Welcome



Hi, I am a casual Starcraft 2 Terran player in top 8 Masters, that watches the GSL, MLG, Dreamhack, IEM, and most big tourneys which feature top-tier Koreans. My Terran openings and builds are highly influenced by Korean players as I love watching their crisp play and sick timings. I believe opening build orders should be well-planned with tight timings for optimal supply. My favorite Terran players are currently KTFlash, ST_Bomber, IMMVP, and MVPKeen. I like to practice a handful of openings for each match-up over and over again so I can refine my play and timings and know the best responses to deal with and adapt to various situations. Here are my favorite Terran build orders. Here are some of my replays.

Wednesday, June 13, 2012

Condemned Ridge First Impressions

Terran is a race based on early aggression whether it be in the form of pressure or early harass, you cannot sit back on your hammock with your sunglasses like P/Z, you need to get something done or you just fall behind in economy. This map is a huge middle-finger to Terrans, not only is it HUGE, but it lacks chokes and has three very close, easy, bases with a central pathway that makes it a no-brainer as to where the defensive position should be. This map looks essentially like an open battlefield map with bases on the outskirts. Without much pressuring and positional options, the lack of strong reinforcing mechanics like larva inject or warp-ins will really show here.


This is hands down the worst map in the pool for TvZ, IMO. Short of a Terran all-in, Z can safely take and defend a third off a bunch of Queens. I can play Daybreak, Tal'darim, Ohana, Shak etc. just fine with pressure/harass, but this map seems heavily Z favored, goodluck getting anything done past mid-master. Close 3 bases with a central big pathway, open wide center, big airspace, my god... The open center means tanks won't be as good short of perfect control, flanks will be inevitable, and there is really only one path of attack dependent on how you spawn - into a big open area. The airspace means drops will not be very good, because they will see it,  and Mutas will have a field day; so the one Viking seems imperative here to try to deny the insane OL spread that will happen. "But, what about the ridge at their third!" Well, the only way to get anything there is going to be with a mass Medivac drop, which they will spot. Against a competent Z there is no way you're walking up there. But look at it this way, if there is Muta harass you'll get to merry go-round your Marines up and down the ramp to defend, then up and down your other two ramps.

I'm a bit less gloomy about TvP here, it doesn't seem to put Terrans at any significant disadvantage. The Protoss third, though close, is not as easy to take as there is so much open area meaning FF's won't be as good and spreading against the deathball much easier. In this case the air space will be to the T advantage with drops, Protoss will have to watch a lot of areas, especially the ridge at the third, it looks to be pretty abusable. Haven't played much TvP here, but looks okay at first glance.

If I had only one veto, this is it.