against colossi, but man I feel like an idiot when I play random and get Protoss vs Zerg. I've had times where my colossi were out of position and the Zerg player easily gets their infestors within range of my colossi and my stalkers/zealots are out of place to kill the NPing infestor in time. I guess it's my fault for having my colossi out of position, but damn I think 9 range is a little ridiculous for infestors and this is coming from a random player that gets Zerg occasionally.

Just watching the NPing 9 range animation makes my head want to explode at how far it reaches units. I'd say give the infestors NP a range of 8 instead of 7 or 9.


Sad
Losing because you are not managing your units...
Wait... That often happens with broodlords. Why should a protoss be able to make errors without getting punished?


I'd have to agree with Pugnae, if we miss position our zerglings they will all get chopped off by forcefields or blasted by storm, losing tons of supply in the blink of an eye.

Mispositioning should always be unfavourable, with good positioning you can kill the Infestors well, with bad positioning you'll get your collosi snatched away from you. And this can actually be stopped quite easily unlike a forcefield spell or a storm by sniping the infestor with X ( fill X in yourself, blink stalkers, DT's, feedback, phoenix spreaded out ) even at 9 range.

Having that said, with 7 range neurals I won't be researching neural parasite unless the protoss goes for an immortal composition. Against collosi they will get fried again and against archons the Protoss will probably have HT out anyway.

He even has his fair share of Protoss wisdom:
+ Show Spoiler +
On September 08 2011 21:58 Chaosvuistje wrote:
I have known this major flaw in protoss design since the end of beta where I really started playing Protoss and Zerg off and on.

It is sad for the protoss players around us. The truly mechanical players get punished for the race while the weak players ride on the strengths of timing pushes. I've always imagined Protoss as a broken race, not balance wise but design wise. And it breaks my heart that they can't do multi pronged attacks or small pokes at an enemy without getting swamped. The biggest appearance of the design flaw is PvP, where it still hasn't breached past the one base phase.

I thank you for this post. And as a Master zerg player I can see that I fully agree with it. Protoss just can't be balanced well if offense and defence is so much intwined. Because nerfing one will nerf the other and vice versa. It is sad, but I truly hope that Blizzard revamps the warp gate mechanic with gateways. And give warp gates a trade off when compared to gateways. I don't think this is feasable in a patch however, only in HotS could such an enormous feat be implemented since the metagame then will be slightly in shambles allowing protoss to relearn timings more easily.


Other responses:
+ Show Spoiler +
On September 08 2011 15:18 Chaosvuistje wrote:
+1 melee zerglings become 20% cooler when compared to a normal zergling which does 5 damage. Not only that, but the +1 melee upgrade opens up the path for a quicker +2 melee upgrade which is an upgrade with infinite possibilities.

Meanwhile, the +1 range only benefit your roaches, which attack slower than your zergligns and are in fewer numbers than zerglings. Not only that, the +2 range does not give the Zerg the ability to oneshot probes.



+ Show Spoiler +
On September 04 2011 04:57 Chaosvuistje wrote:
Ummm...

No.

Let me explain why this won't work. First off, Broodlord tech takes an enormous amount of time to get up. And if you want to have them out reasonably quickly, you need to get your third up. This third will make you extremely vulnerable to Roach attacks where your spine crawlers are not, because +1 roaches will swamp your Zerglings utterly.

Mutalisks are great, but you need to have quite a tight build going to get them out safely when you are playing against a good zerg. Otherwise you will just get swamped by upgraded Roaches. Muta's can be used to deny the third of the opponent, AKA give you an advantage later. But they don't do anything to defend you unless you want to get out a lot of Mutalisks in which case you will have to abandon the Broodlord plan altogether.

My advice is to get good at Zergling Baneling and Roach timing attacks to get you into an advantage rather than going straight for Infestor Roach. This will give you a better feel for the match up.



Etc., etc.

No reason not to highlight him!
+ Show Spoiler +
P.S.: chaosvuistje, if you read this, thanks a lot for your guides!
"The plural of anecdote is not data."
Indrium
Profile Joined November 2010
United States2236 Posts
September 27 2011 00:13 GMT
#82
I'll support 4kmonk, Geiko, and Chaos. I can't really add anything that hasn't been said, their worth is very self-evident.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
September 27 2011 07:40 GMT
#83
I would like to support Geiko and 4kmonk too, they always have great advice.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
monx
Profile Blog Joined May 2010
Canada1400 Posts
September 27 2011 15:08 GMT
#84
+1 for 4kMonk great advice for Protoss.
@ggmonx
Nyast
Profile Joined November 2010
Belgium554 Posts
September 28 2011 20:23 GMT
#85
I vote Geiko, but only because he threatened my family, my babies, my dog, my cat, my neighboors and the mayor.
ZeromuS
Profile Blog Joined October 2010
Canada13388 Posts
September 29 2011 00:54 GMT
#86
On September 28 2011 00:08 monx wrote:
+1 for 4kMonk great advice for Protoss.


4kmonk def deserves a blue post.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Ada
Profile Joined October 2004
Germany150 Posts
September 29 2011 12:45 GMT
#87
On August 10 2011 07:08 Anihc wrote:
I second Geiko, and I nominate 4kmonk. Anyone who's even glanced at the strat forums recently should agree :p


I support this.
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
September 29 2011 21:36 GMT
#88
On September 29 2011 09:54 ZeromuS wrote:
Show nested quote +
On September 28 2011 00:08 monx wrote:
+1 for 4kMonk great advice for Protoss.


4kmonk def deserves a blue post.



I agree. 4kmonk has contributed as much to Protoss strats as anyone on this website.

On that note, big thanks to all of the great toss strat contributors.
Utinni
Profile Joined November 2010
Canada1196 Posts
September 30 2011 00:16 GMT
#89
On September 30 2011 06:36 JonnyLaw wrote:
Show nested quote +
On September 29 2011 09:54 ZeromuS wrote:
On September 28 2011 00:08 monx wrote:
+1 for 4kMonk great advice for Protoss.


4kmonk def deserves a blue post.



I agree. 4kmonk has contributed as much to Protoss strats as anyone on this website.

On that note, big thanks to all of the great toss strat contributors.

Agreed, reading his guide has improved my understanding of all the match ups a lot better. Really appreciate what he has contributed.
“... you don’t have to be Sun freakin Tzu to know that real fighting isn’t about killing or even hurting the other guy, it’s about scaring him enough to call it a day.” - Max Brooks: World War Z
lazyo
Profile Joined May 2010
Germany90 Posts
October 05 2011 19:58 GMT
#90
Another nomination for 4kmonk (now NrGmonk). Huge props to him for continuously posting Guides and helping people and not being phased by the angry clueless responses.
As a P player his posts here have greatly improved my play. We need to cherish such high level posters!
Saracen
Profile Blog Joined December 2007
United States5139 Posts
October 10 2011 00:13 GMT
#91
Added to highlighted posters:
NrGmonk
RvB
Profile Blog Joined December 2010
Netherlands6196 Posts
November 30 2011 16:16 GMT
#92
Hey, I'd like to nominate decaf, because I feel he conributes a lot of quality stuff to the strat section and helped me a lot with my zerg since I started playing random. Here are the guides he wrote:

+ Show Spoiler +

http://www.teamliquid.net/forum/viewmessage.php?topic_id=277693
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172488
http://www.teamliquid.net/forum/viewmessage.php?topic_id=198622


And some of his quotes:
+ Show Spoiler +
On November 19 2011 23:11 decaf wrote:
No, not really. I find the sentry count to be far more telling. Low sentry count plus gateway/expand timings will tell you if he's going to tech (DT, stargate, whatever).
This guide helped me a lot with when to scout and stuff
http://www.teamliquid.net/forum/viewmessage.php?topic_id=170096
You'll also find a lot of timings in the guide I wrote and if you work through you should have a great idea of how to play ZvP
http://www.teamliquid.net/forum/viewmessage.php?topic_id=277693
It might be the strong early game/mid game that you are looking for with a great transition into late game.

+ Show Spoiler +
On November 06 2011 09:08 decaf wrote:
This is a great little guide.
A suggestion, when it's hatch first vs hatch first you should get gas before pool, this will give you earlier speed and that may decide the game in some situations. I usually do 15 hatch 16 gas 16 pool 17 overlord in ZvZ if both players went for hatch first.

Also you didn't cover the scenario if both players went for mutas, this is quite different from only one player opting for mutalisks. I covered it in my muta zvz guide I wrote way back ( http://www.teamliquid.net/forum/viewmessage.php?topic_id=198622 ), but I consider it kinda outdated, although it still might be a great build.

Something I also find very useful when going mutas is baneling landmines to kill of huge packs of hydras/infestors when they're moving towards your ramp. You can just clean up his army after that, because all the AA will be gone.


+ Show Spoiler +
On October 30 2011 18:26 decaf wrote:
Alright, I watched the replay.
First off I'd l ike to mention that I don't think you're able to hold any all ins with this build. In this case you got lucky because your macro was much better than your opponents, but this is not going to be the case once you get higher.
Secondly I don't think it's wise going for a hatch first in a ZvP, even if you plant it at 13. I recommend doing a pool first build or you will lose to any cannon rush.
I mean going for ling infestor is your style I guess, but I don't think it's viable at higher levels of play. Infestors really aren't that great anymore and you won't be able to hold off all ins when you spent so much gas on the infestors already.

Aelendis
Profile Joined February 2011
Belgium892 Posts
November 30 2011 20:25 GMT
#93
On September 17 2011 03:51 Linz wrote:
I'd like to nominate chaosvuistje, first of all for his excellent ZvX guides


I totally agree with this. His guides really helped me te become a better zerg player. They are well written and a very nice read. Also he always answers deeply to criticisms and questions about his guides, which is very nice.
DAKnockout
Profile Joined August 2011
Germany3 Posts
December 05 2011 15:49 GMT
#94
i also nomiate decaf. i love his guides!
Easytouch1500
Profile Joined July 2011
United States66 Posts
December 22 2011 03:13 GMT
#95
I would like to nominate Geiko, he writes amazing protoss guides in the strategy section. In addition to his 3 rax terran guide >.>

[G] PvP: Phoenix Play
http://www.teamliquid.net/forum/viewmessage.php?topic_id=296637

[G] Safe PvP - Defensive 3 Gate:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=240236

[G] (T) 3 racks : Cheesing your way to GM league
http://www.teamliquid.net/forum/viewmessage.php?topic_id=223517
"He sees my 8 stalkers and my giant e-penis, and he's gonna make sentries" -Alejandrisha
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
December 23 2011 11:37 GMT
#96
Geiko got a "<3" from incontrol, says enough about the quality of his guides

Even though he's french, you should make him blue ^^
Valor is a poor substitute for numbers.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
December 25 2011 11:36 GMT
#97
I want to nominate Belial88. I have a lot of respect for him as he helps newbie zergs out with a ton of advice, watching replays and generally being a nice guy. He discusses strategy well as well, whenever I see his name I know it has to have some quality within.

So I think that qualifies for him being a blue poster, in my eyes.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
December 25 2011 21:13 GMT
#98
I second the motion to add Chaosvuistje; his most recent guide on ZvZ is of particular use to me, and it's always a treat to read through his posts. Of all the races, I feel Zerg is the most counter-intuitive one to play, and posters like Kevin really help to "demystify" the play dynamics behind Zerg. His posts and threads are always well presented, polished and excogitative.

The latest ZvZ guide by Chaosvuistje:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=297791

And a good example of one of his posts:
+ Show Spoiler +
On December 25 2011 17:33 Chaosvuistje wrote:
Show nested quote +
On December 25 2011 07:49 NrGmonk wrote:
There was a very recent game in the GSL where two zergs mirrored each other for the first 6-7 minutes, camping on 2 base each with 2 spines and a few banelings for a super fast lair. They diverged when one player put up an infestation pit and the other put up a spire. Now, I know 2 base fast lair infestors isn't standard by any means, but the infestor play seemed to do pretty well against this 2 base muta, taking a third by relying on creep spread with queens plus his infestors. This doesn't mean I think standard 2 base infestor against muta is any good, because you usually get your lair much later than your opponent with infestors vs muta. But anyways, I think the game was yugioh vs july on belshir beach, group E of up/down, if you're interested in checking that out.


I think I have seen that game actually, although I didn't take notes on it and I don't have a GSL pass so I'm unable to watch the VODs ( yes, even the up and down ones, sadly ).

Show nested quote +
On December 25 2011 09:58 Natalya wrote:
That being said, you can agree or not with them but I remember during the gsl this week one of the casters quoted Day9 saying that fast infestors bo are the hard counters to muta bo and that we start to see more infestors rush on the ladder. And as someone else said, yes infestor rush is vulnerable to a fat roach all in pre-lair. But I see it as the only counter, personnaly.

Also, about mutalisk transition: I used to transition out of muta after 5 (not 12) of them. It's enough to kill ov, to force spores, to, most of the time, make your opponent overreact and make a ton of hydras. Then you come with mass roaches and eat his hydra for free :D


Don't believe anything casters say simply because they are famous. Artosis says Mech is the way to go in TvP, and I can't say many terrans bar the fanboys of artosis believe it is. I mean ask Goody, the actual mech god, and HE will tell you that mech doesn't work in TvP. Also I wouldn't believe D9 to say the word 'hard counter' in any way shape or form unless he is joking due to him believing it is a bad word.

As for the Mutalisk transition, maybe against a fast Infestor player you have to transition out of them faster, like at 5 or 7. But it certainly doesn't impede the Mutalisking player from getting map control and an uncontested third and maybe even a fourth. While the Infestoring player will have to fight for his third to get up while staying at home. I mean think of the things I can do to annoy your Infestors for a minute:
  • Send a small pack of Zerglings to intercept them and do damage to them. You have to protect them using your own lings or even waste a fungal.
  • Send random Mutalisks out to attack your Infestors, which you have to back up with Queens or be forced to retreat back.
  • Send Zerglings and Banelings to attack the third, have you fungal them or attack them with Zerglings and Banelings of your own, and later come in with Mutalisks once you expended some energy.


And I could go on and combine all of these just for the heck of it. I'm saying that while it might be possible to hold your third against a good Mutalisk player, it takes far, far more skill to pull it off than the Mutalisk player has to pull off. You need to have good fungals, you need to not have your Queens sniped, you can get your Infestors intercepted, you need to worry about counter attacks while I harass the third, you need to spread creep for your queens and protect it otherwise they will be slow as hell... It is far, far easier to mess with the Infestoring player as a Mutalisk player than it is the other way around where you fungal some of my Mutalisks and kill them. Plus the thing you can lose as the Infestor player can be Infestors, your third and stray Queens. These are far more important and gamechanging than a couple of Mutalisks could ever be.

Fast Infestor styles do have these troubles, because any aggressive opponent, either with a lot of Roaches, Zerglings or Mutalisks, will get the third up faster. It takes a lot of fungals to kill off Roaches, and you can't really be certain that they will clump up. The only advantage I see from a fast Infestor player is that he can have a large Infestor ball up faster for sniping bases and the like. It doesn't give economic safety that Roach based or Mutalisk based styles do provide, while still hinging everything on the control of the Infestor player. It's not forgiving in the least.

I use this midgame Spire style simply because I want to get a third up safely and without much unit making beforehand. Mutalisks are the perfect unit for that as they are amazing against pretty much everything Zerg uses in the early game, aside from mass Queens. Getting the third up and saturated fast is the only reason I even left my old timingattack based Roach style behind in favour of this. Mutalisks simply allow you to freely saturate your base within reason without having to worry about balancing unit vs drone all that much.

I'm not a firm believer that there is such a thing as a hard counter for someone that goes Spire in the midgame of ZvZ where people have droned up almost equally. That includes Infestors, if played correctly and transitioned fast enough. Perhaps if I go for 12 Mutalisks as my style against Infestors, I will lose painfully to a push coming later. But I refuse to believe that if a Spire player is smart and transitions well, that he would still lose because the other player went 2 base Infestor. And even then I feel that the 2 base Infestor player relies more on the opponent going for Mutalisks than the Mutalisk player relying on the opponent to do anything.


Show nested quote +
On December 25 2011 09:58 Promethium wrote:
On December 25 2011 04:30 Skwid1g wrote:
On December 25 2011 01:37 Promethium wrote:
On December 25 2011 01:26 Lebzetu wrote:
Wow, so it really does seem like Mutalisks are the way to go in ZvZ.


...which is a real shame because Roach/Hydra/Infestor had so much more of a dynamic to it than Muta/Ling/Bling. The unfortunate side-effect of Mutas being so powerful now is that either the metagame has to shift somehow to make Roach/Hydra/Infestor more viable... or everyone and their mother does the 1-a-ez-train of ling/bling/muta until HotS where Hydra's get the speed upgrade.


This is sarcasm, right? Roach/hydra was REALLY 1a, and infestor usage isn't hard in the slightest.

If you 1a muta ling bling you'll lose against a decent player that targets the banelings with tanks in TvZ, and in ZvZ it's 10x as bad. You have to make sure that you get his hydras with your banelings, that you split your mutas/banes vs. fungal, etc.

And if it ends up being muta/ling/bling vs. muta/ling/bling its about as micro intensive as Zerg gets, so I don't see how you could say it's 1a.

With that being said, I'm glad you mentioned getting carapace/melee upgrades and then transitioning into ultras, it's honestly the reason I feel the ling/muta/bling style is so strong. They want to get roaches to absorb the blings for the hydras and infestors for fungal, but both units are awful against ultras.


It's like you didn't even read my post, or read it in a way that makes you seem like you know what you're talking about. Roach/Hydra/Infestor is much more micro intensive in an actual battle than Muta/Ling/Bling. Yes, you 1a the roaches. Then you micro your hydras either back away from banes or to attack the incoming mutas. You have to fungal the banes with your infestors, you have to fungal the Mutas with your infestors. What does the Muta/Ling/Bling player have to do? 1a your lings. 1a the mutas and spread them a bit. Move command your banes. The Roach/Hydra/Infestor player is the Terran microing his marines away from the banes and target firing with his tanks if you want a comparison.

As for Muta vs Muta. It's a bunch of clicking and making sure you can get potshots. That's nothing very micro intensive about that because the ling/bling never actually comes into play. One player tries to attack a hatch or a flank and gets instantly dissolved by the defensive banes. Once one player gets too many mutas, he wins. Hardly a very big micro heavy play.

With that being said, I never mentioned Ultralisks. You should really proofread your posts.



Roach/Hydra/Infestor might be more micro intensive if it is pitted against Muta/Ling/Bling, but there really isn't any micro aside from pre-battle positioning and fungalling against one another. It is boring in the way that there is almost no harassment, counter attacks or in-battle micro going on at all. It's just unit trading and postiioning and large army clashes until one player succumbs from economic disadvantage. Boring for spectators that don't understand ZvZ and slow for players that want to micro a lot.

Now imagine Mutalisk versus Mutalisk, now there is nothing but harassment, counter attacks and defences going on. Once Infestors are transitioned into, Mutalisks can't roam the map uncontrolled or they face getting fungalled hard. So now you can just go on double Muta harass to evade the large muta flock of your opponent while still being safe with Queens and Infestors at home. There are so many bases being taken and so many being taken out by counter attacks that there really shouldn't be a time in the midgame where there isn't any action going on. It relies far far less on deathball versus deathball than Roach/Hydra does which is why I prefer to watch and to play it.
They're coming to get you, Barbara.
Shamgoth
Profile Joined February 2011
Belgium8 Posts
February 09 2012 10:40 GMT
#99
I nominate Kevin te Raa, really in depth zerg strategy.

http://raa-media.nl/blog/starcraft2/zvz-glaive
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
Last Edited: 2012-02-20 00:04:37
February 20 2012 00:03 GMT
#100
I noticed Vile_Illusion doesn't have the blue background when he posts in the strategy section. So, I wanted to request/suggest that he gets it.

The strategy forum is littered with bad advice and off topic/unrelated replies. I feel that when someone with Illusion's skill and expertise takes the time to post strategy advice his words deserve to be highlighted so they stand out.

Thanks for your time and consideration <3!!

Link to his latest strat forum post

Edit: Thank you Shockk for finding and posting the link to this thread. I tried all the key words I could think of T.T;;;
I might be the minority on TL, but TL is the minority everywhere else.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
September 24 2012 20:11 GMT
#101
Teoita deserves a blue background. His Startale 2 Base Templar guide is excellent, and he's one of the few guys that still posts frequently on the strategy forums and knows what he's talking about. He's answered about a billion questions on the Protoss Help Me Thread.
monk
Profile Blog Joined May 2009
United States8476 Posts
September 25 2012 16:22 GMT
#102
sure
Moderator
Whatson
Profile Blog Joined January 2012
United States5356 Posts
September 26 2012 02:19 GMT
#103
Thanks to whoever made TheDwf a highlighted poster, a lot of times people seem to disregard the great advice he gives on [H] threads and the Terran Help Me Thread.
¯\_(シ)_/¯
Salient
Profile Joined August 2011
United States876 Posts
Last Edited: 2012-10-30 16:55:56
October 30 2012 16:53 GMT
#104
I would like to nominate MrLlama. His strategy tutorials are very helpful and have garnered extensive positive feedback. Here are some examples of his tutorials:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=358672
http://www.teamliquid.net/forum/viewmessage.php?topic_id=324852
http://www.teamliquid.net/forum/viewmessage.php?topic_id=378898#4
monk
Profile Blog Joined May 2009
United States8476 Posts
December 18 2012 23:43 GMT
#105
Added RemarK
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
January 01 2013 22:57 GMT
#106
Added Glon
Moderator
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