A bit of hostility there...calm down...lol 1) I never play money maps 2) You're right on goliaths, but if carriers are truly, desperately needed on open field, that strategy no longer works... 3) You're right about terran players knowing how to beat carriers and may lose to them, but you have to admit: Not every protoss player has the 'finger of god' just as not every terran player has it either. If the protoss player uses awesome micro, then he'll obviously win... If he doesn't then he'll probably lose. 4) You're also right about if clone lockdown is done, it's probably a different story...(clone lockdown is pretty hard, which is something I myself should practice due to thinking about this thread's content) although ghosts probably aren't going to be trained before carriers are spotted. And this can probably be countered assuming an arbiter with 100mp can stasis lock, during which terran player can do other fun activities, such as finger painting! <-sarcasm 5) Even if the protoss player does have 12 carriers, under the right conditions(toss having less money, no expos, etc) terran players may kill them just as awesome terran units may be overwhelmed if the protoss player has leverage over his opponent. It's not like once there's carriers, it's freaking game over(maybe under a master protoss probably)... though it'll probably be pretty close But you're basically right.. There is a reason why carriers are used: because it's very effective against Terran(I'll take it from the words of you, Phoenix). Some pro-level terran players may lose to them. With all this talk about getting 12 carriers and arbiters in addition to 'support units' it sounds as if you were sometimes playing money maps as well... jk. I know it can be done...lol btw, if carriers go on top of cliffs, and goliaths attack, do they have 70% chance of being hit?