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[G] Terran wall-ins - Page 2

Forum Index > StarCraft 2 Strategy
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Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 12 2010 05:02 GMT
#21
Unless the map has a very small choke I don't think there's much use for it because by the time you would have that many supply depots(probably 4ish) a baneling bust would have already came. Of course if the map permits it you can consider it. I've tried it a few times, but it didn't really help a whole lot.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Jonoman92
Profile Blog Joined September 2006
United States9104 Posts
April 12 2010 05:18 GMT
#22
Nice post. I still occasionally impress myself by messing up my wallin even when it's so much easier in sc2.

Jugan
Profile Blog Joined July 2009
United States1566 Posts
April 12 2010 05:26 GMT
#23
I play terran and have got the basic wall-offs down... But this post has given me some new ideas! Thanks a lot for the info, you did a great job! Hahaha I can't believe some of the wall-offs I've missed!
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
Underwhelmed
Profile Blog Joined January 2008
United States207 Posts
April 12 2010 06:26 GMT
#24
Needs to include walling with Rax/Factory to prevent Baneling breaks and perhaps at the bottom of a ramp.
2Noob4U
Profile Joined April 2010
United States4 Posts
April 13 2010 00:21 GMT
#25
I like your thread of wallings Im defintely showing this to my terran friend who always fails at wallings hes currently in the copper league xD
Rizzelet
Profile Joined February 2008
United States74 Posts
April 13 2010 00:59 GMT
#26
Nice images, thanks for post.
ymirheim
Profile Joined April 2010
Sweden300 Posts
April 13 2010 02:14 GMT
#27
I think it should be added that if you are in a situation where you feel that you actually need to add multiple layers of wall to protect against banelings then you should probably just invest those resources in tanks instead. With a few sieged tanks, your wall needs to be exactly zero buildings thick to be safe from banelings.

Also something I found to be very helpful in the early game is to hotkey your wall depots to a key that you are not using early game. If you are leaving your gate open you can swiftly close it at the first sight of a bad color on the minimap. Obviously as soon as the game progresses a bit you won't need this keybind anymore. You can also use your depot gate as a proxy for the sentry's forcefield. Invite your opponent in and then close the wall once half his units are inside.
The only thing you should feel when you shoot someone... is the recoil
peckham33
Profile Joined April 2010
United States267 Posts
April 19 2010 00:58 GMT
#28
i am not necessarily suggesting this as a main bass protection, but also for of something like a mid-field wall for area control like i have seen on a few live streams.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
Osprey
Profile Joined July 2010
United States1 Post
July 04 2010 17:52 GMT
#29
I am trying to learn Terran wall-in with Rax and a Factory. I am having problems doing it on Lost Temple. Are there some maps where you just can't do it? Some pics with various chokes using Rax/Factory would be awesome!

Thanks in advance
DeMusliM
Profile Joined February 2010
United Kingdom401 Posts
July 04 2010 18:09 GMT
#30
you can also wall in at the bottom of ramps with 2 buildings, worth mentioning ^^
nemahsys
Profile Joined April 2010
Canada457 Posts
July 04 2010 18:17 GMT
#31
rax+cc walls are also easy and effective if you happen to be FE'ing. I dont have any of my beta replays or I could post some screenies (although Im sure most people know how it looks).
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TDC
Profile Joined May 2010
United States197 Posts
July 04 2010 18:19 GMT
#32
this is very useful =) thanks a lot!
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
shutdown_exploded
Profile Joined June 2010
United States133 Posts
July 04 2010 19:05 GMT
#33
I don't like your wall on kulas ravine.

you don't have high ground in kulas ravine making your base a bit more vulnerable as terran.
this is compensated for by the fact that the bridge is long and narrow.
If you build the tradition 1 rax 2 supply wall a little further into your base then it forces the enemy into the choke while you get the concave with your ranged units.
if you build 1 rax 1 supply in the choke you're giving that advantage to your opponent.
BigBrownBear
Profile Joined July 2010
United States3 Posts
Last Edited: 2010-07-31 19:34:08
July 31 2010 18:50 GMT
#34
unfortunately all those wall ins will fail against a proper bling bust. is this wall in correct against a bling bust? or is there something else i can do to it. i always hate bottom right ramps x_x

i feel like i can shortern the lenght it takes me to finish this wall. i dont put any addons till the factory goes down and complete the wall.

+ Show Spoiler +
[image loading]


i put down my rax @ 12, ebay @ 13, factory as soon as i have 100 gas. anyone wanna lend some advice?

also, there are some silly spots on the new maps in 1v1 like the Xel Naga Cave and the Quadrant maps. they arent the standard ramp size. the block units are in a different form. ill post pic of wat i mean soon.
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