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[G] Fourteen Ways to Wall on Destination

Forum Index > Brood War Strategy
Post a Reply
1 2 Next All
NeVeR
Profile Blog Joined January 2009
1352 Posts
October 13 2009 07:58 GMT
#1
Mains
+ Show Spoiler +

[image loading]

Zergling-tight.
[image loading]

Zergling-tight.
[image loading]

Flash's block. Marines can move in and out, but probes and zealots cannot.
[image loading]

Flash's block. Marines can move in and out, but probes and zealots cannot.


Naturals
+ Show Spoiler +

[image loading]


[image loading]



2nd Naturals
+ Show Spoiler +

[image loading]

With tanks positioned on the high-ground in your main, it will be rather difficult for protoss to do damage to this expo.
[image loading]

With tanks positioned on the high-ground in your main, it will be rather difficult for protoss to do damage to this expo.


Bridges
+ Show Spoiler +

[image loading]


[image loading]



High-Ground Expansions
+ Show Spoiler +

[image loading]


[image loading]

Either an e-bay or barracks will work.
[image loading]


[image loading]



Hope this info can be useful to fellow Terrans.
bugus
Profile Joined November 2008
Romania133 Posts
October 13 2009 08:07 GMT
#2
thank you, i will try the flash block
29 fps
Profile Blog Joined March 2008
United States5725 Posts
October 13 2009 08:14 GMT
#3
are the bridge ones in the middle of the map really that practical? it seems hard to get them all built and then they'll just be wiped out by a toss force pretty quickly.

the terran wall-in guide (barracks left supply right, etc) is really the key to knowing how to wall on any map, even if you're not too familiar with the map itself.
4v4 is a battle of who has the better computer.
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
October 13 2009 08:20 GMT
#4
cool stuff, i would consider the bridge walls to be useful, when i decide to take that part of the map i send 3-4 scv anyways so i can have it up in no time, and it will bug up units trying to get to the tanks shooting at them, the toss will have to manually target the supply depots and get you at least 2-3 more tank volleys, not to mention that most people will see that wall and just decide to go somewhere else.
A weak will coupled with delusions of grandeur
Comeh
Profile Blog Joined July 2008
United States18919 Posts
October 13 2009 08:20 GMT
#5
On October 13 2009 17:14 29 fps wrote:
are the bridge ones in the middle of the map really that practical? it seems hard to get them all built and then they'll just be wiped out by a toss force pretty quickly.

All I can really say is watch any game with flash tvping on destination, and you'll see why its so damned effective. A few tanks positioned properly, a turret or two, and some mines, and its impenetrable. Basically, terran can effectively split the map/have more of the map than toss and get away with it.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
NeVeR
Profile Blog Joined January 2009
1352 Posts
Last Edited: 2009-10-13 09:17:12
October 13 2009 08:22 GMT
#6
On October 13 2009 17:14 29 fps wrote:
are the bridge ones in the middle of the map really that practical? it seems hard to get them all built and then they'll just be wiped out by a toss force pretty quickly.

the terran wall-in guide (barracks left supply right, etc) is really the key to knowing how to wall on any map, even if you're not too familiar with the map itself.


There have been pro VODs that have shown its use. If protoss decides to attack through the bridge, the wall will buy you more time to move your army into position. On Destination, you often have to defend a variety of areas, and devoting too many units to defend one expansion is not optimal. The walls I've suggested will make the expansions much easier to defend with a lesser amount of units. That's why they're useful.

Also, barracks isn't always to the left of the depot.
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
October 13 2009 09:18 GMT
#7
Where are my walls with CC, aka FD-walls? sure, the supply and rax is easy, but I never really nkow where to place the factory to protect it properly, should the shit hit the fan.
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
October 13 2009 09:19 GMT
#8
The walls to block the expansions are very good, thanks =D
I live by the LoL
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
October 13 2009 09:46 GMT
#9
are the natural walls zealot tight? e.g. can the lots move between the left side of the barracks and the cliff in pic 1 of naturals?
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
29 fps
Profile Blog Joined March 2008
United States5725 Posts
October 13 2009 10:12 GMT
#10
On October 13 2009 17:22 NeVeR wrote:
Show nested quote +
On October 13 2009 17:14 29 fps wrote:
are the bridge ones in the middle of the map really that practical? it seems hard to get them all built and then they'll just be wiped out by a toss force pretty quickly.

the terran wall-in guide (barracks left supply right, etc) is really the key to knowing how to wall on any map, even if you're not too familiar with the map itself.


There have been pro VODs that have shown its use. If protoss decides to attack through the bridge, the wall will buy you more time to move your army into position. On Destination, you often have to defend a variety of areas, and devoting too many units to defend one expansion is not optimal. The walls I've suggested will make the expansions much easier to defend with a lesser amount of units. That's why they're useful.

Also, barracks isn't always to the left of the depot.


interesting. i must try this some time.
4v4 is a battle of who has the better computer.
madnessman
Profile Blog Joined May 2009
United States1581 Posts
October 13 2009 11:35 GMT
#11
does the flash block really work? the gap looks big enough for a probe/zealot to me but this is pretty awesome.
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
October 13 2009 11:40 GMT
#12
It wont stop zealots, but it doesnt need to, its there to stop goons.
Necosarius
Profile Blog Joined September 2009
Sweden4042 Posts
Last Edited: 2009-10-13 11:52:16
October 13 2009 11:49 GMT
#13
It does work. Marines and zerglings can move through but not zealots. Try it yourself. If an SCV can't move through then a zealot/probe can't either.

Thanks for the effort OP
mOnion
Profile Blog Joined August 2009
United States5657 Posts
October 13 2009 11:55 GMT
#14
On October 13 2009 20:35 madnessman wrote:
does the flash block really work? the gap looks big enough for a probe/zealot to me but this is pretty awesome.


only big enough for a marine. well probe too, but who cares. too small for a zealot
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
NeVeR
Profile Blog Joined January 2009
1352 Posts
October 13 2009 12:06 GMT
#15
On October 13 2009 18:46 LeoTheLion wrote:
are the natural walls zealot tight? e.g. can the lots move between the left side of the barracks and the cliff in pic 1 of naturals?


Yes, the zealots can get through, but dragoons can't. Usually this won't matter though, since they'll have their zealots in a shuttle. Note that these are the only blocks that are not zealot-tight.

On October 13 2009 20:55 mOnion wrote:
Show nested quote +
On October 13 2009 20:35 madnessman wrote:
does the flash block really work? the gap looks big enough for a probe/zealot to me but this is pretty awesome.


only big enough for a marine. well probe too, but who cares. too small for a zealot


As the caption under the pic says, marines can move in and out, but zealots AND PROBES cannot.
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
October 13 2009 12:55 GMT
#16
how is it possible that marines can fit through but probes cannot? they are both small units, aren't they? i always thought that if a marine can fit through a probe can definitly do it o_O
http://twitter.com/jhNz
Necosarius
Profile Blog Joined September 2009
Sweden4042 Posts
October 13 2009 13:12 GMT
#17
Read this:
http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes

The marine is smaller than the probe and can walk through that gap between the depots. Stylish does this in some of his FPVODS, look at 02:26:

http://www.youtube.com/user/Nevake#p/c/3F7E2969A105FD7A/20/d7JyTihDUlw

Piste
Profile Blog Joined July 2006
6183 Posts
October 13 2009 13:59 GMT
#18
I use the flash block vs protosses, the ling tight ones vs zergs
konadora *
Profile Blog Joined February 2009
Singapore66359 Posts
October 13 2009 15:14 GMT
#19
YES

hope this helps me destroy protosses easier on this map, damn they're so gay
POGGERS
omninmo
Profile Blog Joined April 2008
2349 Posts
Last Edited: 2009-10-13 15:41:29
October 13 2009 15:27 GMT
#20
double post sry
1 2 Next All
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