[G] Complete TvP Walls on Fighting Spirit 1.3 - Page 2
Forum Index > Brood War Strategy |
sabas123
Netherlands3122 Posts
| ||
traceurling
United States1240 Posts
On February 14 2013 06:49 Jaevlaterran wrote: on non-korean level is it reeeeeally that important Not super important but it's always nice to optimize your builds where you can | ||
ninini
Sweden1204 Posts
I always need 4 supplies to wall the top-right 3rd, but I'm gonna try that wall. About walling the bridge. Generally, as protoss, attacking terran other than out in the open is a bad idea, and if he wants to attack me at the bridge, by all means, go ahead. I tend to put a turret and 1-2 supplies there, to defend against busts, and it works well. A complete wall is better, but it also obstructs your units. I can see pros and cons, but I definately recommend building a single supply and turret there. Anyway, I personally never ever wall a ramp main in TvP. In TvZ, walls are useful, but in TvP I just think it's a hinderance. The build that walls are supposed to deal with is 2 gate zealot builds, and proxy or not, he will go for gas steal, because that's just what protoss does. The gas steal isn't the problem, but if the protoss knows what he's doing he will make sure to pylon your wall too, and when he does that, you're screwed. On top of that. You need to pull scv's for ages, to repair the wall, which wastes a lot of resources. The safe way and imo the best way to deal with 2 gate zealot cheese is to just build a bunker in your main, that protects your mineral line and production. Sometimes, you can also follow it up with a 2nd rax, and do a counter with mass rines, especially against proxy gateways. The more he delays his dragoon production, the easier it is to kill him off with a counter attack. Against less bad builds, like the 2 zealot harass before goon build, a supply + barracks sim city is all you need. Build the Barracks to the right of the CC, if possible. If you keep taking too much damage to that build, just put up a bunker. Since he's not committing to zealots, it puts you slightly behind, but there's not a significant difference. | ||
bulbasaur)
Poland11 Posts
| ||
sabas123
Netherlands3122 Posts
| ||
skzlime
Hungary462 Posts
On February 14 2013 01:01 Jaevlaterran wrote: This is the liquipedia version of a normal FD: 9/10 - Supply Depot 12/18 and 250 minerals - Barracks and Refinery 13/18 - Scout @100% Refinery - 3 SCVs on gas at 88 Gas take 2 SCVs off 15/18 - Supply Depot 16/26 - Factory 16/26 - Marine @100% Factory - Machine Shop and put two SCVs back on Gas @100% Machine Shop - Tank, upgrade Mines @100% Tank - attack and build Vulture @400 minerals - expand Place the first supply depot on the wall. Place the barracks on the wall. Start the supply with the barracks scv to make a tight wall when you have 100 minerals after refinery. Finish the supply depot. Place the factory. How does this change the factory timing? Making a wall when doing FD changes very little. At least this build order is unchanged. But there are plenty of variants of FD, I mean liquipedia lists 4 different FDs. I prefer 11rax 11gas FD, in which case you build 2nd supply depot after you have put down the factory. you can still make a wall by delaying the first rine so both your tank and 2nd depot are quicker, but it will weaken your earlier FD by 1-2 marine(s). 11/11 is a more agressive FD, while 12 refinery gives you slightly better econ and faster nat CC and is suited for defensive play vs 2 gate without giving up control like siege expand does (allows for a stronger 2fact timing attack vs tech/greed). | ||
| ||