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Terran Walls for Python and FS - Page 2

Forum Index > BW General
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Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
May 19 2012 06:36 GMT
#21
You just blew my mind with those academy and armory walls

I had NO damn idea o______o
In the woods, there lurks..
figq
Profile Blog Joined May 2010
12519 Posts
May 19 2012 06:51 GMT
#22
heh the armory one is just for the lol (i lol'd)
If you stand next to my head, you can hear the ocean. - Day[9]
hewley
Profile Joined February 2011
Germany1063 Posts
May 19 2012 08:36 GMT
#23
Thx for this. I always couldn't figure out how to make ling tight walls on FS.
Esports bubble pop, bubble pop
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
Last Edited: 2012-05-19 11:16:37
May 19 2012 08:52 GMT
#24
On May 19 2012 10:58 MaD[AoV] wrote:
[image loading]
Ling proof.


I like putting the depots on top of one another for this one. The surface area for repair on the top depot is really small (2 scvs) while the attack surface area is really big.

[image loading]



On May 19 2012 10:58 MaD[AoV] wrote:
[image loading]
Not ling proof, but zealots cannot get in and you don't need to lift up to get the rines in.


vs P I usually put the depot one hex to the right, on hex down, then the rax under it and a depot right of it. That way Rines spawn inside the wall but can still move in and out of it. Also better vs Lings I feel.

[image loading]
Moderator@TLPholon // "I need a third hand to facepalm right now"
Iway
Profile Joined December 2011
France163 Posts
May 19 2012 10:33 GMT
#25
nice work there :d
MaD[AoV]
Profile Joined August 2011
Norway170 Posts
May 19 2012 12:21 GMT
#26
+ Show Spoiler +
On May 19 2012 17:52 Pholon wrote:
Show nested quote +
On May 19 2012 10:58 MaD[AoV] wrote:
[image loading]
Ling proof.


I like putting the depots on top of one another for this one. The surface area for repair on the top depot is really small (2 scvs) while the attack surface area is really big.

[image loading]



Show nested quote +
On May 19 2012 10:58 MaD[AoV] wrote:
[image loading]
Not ling proof, but zealots cannot get in and you don't need to lift up to get the rines in.


vs P I usually put the depot one hex to the right, on hex down, then the rax under it and a depot right of it. That way Rines spawn inside the wall but can still move in and out of it. Also better vs Lings I feel.

[image loading]

a

The reason why I don't like to put them on top of each other as you show here is, like you say, it gives more room for attack. 12 goons can just move up, you can get bunker rushed, even cannon rushed with the support of zealots.
C'est la vie.
bITt.mAN
Profile Blog Joined March 2009
Switzerland3701 Posts
Last Edited: 2012-05-19 17:47:31
May 19 2012 17:44 GMT
#27
I LOVE theorycrafting with Terran, one of them is working out all sorts of awesome building placements. Like, sometimes, I play around by myself in a map designing the most perfect factory layout (e.g. on Destination), abusive walls (e.g. Outsider @6, DT tight wall-off natural with 1 Depot 1Ebay and a Turret +the CC). Single-player, pick Protoss v T + Z, cheat like crazy, MindControl their workers = unlimited supply of SCV's AND Zealots + Zerglings!

So this is one I think all Terrans should learn to abuse:

[image loading]
[image loading]

You're welcome intrepid Terran players on dear Python!
Both are Ling tight (YES they can't run through the gap between Rax and Fact! however if your marines are right on the edge of that gap Lings can still eat them so watch it), and from now on I want to see EVERY Terran wall like this @3 because it will fuck shit up in your Z opponent's mind and make him think it's vulnerable when it's not.

Do the top v Z (e.g 1v1), because you won't have time to start Machine shop before Lings arrive. The bottom one is Protoss-tight as-is (depot can be one hex up works just as well, but this way is more efficient), pop down the machine shop to prevent ling run-ins.

The best thing about these is that they're really easy to remember (last night on Python I wanted to attempt them, but I didn't remember how and was afraid of screwing it up, but now that I worked it out), YOU CAN DO IT TO! See that skeleton doo-dad? Imagine he's unbuildable, for the first type put your depots above and to the left, second type put it below. Now go collect those alien tears!

They're quite exposed, yes, but also quite exposed to repairuuu. The most important thing is you get your first 1 (if not 2) marines inside the wall ASAP. Also your vultures/tanks pop on the outside, meaning if they control that area, those units are dead, so try and prevent that. I kinda feel like doing a guide on "how to find your own walls", esp including ebays and turrets....


Bonus:
[image loading]
Ling-tight. Something something my sex appeal...


EDIT: Damm! I forgot to mention why I had my Sci Facility landing-interface ugly floating over the ramp. Because it shows you the position of the rax, and how to remember how to place it. For normal wall on this type of ramp I always remember "hover depot image over ramp exit until turns red, then align the right side of the depot with that red block, and move one hex to the right." Well for placing the rax, hover right aligned with right, and place 1 hex to the Left. EZPZ
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
May 19 2012 17:51 GMT
#28
On May 19 2012 17:52 Pholon wrote:
+ Show Spoiler +
On May 19 2012 10:58 MaD[AoV] wrote:
[image loading]
Ling proof.


I like putting the depots on top of one another for this one. The surface area for repair on the top depot is really small (2 scvs) while the attack surface area is really big.

[image loading]



On May 19 2012 10:58 MaD[AoV] wrote:
[image loading]
Not ling proof, but zealots cannot get in and you don't need to lift up to get the rines in.


vs P I usually put the depot one hex to the right, on hex down, then the rax under it and a depot right of it. That way Rines spawn inside the wall but can still move in and out of it. Also better vs Lings I feel.

[image loading]

The 2nd wall is actually terrible because it leaves many places for the depot to be attacked and only 1 scv can repair it. Also marines can't protect unless they are in the little gap below the rax, which blocks scvs. Easy to kill wall.
We say we love flowers, yet we pluck them. We say we love trees, yet we cut them down. And people still wonder why some are afraid when told they are loved
Operations
Profile Joined February 2012
115 Posts
Last Edited: 2012-05-19 18:38:37
May 19 2012 18:34 GMT
#29
On May 19 2012 13:13 MaD[AoV] wrote:
Show nested quote +
On May 19 2012 13:07 writer22816 wrote:
Why would you have an academy in your wall? You would only wall if you're going mech, and if you're going mech you won't have have an academy for a long time. And even a factory wall wouldn't get up in time to stop zealots or scouting probes.

It's a numerous of games I've won vs Terrans who can't wall for shit, and when you make factory wall of course you have supporting marines behind it, you don't wait for first vult/siege (obviously) As I mention further up, I mostly use academy walls in 2on2 to prevent 9pool rush, and even if I make academy instead of 3 depots, it doesn't slow my tech that much down.

7 O'clock and 11 O'clock walls in FS are so sick, even the academy one! I didn't know about those.

I think its pretty useful in TvZ if one decides to open two ports wraiths, because it's imperative to have ling proof wall when going two port wraiths.

In 11 O'clock position if zergling rush is scouted I could cut 1-2 scvs and make an academy in the wall without too much delay to the build.
I recall one game when Upmagic did two port wraiths with academy to fool Jaedong.
All in all, great thread.
MaD[AoV]
Profile Joined August 2011
Norway170 Posts
May 20 2012 02:55 GMT
#30
On May 20 2012 02:44 bITt.mAN wrote:
I LOVE theorycrafting with Terran, one of them is working out all sorts of awesome building placements. Like, sometimes, I play around by myself in a map designing the most perfect factory layout (e.g. on Destination), abusive walls (e.g. Outsider @6, DT tight wall-off natural with 1 Depot 1Ebay and a Turret +the CC). Single-player, pick Protoss v T + Z, cheat like crazy, MindControl their workers = unlimited supply of SCV's AND Zealots + Zerglings!

So this is one I think all Terrans should learn to abuse:

[image loading]
[image loading]

You're welcome intrepid Terran players on dear Python!
Both are Ling tight (YES they can't run through the gap between Rax and Fact! however if your marines are right on the edge of that gap Lings can still eat them so watch it), and from now on I want to see EVERY Terran wall like this @3 because it will fuck shit up in your Z opponent's mind and make him think it's vulnerable when it's not.

Do the top v Z (e.g 1v1), because you won't have time to start Machine shop before Lings arrive. The bottom one is Protoss-tight as-is (depot can be one hex up works just as well, but this way is more efficient), pop down the machine shop to prevent ling run-ins.

The best thing about these is that they're really easy to remember (last night on Python I wanted to attempt them, but I didn't remember how and was afraid of screwing it up, but now that I worked it out), YOU CAN DO IT TO! See that skeleton doo-dad? Imagine he's unbuildable, for the first type put your depots above and to the left, second type put it below. Now go collect those alien tears!

They're quite exposed, yes, but also quite exposed to repairuuu. The most important thing is you get your first 1 (if not 2) marines inside the wall ASAP. Also your vultures/tanks pop on the outside, meaning if they control that area, those units are dead, so try and prevent that. I kinda feel like doing a guide on "how to find your own walls", esp including ebays and turrets....


Bonus:
[image loading]
Ling-tight. Something something my sex appeal...


EDIT: Damm! I forgot to mention why I had my Sci Facility landing-interface ugly floating over the ramp. Because it shows you the position of the rax, and how to remember how to place it. For normal wall on this type of ramp I always remember "hover depot image over ramp exit until turns red, then align the right side of the depot with that red block, and move one hex to the right." Well for placing the rax, hover right aligned with right, and place 1 hex to the Left. EZPZ


Even though this is fun for YOU, but which of these walls are useful when all your units spawn on the OUTSIDE of the wall? Which makes no sense and put you in a bigger chance of being rushed/cheesed. There is no chance in hell that you have time to make these walls which gives even more room for other units to stand there and shoot at you. There is without DOUBT that the walls I've provided you here are the best walls, I prioritized making them LINGPROOF and any Terran with some sense in his mind knows he could switch out academy with depot at most locations (not all of them) thats why I offer to make ANY WALL at ANY map vs ANY race if required.
C'est la vie.
Le French
Profile Joined December 2011
France782 Posts
May 20 2012 03:05 GMT
#31
Academy wall in looks so vanilla. Although vs. Protoss it is not really adviseable as you need to delay Acad for expo fac.
Ca va?
MaD[AoV]
Profile Joined August 2011
Norway170 Posts
May 20 2012 03:14 GMT
#32
On May 20 2012 12:05 Le French wrote:
Academy wall in looks so vanilla. Although vs. Protoss it is not really adviseable as you need to delay Acad for expo fac.

vs Protoss you don't need academy, thats why I point out that these walls are LING PROOF (also zeal proof) but at most locations you can change out academy with depot (NOT all locations)
C'est la vie.
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