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[G] Protoss Wall-ins - Page 2

Forum Index > StarCraft 2 Strategy
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GoodNewsJim
Profile Joined February 2010
United States122 Posts
Last Edited: 2010-02-24 06:40:14
February 24 2010 06:37 GMT
#21
This is good stuff. You can beat triple gate with this if you make stalkers aggressively. And once you fend off their zealots, you have a good chance to win once you get a few Collosi
God is real. Jesus is LORD
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
February 24 2010 07:00 GMT
#22
Thanks for the guide, protoss really seems fun so far ^o^
Hi there. I'm in a cave, how bout you?
Badred
Profile Joined August 2009
Canada129 Posts
February 24 2010 07:07 GMT
#23
The only issue I've found with tight walls like this is that it works both ways - I've had games where a protoss opponent will come in with some stalkers and a sentry, forcefield the choke so I can't get out to attack them, and just destroy my buildings while I sit back trying to figure out the least embarrassing time to gg.
jaybrundage
Profile Joined December 2009
United States3921 Posts
February 24 2010 07:10 GMT
#24
Thanks for the awesome guide. Now to waiting to 4-6 months to use it. :D (note the happy face is sarcastic and is really sad)
The more you sweat in training, the less you bleed in battle.
kevin349
Profile Joined May 2009
United States68 Posts
February 24 2010 07:11 GMT
#25
I have noticed that not all units can move through 1x1 square... the only thing I noticed though was archons that take 2x2
Badred
Profile Joined August 2009
Canada129 Posts
February 24 2010 07:24 GMT
#26
I believe Colossus also can't fit through a 1x1 square, but that's not really a big deal as long as you've got some cliffs nearby
semantics
Profile Blog Joined November 2009
10040 Posts
February 24 2010 07:30 GMT
#27
I'd like to see what plexa says to i see that i decide to go mass banelings killing your gates and your core and pylons.

Great thing about banelings is they can come out easily enough to break walls so zerg isn't left in the dark about what's going on.

Never done it to a protoss but i've broken plenty of terran walls with banelings.
timmins
Profile Joined February 2010
Canada31 Posts
February 24 2010 07:58 GMT
#28
yeah. would be really interesting to see how the timings work for a baneling break, and how much it weakens a roach rush to use banelings to break, with force fields to either buy time, shore up the wall, or narrow the ramp and give the stalkers/cannon/sentry a chance to work.

really, losing either a core, a forge, or a gateway isn't likely to be the end of the world, given how cheap the core is now, and how it would take, from what I can make out, at least a dozen banelings(and then focus down the last few hit points with your roaches), and that's an extra 350 gas.

Might be that you can just lose your gateway, force field the ramp, and throw up another gateway/core. It's not like they cost nearly as much as the 300 minerals/300 gas you would need in banelings to take them out.

I really need to get amazingly lucky with the next wave of beta keys.
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
February 24 2010 08:16 GMT
#29
Nice wallins Plexa!!

Make sure to read these when I actually get to play the game~
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
chocoed
Profile Joined June 2007
United States398 Posts
February 24 2010 08:28 GMT
#30
Very nice! I will be walling way more often now.
My life for Aiur!
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 24 2010 08:50 GMT
#31
On February 24 2010 16:58 timmins wrote:
yeah. would be really interesting to see how the timings work for a baneling break, and how much it weakens a roach rush to use banelings to break, with force fields to either buy time, shore up the wall, or narrow the ramp and give the stalkers/cannon/sentry a chance to work.

really, losing either a core, a forge, or a gateway isn't likely to be the end of the world, given how cheap the core is now, and how it would take, from what I can make out, at least a dozen banelings(and then focus down the last few hit points with your roaches), and that's an extra 350 gas.

Might be that you can just lose your gateway, force field the ramp, and throw up another gateway/core. It's not like they cost nearly as much as the 300 minerals/300 gas you would need in banelings to take them out.

I really need to get amazingly lucky with the next wave of beta keys.

People never baneling rush Protoss. Why? I have no idea. They always build either Roach or Ling/Muta. I don't know what I'd do against speedling/baneling? Maybe add some cannons lol
Administrator~ Spirit will set you free ~
Floophead_III
Profile Joined September 2009
United States1832 Posts
February 24 2010 09:03 GMT
#32
I do believe that wallins are almost essential in some way (whether at ramp or around your nexus or whatever it may be) in pvp and pvz.

The fact is that if you want to tech vs zerg you're going to have to deal with the annoyance of lings, and it's really hard to keep a probe alive for any amount of time at all in a zerg base once the pool is up. Basically you'll know if it's some 1 hatch lair or 1 hatch roach build but that's all the info you get. Wallins reduce the number of units needed to be safe which means less risk falling behind to greedy openings and less risk dying to aggressive ones.

The same goes for pvp, since whoever stops making zealots first has a serious problem (or if you decide for some reason not to get any).
Half man, half bear, half pig.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-02-24 09:17:10
February 24 2010 09:16 GMT
#33
Lol annoyance of lings being able to break walls and go in with a few speed lings to rape econ has won me so many games where people give gg right there.

Banelings works well on zealots don't need to necessarily use them on the buildings. 2-4 banelines to break up the zealot block works well.

Also i think you can turn on the building grid as a fuction although i would think that would be annoying to see lines all the time. or maybe it's just when you want to build something.
awol
Profile Joined March 2008
Australia79 Posts
February 24 2010 09:42 GMT
#34
Wow this is very cool. Definitely has the potential to mix things up quite a bit. Thanks for the guide!
I ain't no superstar.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 24 2010 15:26 GMT
#35
Just played a 2v2 where my wall in saved my life yet again lol. Forcefield + a few immortals can hold off almost infinite roaches hehe - he even tried to kill my cycore but just couldn't kill it in time before all his roaches died.
Administrator~ Spirit will set you free ~
UnderWorld_Dream
Profile Joined September 2009
Canada219 Posts
Last Edited: 2010-02-24 19:30:19
February 24 2010 19:29 GMT
#36
This strategy works very well against all-in zealots in PvP. You can get quick stalkers and quick blink, blink outside your wall and own the zealots with blink before they get charge.

well, if you are planning to tech up, i don't see why you should'nt wall up.
Tomer
Profile Joined June 2009
United States105 Posts
February 24 2010 19:45 GMT
#37
Thanks for the guide Plexa it is really nice knowing how to properly wall now! Just wanted to add that archons cant fit through the 1x1 opening so just be sure to morph the templar on the correct side of the wall.
Blue
Profile Joined July 2004
Norway359 Posts
February 24 2010 19:47 GMT
#38
great to see Pillars posting in TL : )

I must return to the time when I played with my own style, and when I determined the victory through strategies. And the strategies are a product of practicing more than anyone else. The key to success is to persevere through practice. Lim Yo-hwan
Jeff100
Profile Joined April 2010
Canada19 Posts
April 13 2010 02:41 GMT
#39
Can you get Immortals (and other bigger units) out of your one unit wide gap?
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
April 13 2010 02:53 GMT
#40
On April 13 2010 11:41 Jeff100 wrote:
Can you get Immortals (and other bigger units) out of your one unit wide gap?

yeah, you can, i might be adding to this guide tonight plexa(if you want to edit the op, otherwise i'll make my own) for maps like blistering sands and lost temple where 10-gate pressure into nexus and forge is really strong. There's some really, really nice sim cities which allow either 1 unit gaps on temple or complete wall-off on blistering that is actually really safe against pressure when u abuse the 7 range cannon vs 3 range roach idea.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
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