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Unread Mon, 16th-Jul-2012, 9:51 PM BnetId: PeekABoo.614  Race: Location: Ho Chi Minh, Vietnam  Total Posts Made: 13 # 1
ToRPeek
ToRPeek's Avatar
Tourneys Joined: 2
[T] Everything I know about Terran, By ToRPeek:

BTW, if anyone has any questions, or any area you'd like me to talk about, please mention it, i might not have thought of it yet


nirvAnA: I've helped you add some basic BB Codes to tidy it up a bit. Awesome share!

Everything I know about Terran By ToR Peek

Introduction

Hey sc2sea, i originally started to write this since I'm taking a small break from actually playing sc2, i thought it wouldnt hurt to put all of my knowledge (not alot of it) and thoughts regarding match ups and build orders that I've picked up. Still gonna be watching streams and such though, so i thought it would be nice to write down everything i know for ToR FB, however it since has gotten A LOT longer, and will have A LOT more to add. Also, any high level players that see anything you think is wrong, i'm very open to debate it, esp banshee openings and mech, i don't know enough about the two, would love to learn more. Also through out the guide i might seem quite "up myself" but since i wrote this for my clan, i hope you understand.

Shout out to iaguz and rossi for being inspirations for some of hte builds, i'll give them specific shout outs as i explain more indepth, please understand this is still very much a WIP. only the geenral stuff and early game on tvz is "complete"

I hope you learn something



Peeka's thoughts and builds.

All the builds in this document assume non stop scv and unit production unless stated other wise.
Basic opening for 1 rax fe into double gas.
  • 12 rax
  • 16 orbital (cut marine production after 1 marine unless its TvP)
  • 16 command center
  • 17 double gas then depot, or vice versa, either is fine.
For TvP
  • 12 rax
  • 16 orbital
  • 16 depot
  • 18 bunker

Terran vs Zerg

+ [General Tips] +
  • When your third starts mining, always have a command center building at any one-time.
  • When you're maxed with a heavy bank, just add production/orbitals.
  • Stim a few units ahead when moving out, and scan liberally.
  • Always have atleast 2 army hotkeys, one for mobile units, one for the slow ones. e.g. : marines/tanks, ToR;tanks/hellions,
  • In the case of bio, have everything on one hotkey, and all your marines on another for easier micro.
  • Always have a marine patrolling your main to kill ovies (unless you have good minimap awareness.


+ [General Stuff & Marine Tank] +

Two main compositions that terran can utilize:
  • Mech
  • Bio-Mech
  • Vs two main midgame zerg styles:
  • Muta
  • Infestor
spoiler]

In the current metagame, both of these tech paths involve well upgraded lings, and potentially a few banelings. Muta/Infestor can be called the support tech while lings make up the backbone of the zerg army.

Zerg's aim is to tech to hive without taking (too much) damage from a terran 3 base push. (If terran is still on two base, you don't need to start your hive, if you simply just keep check on his third, while getting your 4th base gases. And you can guarantee a win by simply trading mass ling bling on four base vs two.

On the off chance that they play turtle mech on two base, then tech to hive. No point trying to be agressive vs terran when they're only on two base. (obvious exception being all ins).

Terrans goal on the other hand is to try and deal with bases as they come up, either push the third when its building or before the economy from it kicks in (10 mins), or you take a fast third of your own, either relying on banshees or tank for defence, or no defence at all after scouting that the zerg has given up all of their agressive options (six queen builds).

So two main ways to deal with a zerg third, try to punish it, or take one of your own (the latter being the more favoured option in the current metagame.However the method to deal with zerg taking their hive is much more universal, it is to do a strong push at around ~15minutes (or when 2 2 finishes). The main point of this is to limit the gas income of the zerg player, making their hive tech a lot weaker, and also hamper their ability to strongly switch between the two extremes (ultras and broodlords). Behind this your own fourth should be going up.

When it gets to the late game, your goal is to have the production capability of 2 to 4 reactored starports (4 to 8 vikigns) at anyone time, as well as five techlabbed raxes. As well as a strong back bone of rougly 8 reactored raxes and 3 techlabbed factories, for either ToRs or tanks. From this point, the name of the game is trading cost efficiently while maintaining a good eco behidn it, and hampering zerg's eco with drops.

This is what's considered standard TvZ and is usuallly the game flow (for marine tank), and the key to being good at it is just all around solid mechanics.


+ [Mech play] +
With regards to mech, I play a very specific style of mech, thus my "standard" knowledge of mech might not be up to snuff. However i will say what i know.

Playing mech has some simlarities to Marine Tank, one being that you want to pressure/ do some kind of timing around the 10 minute mark, to pressure and hopefully cripple the zergs eco. However with mech, generally this pressure doesn't involve killing the hatch, but rather you either try to overpower the queens if they are un-prepared, or split your units to subvert the defence of the queens.

This is due to the fact that mech should always open up with some form of hellions, which suck at killing hatcheries. Thus our priorities then shift to the tasty tasty dronies.

However an exception to this rule is if you choose to decide to open banshees. If this is the case, you either have the option of trying to kill the third with your banshees while you range the queens away with your hellions, or try to be like me and split your banshees and hellions to try and punish bad splitting of their queens by the zerg player. However in my case i just usually lose everything and float 1k 1k. Now you know why i don't open like this too much.

So after opening hellions with mech, we can either go for some form of two factory mech, either double reactor or blue flame, OR we can take a third. However, you need to scout properly and potentially be ready to switch to a few marauders from your rax, to hold off any kind of roach bust. Your defensive options depend greatly on your opener, which I don't know too much about.

General rule of thumb for mech, 3 facts on 2 base, 5 facts on 3. With mech, we have to be really careful of muta openers, three base mutas are much less dangerous than the two base tech variant (this being easy to scout). But if they open muta, you want to open up with ToR blueflame hellions while taking your third. Zergs will almost never continue on pumping mutas, because mass muta ling bane, will just autolose to any kind of heavy ToR play, because they cost too much supply and are increasingly weak as ToR numbers get larger. Not to mention they can't even base trade, because your excess minerals should go to either turrets or more ccs. and base trading vs turrets is a very very bad idea.

So generally what ends up happening is after getting four ToRs and a few turrets, we start on tank production on three base. When we reach a tank count of around 15 to 20 tanks. We want to resume ToR production. This is because, after this point, this number of tanks with adequate ToR hellion, will basically shred everything on the ground. Thus we are no longer worried about any kind of ground uints (except for infestor). Thus we have to start preparing for the eventual broodlord switch (and ToRs are just really ******* good in general). So after we get an adequate tank count, we max out on ToRs, and a few hellions as necessary.

A side point regarding hellions, they have a similar problem to tanks in that, after a certain number, they start to be less effective (per hellion) as you add more. What I mean by that is forty hellions when engaging lings, we want to be kiting. What ends up happening is the back hellions barely fire, and will barely get teh angle necessary. Basically the point is that as hellion numbers increase, it becomes harder for those hellions to get a good splash angle.

THUS: MAX OUT ON ToRS WITH TANK HELLION AS SUPPORT

Now the second thing is when to push as mech. The push timing as mech, (vs four base zerg) ends up being very similar to marine tank, because when zerg starts to take their hive and take their 4th base gas, is when mech starts hitting the point where it becomes a "death-ball". However note that, we DO NOT want to push as mech unless we're maxed or close to it. The only time we want to push, is if zerg wants to rush out broodlords, and getting a ridiculousely early hive. (this kind of timing you will learn just by playing mech alot).

A side point about mech is that, we are not pressured to be agressive like marine tank is when zerg techs to broodlords. However if we choose to be passive, we must throw down three starports when the hive is building to match the potential broodlord production. But, do not rely on pure viking to crush infestor broodlord, unless you are massively ahead in eco. The tank, ToR back bone, is what makes mech so strong.

In late game TvZ, mech vs broodlords, it's again all about the engagement. In short:

We both have our own version of Anti-Air Splash.

Terran has ToRs
Zerg has Infestors.

We also have our own versions of anti anti air splash, i.e. units designed to take out the ToRs/infestors

Terran: Tanks
Zerg: Roaches and lings

And finally we have our Air units:
Terran: Vikings Zerg: Brolords and Corrupters

I will expand on this further in lategame engagements, but both sides goals is to take out the opponents air, other wise your own army won't be able to deal wiht theirs.

And again, it's all about good engagements and strong eco.

Non standard compositions that has its merits


+ [Viable Non-Standard Unit Compositions] +

Pure MMM

Micro intensive, fun, sucks shit vs mutas, but vs any kind of ground based zerg play, good micro, multiprong and map awareness makes it extremely rough for the zerg to play against. (would not recommend unless you're low masters). THe main strength of this composition is the mobilty, the attack power regardless of positioning, and the ability to GTFO when infestors arent immediately present. It basically allows you to be over agressive without commiting (because of pick up) letting you expand like a madman behind it. But any one mis micro can cost you your whole army and the game.

You also have to split your medivacs, getting them fungaled is a bad bad thing (this ends up happening regardless jsut cause of how splitting works, but there are cases where you ahve to manually split medivacs)

Firstly hotkey everything onto your main army hot key, and all your marines on another hotkey. When engaging you want to be stim and amoving, then pulling back all of your marines. Also make sure that your marauders aren't too clumped up (this rarely happnes because pulling back the marines from a bio ball tends to spread out marauders. From here you just want to split your marines into a concave.

MULES are your friend when you play this style, MAKE LOTS OF OCS

What to do if you go bio vs mutas:
Have better mechanics or
Add tanks or thors or
Lose

Vs Broodlords, mix in vikings while outmanouvering the broods with doom drops and just small army movement (this just comes from experience)

You want a 1 to 1 ratio of techlab to reactor addons.

Another weakness of this style is that your defensive power and offensive power are teh same. THus if you lose your whole army to bad micro, it's VERY VERY hard to hold off a stronge baneling heavy counter attack.

Pure MMM with BFH

Same strengths and weaknesses as pure bio, and also plays very similarly to pure bio. HOWEVER, everything about this style is ******* extreme. You either completely destroy the zerg, or get complete raped and the zerg loses 10 supply. You can drop bio or maybe four hellions on a drone heavy base (i.e. more options), and you can use your hellions to lead the army and scout forward, and in engagements you can make ling heavy play look like piss. The Keyword here is CAN.

DO NOT PLAY THIS STYLE, UNLESS YOU MICRO LIKE KiiSS/PEEK
AGAIN, MULES ARE YOUR FRIEND, SO MAKE LOTS OF OCS

The reason this style works the way it works, is because of how hellions work. Hellions are in this composition to kill lings, but hellions ideally want to engage lings while kiting. Because any kind of surround greatly negates hellion splash. And lastly, hellions die ******* fast. So the main way to micro this style is basically identical to bio, but you have to kite with hellions at the same time, easy right?^^. Also, if you're gonna lose the fight, try and save your hellions so you can remax on bio, this lets you have alot more minerals to throw around, you want ideally 10 to 15 hellions (maybe more?) and the rest bio medivacs.

Dealing with broodlords is the same as pure bio.

ToR BFH Marine Medivac.

Very similar to the styles mentioned above, trades mobility for tankiness, and a stronger ability to deal with broodlords (it is possible to go double armory single ebay upgrades with this style). also spends gas alot better than the two builds mentioned above, and doesnt cut into your mineral income as much, so its possible for you to have more marines and hellions. same way to micro as above, just alot more forgiving because you're spending alot of gas income (which you dont even need for the previous two styles) on your tank units, thus you can have more dps. With this style its possible to just let hellions mingle with marines and split accordingly, but optimally micro them separately. It's also vulneralbe to more roach/baneling heavy composition, as you don't have marauder slow and also marauder dps vs armoured units. But overall still a very strong composition (you still need really really good micro)


+ [Early Game] +
I'm gonna say right now that there's no gimmicky way to win TvZ, if you want to get better, you will always open 1 rax fe, into either doulbe gas, or somekind of rax heavy play. What this means is that regardless of what build you do, you will always have atleast 3 marines. (double gas builds will get out three marines before you have enough gas for a fact and a reactor).These three marines, are key in your early game TvZ play, and what you do with them will depends heavily on the scouting.

Pretty much always scout with your rax scv in TvZ. Send it straight to the zergs base (on most maps)

On daybreak, what i like to do with my scv is slightgly poke up to my third, near the ramp to the third, right after the rax finishes. If they try to send an overlord to the stupidass back cliff behind your natural, you will see it, and can either try to snipe it later, or make your cc in the main to **** with them. what i do next is i'll go to the xelnaga, then upwards a bit, to see if they send their SECOND ovie, to the high ground cliff above mainramp to spot army movement (taking out this overlord is alot more important with some styles). And then i send it to their main.

What to look for:
Hatchery
Gas
If there is no hatchery, just make cc in main, and a safety bunker, (it's just a bad build, unless you proxied or did something greedy ala symbol one base roach). Plus it rarely happens. Thus what's more important is the gas. Some quick timings, a fully saturated vespene geyser mines basically 100 gas a minute, and speed takes 110 seconds.

Now firstly, what do we do if there's no gas at all. I have a mantra in TvZ "No gas No gayness", basically if zerg takes no gas, you can feel alot safer when you're on the map. Now the only thing you're vulnerable to, is a pressure poke with 8 lings. Which is why, after scouting the gas, you immediately send the scv to the closest zelnaga tower. Zergs really can't afford to delay their attacking timing, they almost always have to show the lings. If they take the logn way, they might risk you having enough marines. Even if they somehow sneak by, and you're caught with your pants down with 3 marnies vs 8 lings, with some quick micro you can still survive. Simply place a bunker next to your cc with a line of 3 sqaures in between, and put your marines in there. And the lings won't get enough surface area, and you're safe. Also note that if they send 2 lings ahead to clear teh xelnaga tower, you're already delaying their timing, because they have to hit with 8 lings at once, other wise you can just pick off the frontal 2 lings with good micro, and fall back to a choke, and you've defended it just fine. That's pretty much the first scout, Remember : "No gas, no gayness".

Now what to do if the zerg has gas, there are two variants, gas pool, and pool gas. When you scout gas pool, you will see that the gas is already mining and when the pool pops they will have 100 gas. The good thing about this style, is that they will almost never all in with it, because they can't risk showing the fact that they've mined more than 100 gas, if they do, it's an obvious tell that they're doing something cheesy, and just make two bunkers, stagger them apart, and you'll be safe.
Assuming they mine more than 100 gas, and no speed being research, it's roach, bunker and repair for the win. (this is also rare, because they mine the gas too early for roach warren timings to work properly)

More than 100 gas with speed, baneling bust, double bunker and win.

If they mine only 100 gas, it can either be a ling timing attack, OR they're simply getting speed to "be safe" (imo this is just bad now considering how strong at defending queens are.) Now assuming you scouted their gas and they pulled off 100 gas. Take a note of when they mine exactly 100 gas (should be the same time that the pool finishes), and remember that 110 seconds from now, their speed will kick in. What this means for you, and your three marines is that, you should move to take your own xelnaga only, and kill any lings that try to come and take it.

When zerg mines gas, you can basically rule out 8 ling openings. So you keep your scv at their xelnaga as normal.

KEEP YOUR MOTHER ******* SCV ALIVE, ITS ******* IMPORTANT, RAX -> ZERGS BASE -> TO ZELNAGA.

Now regardless of whether they mine gas or not, they have two main options, make no lings or a few (2-4). If they make no lings at all, you just keep your scv at their zelnaga. However, if they come to the xelnaga with lings, pull your scv back to your own xelnaga, while starting to secure it with your three marines. What almost always happens is that they try to send 1 ling to your xelnaga, you should always always pick it off. Stutter towards it, with two volleys you can snipe 1 ling. Now depending on how much time you have left, you should either go to their xelnaga, and try to clear it out, or fall back to your own base (with a bunker). Now regardless of what happens, the scv that you saved (CAUSE ITS ******* IMPORTANT), will now go the "long" way, to the zergs third, and will rescout it later on).

Vs gasless and no 8 lings, you have a long ass amount of time you can be out on the map, now the question here is, whether or not you want to be. But you can be sure that they wont have speed by the time of your rescout (will explain more later). But now you have to make a concious decision whether or not to pull back to your base. Not for defensive purposes, but for warding off overlords. With some builds, you won't resume marine production for quite a while, or not at all. What this means is that your main is now opened to being scouted. And you would have no way to kill the ovie. (this of course depends on the build, and how heavy being scouted affects you).

I think almost always you should pull it back to "defend" your main so to speak, unless you're doing some kind of rax heavy play, because if they only scout two gas, it could be a plethora of builds, whether it be 1 1 1 follow up or doulbe fact, or super greedy doulbe ebay with third cc. This keeps them guessing, which is more importantfor you, than the xelnaga is. Plus if you've cleared out the xelnaga, it's very odd for the zerg to make a few lings and "hope" you've left it. This means they wont try to clear it unless its near creep and they opened six queen, or they have some form of tech.

Now, with gas after pool, it's pretty much identical, except you can't besure, if they mine more than 100. It doesn't matter, but this time you instead take note of when the EXTRACTOR finishes. and add 3 minutes to the current game clock. That is when their speed "should" finish. this is the amount of time that you're "allowed" on the map so to speak.

Hellions use to be the go to for map control, because zergs would almost always open with speed. but now since they have queens to defend, they have delayed their speed for a longer amount of time, which means you actually have a timing where marines can give you map control.

So with the amount of "time" you're allowed on the map, your goals are to:
Clear xelnaga
TRY to kill everysingle ling (if you accomplish this, zerg is completely in the dark, its not a nice feeling for the zerg player)
Pick off some of those gay ferrari lords.
BUT ALWAYS, pull back before speed "should" finish (and also in time to ward off ovies, if you're doing some form of fast gas build".

*If you pick off all their lings, either 2 or 4 (you should know due to the scv seeing the lings at the xelnaga before running away) feel free to back up to your main right away, as you've accomplished what you wanted, zerg will never make another pair of lings, because it's just a silly risk to take.

Now with the scv, that you've sent the long way to their third and hidden somehwere close by (if you some how lost it, use a marine instead), at around 620, you'll send it to their third, and through to their natural, you're looking to do two things.
  • Check for a third
  • Count queens
  • A third at this timing will mean they are definitely NOT all inning you. As well as 2+ queens spreading creep.

2 creeping queens means some sort of two base tech, could just be speed and ups before third, or some form of fast muta play, but overall nothing dangerous.

Four queens means theyre being gay, (SHOULD have a third at that moment) if not one almost immediately, and you can assume theyre going for some form of three base play, and won't bother taking map control until rougly 930 to 10 minutes, when their tech FINALLY starts to kick in.

But they key thing here, is for you to know if they're gonna all in you, which should be apparently if they only have 1 queen spread creep (the creep is barely out of the natural) and because of hte low number of queens, you should be able to peek at their natural gas, if you scout nat gas, very likely to be roach bane all in.

If it's an all in, make 3 staggered bunkers or maybe even four. If they're not continue with your build normally.

Vs six queen builds, marine heavy play can over extend even more, because they will not have any form of tech to deal with you, and you can be even more agressive. Rax heavy play shines vs sixqueens, but has to be a bit more conservative vs four queen tech. Now we proceed onto the midgame.
Final note, if you want to be sure of what the zerg is doing, scan their natural just so that you barely see the whole of their nat (including back of minerals) while the rest of your scan is where they "should" be spreading creep, if you see no creep at all, and maybe a gas at the natural, you can assume roach bane, small numbers of creep and gas can also hint roach bane. But if you get the queen count with this scan even better. Also look for a lack of evo chambers or not, which is again indicative of where they're spending their gas. This is also good because right now most zergs put their tech at their nat, this scan potentially accounts for that, but the key thing to look for, double evo, queen count, and creep tumours.
Note: Double evo and four queens, pretty much guarantees you're not getting all inned.


+ [Mid Game] +
Now either you have tried to pressure the zerg's third, while taking one behind the push OR you have secured your third through some form of 3OC builds. Now we are entering the midgame.

The crux of the mid-game for terran, is finding how what tech/composition the zerg is going (assuming we're going Marine Tank, zerg's composition affects mech a lot less, and there's only 1 realistic option for zerg, once we're safe from mutas). The most important being their choice of lair tech: MOOTA or INFESTAR, scouting the difference between muta and infestor, has gotten a lot more difficult ever since the muta players started going double evo (and delaying their muta tech). Thus now upgrades on lings can no longer be used to judge lair tech, and now most infestor zergs get a safety baneling nest anyways, just to deal with marine hellion timings (Note that if they scout your 3oc, they have no reason to make a baneling nest if they are going infestor).

So the only real "hints" we have at their lair tech choice, is their baneling speed and their "reputation" and when they took their third. Now to be clear, these are not yes no tells, they HINT towards something, but doesn't guarantee it. If they have baneling speed, its most likely muta, your 10 minute push should never hit early enough to see late baneling speed, but if you see baneling speed at 10 minutes, it's most likely muta (infestor zergs would rather get out their defensive infestors, THEN get speed if they're planning to mix it in.). Their reputation helps a lot, if I'm vsing ToRPox, I'm pretty much always gonna make turrets ( you Pox). Lastly is their third timing, if they take it at around 8 minutes, and they opened four queen, it's pretty much guaranteed to be muta, because two base infestor is just bad. Lastly, once you've secured your third, and don't get pressured by mutas by the 13-14 minute mark, you can assume Infestors.

To sum up:
  • 10 minute baneling speed
    Hints towards Muta
  • Late third & Four queen:
    Hints towards Muta
  • No Muta Harass
    Basically Infestor

It's almost important to note that, mistaking infestor tech, puts you slightly behind on army size (turrets cost money mang), but mistaking muta for infestor, can cost you a game. It never hurts to have 1 safety turret .

If you're unsure of their choice of tech, throw down 1 turret (or two if you don't have that much anti air), at each base WHERE THE MUTAS WOULD COME FROM, NOT IN THE MIDDLE OF YOUR ******* MINERAL LINE.

For example in cloud kingdom, you would put two turrets behind your main gas, and two turrets at your natural,

And make a turret (or two) on possible burrowed infestor paths. With this you're pretty much safe from any and all zerg lair tech.

Lastly if you want to know for SURE what tech zerg is going, send out a drop at 12 minutes (maybe even two, but this is risky vs muta) and by simply being careful with the drop and picking up when ground forces arrive, he will HAVE to show his lair tech.

Vs Infestor, it's okay to mix in a few marauders, this is a bit risky vs mutas, unless you're really far ahead in eco and' don't want to get caught off guard by the ultra tech

*Ultra tech is the zerg's low eco and defensive tech, it's out faster, and smaller numbers of ultras are better, when you're constantly hammering a zerg (and ahead in eco at the same time) you're either gonna force ultras, or kill him out right if he tries to go broods. this is why mixing in marauders when you're ahead vs muta play is okay.

Vs muta, you want at least ONE thor, this is because like marines, mutas optimally want to be clumped up, so that the smallest number of marines can hit them at any one time, thus by simply have A thor, you force zergs to magic box regardless of how they engage.

Now, imo, the midgame "finishes" when you do your 2 2 timing while taking a fourth behind it. But what differentiates a midmaster from the best of the best, is sensing blood in the water.

There are timings when this opens up (before 2 2), for example if you do a lot of damage with your hellion pressure or your 10 minute timing, and you retain a decent amount of your army while taking a third behind it, zerg basically has to push for nonstop eco, because they won't be able to all in you (assuming decent micro). What you want to do during this scenario, is to hit again right as their double expo finishes. (If they don't double expo, turtle till 22 and push, they shouldn't be able to hold it).

Another is when zerg tries to skip lair tech, or heavily cuts into their army while getting out fast hive tech. A push that starts when the hive is half way done, and hits when it finishes, is extremely painful to the zerg, because you've either forced their gas into NOT upgrades and NOT OP ZERG SHIT. You should either kill a base, or trade armies very well. Remember that zerg hive tech sucks absolute shit without support.

Now, making the decision to push or not in the midgame can seem very hard, because you're operating with limited information. But remember that drops are not just pressure, they are also a scouting tool. Now assuming you killed did some damage, and killed a base, now we move on into the late game.

A side note about the 2 2 push, one of the key strengths of this push vs muta players, is you force the zerg to trade their mutas, if you can severely reduce the muta count with this push, this opens up the way you play the late game A LOT, and it turns good drops into zerg killing hit squads of death. Because when zergs "try" to go up past four bases, multiprong drops with good micro become increasingly strong.


+ [Late Game] +
Moving into the late game, hopefully you've denied the zergs their 7+ gases, this severely hampers their ability to tech switch like a madman between the two, so you can focus on "countering" one hive tech for the time being. As I've said before, if you were able to severely reduce the muta count <7, then you can start dropping, ALOT. Drops are good vs all zerg hive tech, you usually want to do double drops in pairs, or some variant of a doom drop. Now the key thing about non top tier zerg players, is that they will most probably send their lings and infestors (if they're decent, some anti air) to your double drop/doom drop. Now if they're careless, and you know the general location of their army (usually the focal point of all their bases (e.g. on daybreak its their zelnaga). You know how much time you have, what usually happens is the lings will arrive first, trying to deal with your clumped up marine ball (hopefully against the wall/in a choke) and you will trade really well. Now here you have to make teh decision of whether or not to get out, or just trade effectively and buy time. If there is a massive discrepancy between their anti medivac units arriving, you can pick up, and drop somewhere else safely. If you're doing two kinds of these attacks at once, you severely cut on the ling count, which is the buffer when you need to engage hive tech.

These drops not only let you trade with the zerg as well as buy you time, it also lets you scout the zerg's comp if they are planning to switch, so that you can switch accordingly.

Also note that if you did a massive amount of damage with your 2 2 push, and you're severely ahead all game. A maxed out 200 200 push vs 160 160 zerg, regardless of tech choice, should trade pretty well, and you can pretty much over power the zerg. Zerg hive tech is pretty bad, until the units start to stack up.

Now the optimal number of scvs you want is around 65. So little you ask? Yes, CAUSE WERE MAKING SOME MOTHER ******* MULES, always have 1 cc building at anyone time, if you're maxed you might even make 2 or 3.

So behind all of this relentless agression, you want to make non stop orbitals, as well as get to the desired production. I'm intersted in pro players opinion on this, but i'm starting to think that there is such a thing as "too much production". I think that what you should have is around 15 raxes, 9 reactors 6 techs, 4-5 factories, 3 reactored starports. Because the only "fast" remax unit is lings, the dangerous units won't come after a big trade for atleast a minute. So what i propose is, when you're maxed instead of adding more production, make more OCs, Make some extra pfs near your rally point and frontral bases. And just try to match their tech to yours, while trading better with a strong eco, and you should turn out ahead.

Side note: On your outlying bases, make it a pf, then surround the side not covered by scvs with naked raxes, just to stop the ling surround, if you have the minerals, it might be worth full walling off the pf with raxes and depots. Again, very open to debate this, because imo, if the broodlords are there, you either need your own army, or theres no way you're gonna hold it off. These completely shuts down ling and ultra counters. However its quite mineral heavy. Hence, MAKE SOME OCS MUDDA FUKKA

That's all you need to get GM level TvZ tbh, just strong standard play, WITH LOTS A MULES.

Also, every ORBITAL CONSTANTLY MULING is worth roughly four scvs, if you have something like 6 macro mules, sacrifice 24 scvs, and use that for army supply. Note that if you scan A LOT (WHICH YOU SHOULD), sacrifice maybe two scvs per orbital.

THATS IT FOR GENERAL STUFF, NOW ON TO BUILDS


Terran vs Zerg build orders

+ [Build Orders] +

1 Rax FE
1 1 1 Transitions
  • Hellion Banshee 3OC
    http://www.gosubuilds.com/terran-bui...ellionbanshee/ I feel like this link explains the build and proper transitions very well already, no need for me to do it .
  • Fake Banshee Hellion Drop (SHOUT OUT TO NvDETH)

    Note: Practically auto lose vs roach based zerg all ins.
    Now the optimal scenario for this build, is that the zerg scouts a tech starport, and a reactored factory, and he will assume banshees, if he's opening fast third, his response will be to bring all of his queens to the third, (the medivac also comes out 30 seconds earlier, allowing the drop to hit even faster). This will hopefully catch the zerg off guard, or at the very least force them to make spores. Obviously a BoX type build, because this won't work as well the second time. Transitions into 3OC tank play.
    Note: you want the zerg to scout you with this build, but not the medivac. (it can be very hit or miss, but a hellion drop by itself is still very strong)
    • Same basic opening as hellion banshee build
    • Swap the techlab as normal, but make a medivac instead of a banshee (if zerg scouts at this timing, try to let them scout your techlabbed starport but NOT the medivac (you can also research medivac energy) to trick the zerg)
    • You should have 6 hellions 1 medivac, drop the zerg's main with four, if undetected, try to drop the other two, if not run in with four (DO NOT LOSE THEM, USE YOUR MEDIVAC). At the same time, you can try to run in with your other two hellions, to potentialy do massive damage at the nat, especially if they pulled everything back to main.
    • Lift starport, Land factory on techlab, and start tank production
    • Make a viking to kill ovies
    • @100% techlab on the rax, lift it and make a techlab of its own to start stim, then combat
    • During all of this, @400 mins, make a cc, and then double ebay as your minerals allow.
    • Double gas right after double ebay, transition into marine tank
    • Add production as necessary
  • Hellion Banshee Thor 13 minute timing.
    This build again tries to take advantage of the fact that hellion banshee is now a really common opening in TvZ, but the follow up that's in the metagame atm is a 3rd OC, in this case however we throw down an armory, two factories, and start double thor production, We finally hit with six thors, BFH, and banshees.
    • Same opening as before, but making non stop hellions and banshees.
    • As your gas allows, you make 1 armory,
    • two more factories
    • double gas right after the factories.
    • @100% factories 2 techlabs
    • @100% armory plus 1 armor
    • (Play with the gas timings a bit, I haven't done this build in a while, 3rd and fourth gas timings are a bit forgotten, but you want 400 gas, when you're double factories finish their techlabs.)
    • Cut one banshee for BFH
    • Cut a few hellions for a third.
    • Hit with 6 thors, BFH and banshees.
    • Behind the push, get siege, plus 1 mech, and transition to 3 base mech.
    The main problem with this build is that it hits at around 13 mins, however you don't have the third OC, to "show" the zerg that you went fast 3OC, if this is the case he might start suggesting something, if he suspects mech, heavy amounts of roaches are not good for you. This is part that gives this build away. But against low amounts of roaches, the build is still insanely strong.
    Vs players who went muta ling bling, you should auto win. The only problem with this build is deny the scout post 11 minutes.
    But if they have to open muta to clear out your hellion banshee, you've already forced them into an unfavourable tech.
Rax Heavy Play

With regards to these rax heavy play builds, pretty much all of them are better vs heavy queen defence, because they deal vs those a lot better than they do vs tech. Use the same scouting pattern as i mentioned in the early game section, and remember that when speed "should" kick in, is when you're treading dangerous water. However even if they mined gas, but still take a relatively fast third, don't be afraid to poke at it with 12-16 marines, What you shouldn't do however is over commit for too long, stay if you know you can force damage or kill it, if not go home, and wait for stim/medi tech. And if you scout any kind of roach bane all in, rely on your marine numbers, fall back to your nat and make four bunkers.
  • 6 rax all in
    This build basically metagames the sixqueen fast third opening, because queen's even in numbers are bad vs marine scv, to deal with any kind of marine scv pull, you need some form of gas tech, whether it be roaches or banelings, or at least speed. by putting their tech so far behind by going sixqueen hatch, this plans to hit right before the zerg gas and eco kicks in.
    On maps like daybreak and cloud kingdom (where zergs can put an ovie on the natural cliff to spot army movement), it is imperative that you deny this overlord. But if you do, your build should look identical to normally, move out with three marines, clear the towers, with a massive marine scv pull behind it.
    • 1 rax fe
    • 3 marines then cut temporarily
    • add 5 raxes
    • constant marine and scv production
    When to hit with this build, like before you should re scout at 630, if you confirm a sixqueen build with a third, you can delay it for an extra minute, and aim to hit right when the hatchery finishes (or when you somehow get scouted), when you deny ovies, only attempt to deny wiht 2 or 3, add a few extra if your raxes are going to be seen. Vs four queen tech, youw ant to hit a lot earlier, you want to hit at around 8 minutes (HIT, NOT MOVE OUT) But vs sixqueen openings, a proper execution of this is extremely hard to hold
  • 3 rax 1 gas tech
    Now this is a build that i straight up stole from Mr NvRossi, it is basically "bomber's tvp", so you open with 3 rax 1 gas, and you use it to get combat shielded marines, and hit with around 12 - 13 of them. Pressuring the zerg's third, behind this, you're getting out factory tech, a third cc, and then double ups. The choice of transitioning into mech or bio mech is up to your personal preference, and should depend on the zerg's tech choice.
    • 2 rax after fe
    • Gas right after 3rd rax
    • @25 gas techlab
    • @100 gas combat shields
    • @400 minerals 3rd cc
    • Double gas after CC
    • @100 gas fact
    • @100 gas double reactor, (around this time, you should be having about 300 mins floating, make two more raxes, and reactor those when they finish)
    • @100% fact, reactor and starport
    • Double e-bay as the your minerals allow after 4th and 5th rax.
    • Heavy marine medivac play off two base, when you get to three, decide on bio or bio mech.
  • 4 rax 2 gas tech
    This build was taken from mkp, similar to the three rax tech 1 gas build, however you hit with 16 marines unupgraded, rather than combat shields, and you can just transition into a strong bio play, or strong bio mech play.
    • add 3 rax,
    • double gas at 550
    • double tech labbed,
    • stim when tech finishes
    • start ebay when stim starts
    • plus 1
    • combathsields
    • factory
    • starport and recator fact
    • cc as minerals allow
    • double gas
    • switch to marauder production only after cc and starport
  • 3 rax 1 gas plus 1 3OC (SHOUTOUT TO NvROSSI)
    This is my current standard TvZ.
    This is a modified version of Rossi's build, but i sneak in plus 1 attack, and hit at 8:40 instead, this variant is VERY strong vs six queen play, the plus 1 and combat both finish at around 840, allowing you to push with roughly 20 marines, zerg's tech shouldn't have kicked in if they go six queen, and if they go four queen, it's down to whether or not you can snipe the banelings that he'll have to try and deal with your shit. Now with this build, if you scout gasless, you start your pressure the moment you have 3 marines, and keep pressuring until you have 20 marines. With your marine rally pressure, also try to force him to transfuse instead of not spreading creep, but never lose a marine unless you traded EXTREMELY well.

    Note: NEVER EVER OVER COMMIT, do not go on to creep for more than a few seconds, you can go on creep, get a volley off on a queen, and run away, hopefully this forces some lings. Your goal is to stop them from making only drones, but if you lose your marines, you SEVERELY weaken your 840 push, pressure but don't commit until your gas tech kicks in. This is the ideal situation vs six queen zerg. Vs four queen tech, be a bit more wary, and don't try to kill the third unless you're VERY confident in your baneling focus fire. Transition into 5 rax marine medivac on two base, while you take your third, re search siege mode during this time (you don't necessarily have to use it), when you decide you want tanks, you can start production. And add more facts as necessary.
    Two rax after FE
    Gas after third rax
    @25 gas Engineering Bay
    @100 gas plus 1
    @25 gas tech lab
    @100 gas combat shields
    @400 mins 3rd OC
    Two refinery after 3rd OC
    @100% combat shields stim
    @100% plus 1 plus 1 armour
    @100 gas factory
    @100 gas double reactor
    Double barracks during reactor building, reactor when finished
    @100% factory, reactor and starport (swap when finishes)
    @60% plus 1 armour, second ebay and armoury.
    @100% starport, lift factory, make techlab, and research seige.
    This is my FAVOURITE build atm, because every zerg and their mother is opening queen heavy, it's strong vs queen openers, you can easily hold off roach bane all ins with bunkers and good micro, and it has a strong midgame with good ups that are either better or keep up with the zerg. this build. Only weakness is it's rough vs four queen tech defense.

Bio Hellion Timing Variants
  • Polt Plus1 Stim Combat No Medi Timing
  • Bio Hellion Medivac Timing
  • MKP Variant.
  • Bio BFH Timing (possible open for BIO BFH style)

Peek's FUNK builds
  • CC first 3 rax (SHOUT OUT to XGKingIaguz)
  • Double armory 18min3-3 Mech
  • Reaper Hellion Midgame
  • two marines after fe for a total of 3 (after that cut production)
  • @ 70% low ground cc, 3 refineries
  • @100 gas factory
  • @150 mins 75 gas 3 techlabs
  • @100% factory, reactor on factory, and starport
  • make a total of 9 reapers, three waves of production,
  • four hellions, two waves of production
  • two medivacs , two waves of production.
  • pressure at 9 mins with reapper hellion medivas
    TRANSITION
  • Swap factory with barracks
  • Lift 1 (of the two remaining raxs and make a reactor)
  • Siege mode and siege tank
  • double ebay, third cc
  • 4th refinery after 3rd cc
  • start stim, then combat
  • production as necessary


+ [things to talk more about] +

expand on taking out hte ovie on some maps.
scouting terran, and how it represents infrastructure, not necessarily styles and composition.

expand on possible mind games.

expand on terran super late agme.
Terran is a very mineral heavy race (expand on this)

expand on the first three marines, and their purpose)

Expand on creep,

expand on micro.

countering burrow play
roach baneling drop



Quick Comments
 Nemo:  
Awesome ! Where's my +rep already ?
 nirvAnA:  
Nice! +1

Last edited by ToRPeek; Tue, 17th-Jul-2012 at 10:49 PM.
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Unread Mon, 16th-Jul-2012, 9:54 PM BnetId: Spook.389  Race: Clan: ToR  Location: Adelaide, Australia  Total Posts Made: 1,570 # 2
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die zerg die!!!
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Unread Mon, 16th-Jul-2012, 9:59 PM Who's Who:   BnetId: iMyang.427  Race: Clan: TA  Location: Victoria, Australia  Total Posts Made: 633 # 3
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looks great, with some proper formatting could be a monster of a post, wd
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Very good post. Mech sucks tho, cause roach drop op
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Unread Tue, 17th-Jul-2012, 12:29 AM Who's Who:   BnetId: EU.Nemo #368  Race: Location: Paris, France  Total Posts Made: 752 # 6
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Use that: http://www.sc2sea.com/misc.php?do=bbcode

And th tool bar just above of the editing box.
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looks amazing
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Unread Tue, 17th-Jul-2012, 1:19 AM BnetId: Spook.389  Race: Clan: ToR  Location: Adelaide, Australia  Total Posts Made: 1,570 # 8
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i held a roach drop.... once....
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If a zerg can follow a built order blindly and win, everything is wrong.
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There are 3 styles that you can use against Zerg; Mech, Bio Mech, and Bio, each are strong against different Zerg comps, except Mech which forces one. Bio is strong against infestor play if your consistently attacking; Bio mech ie. marine tank medivac, is strong against ling bling muta, ect ect, to a certain extent it's like a love triangle, except with shit killing shit
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Unread Tue, 17th-Jul-2012, 9:52 AM Race: Clan: QED  Location: Mount Isa, Australia  Total Posts Made: 232 # 11
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I gotta' say. Nice post man. Interesting read.

Personally, I'm loving pure Bio play in T v Z.

I've found that if your aggressive enough, you can potientally at least limit the gas bank a Zerg would have by the time he hits Hive tech. Multiple times now this has happened, by the time Zerg gets his infestor, brood/ultra composition out.... this is all he has and doesn't have enough gas to resupplement the army.

But I believe it's very dependant on what the Zerg does against Bio. If he delays getting out Hive tech units, I just mix in red flame hellions to supplement my MMM ball to give it that extra AOE. However, if my early - midgame MMM engagments don't exactly end up being as cost effective as I'd like them to be, I transition into MMMG (nukes).

Transitioning into nukes is something which I've only just started to experiment with. At times it has worked out beautifully for me, whereas sometimes it's just worked out horrible. The way I see it, if your going MMM, you already have 3/3 Marauders if he chooses to go Ultra tech. To deal with Brood/Corrupter, for some reason I feel much more comfortable using nukes to deal with this. Broods move so slow that it isn't as difficult to get a direct nuke hit as many think (however, it's still pretty damn hard).

In regards to Marine/Tank, is it only me who feels as though Tanks are just wasted supply as soon as Hive finishes? My problem with Marine/Tank atm is that I feel if you don't hit a nice timing where you do a great amount of damage before Hive tech..... it makes the lategame feel much more difficult.
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There was nothing in there on how to BM effectively.
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 Bloodmyst:  
The game where u had only hellions/tanks and he rocked up with Mutas? :P
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Unread Tue, 17th-Jul-2012, 3:49 PM Who's Who:   BattleTag: delete12#6306  Race: Clan: aLt  Location: Sydney, Australia  Total Posts Made: 391 # 14
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very nice write up, well done!
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Unread Tue, 17th-Jul-2012, 3:52 PM Who's Who:   BnetId: Spartaz. 780  Race: Clan: ToR  Location: Auckland, New Zealand  Total Posts Made: 2,184 # 15
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noooo, now everyone gonna be using peeks gosu builds =(
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Unread Fri, 20th-Jul-2012, 11:14 AM Total Posts Made: 6 # 17
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Very nice post, well laid out. Really helpful information about TvZ, which is my worst matchup right now haha
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needs more tvp t_t
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Awesome writeup thanks Peek!
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marines are imba
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4PiLiPiLi
5Kelazhur
6Cham
7iaguz
8aLive
9Solar
10KeeN
11EnDerr
12KingkOng
13TRUE
14GuMiho
15Probe
16puCK
17Snute
18PandaBearMe
19PiG
20Ryung
Full Point Standings
Earn extra points with Challenge Matches!
Bounties
Defeat these players and collect the $'s!
ByuN$100
INnoVation$75
Solar$75
Neeb$60
herO$50
GuMiho$50
Nerchio$50
TRUE$50
uThermal$50
Kelazhur$40
MajOr$40
Scarlett$40
Snute$40
aLive$30
Bly$30
iAsonu$30
KeeN$30
PiLiPiLi$30
puCK$30
Ryung$30
Cham$25
Cyan$25
iaguz$25
Guru$25
Seither$25
Semper$25
JonSnow$15
PandaBearMe$15
Probe$15
Latest Collected
Yours 2-0 Neeb $60
SC2ONLINE Comm Open #38
Azure 2-0 Seither $25
ANZ Cup #12
Cham 2-0 Cyan $25
OSC All Stars #24
FuturE 2-0 KeeN $30
ESL Americas Open #109
Donations
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