• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:07
CEST 18:07
KST 01:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy2GSL CK: More events planned pending crowdfunding2Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage4Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy
Tourneys
GSL CK: More events planned pending crowdfunding $5,000 WardiTV TLMC tournament - Presented by Monster Energy Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
so ive been playing broodwar for a week straight. Gypsy to Korea ASL21 General Discussion Pros React To: JaeDong vs Queen [BSL22] RO32 Group Stage
Tourneys
[Megathread] Daily Proleagues [BSL22] RO32 Group B - Sunday 21:00 CEST [BSL22] RO32 Group A - Saturday 21:00 CEST 🌍 Weekly Foreign Showmatches
Strategy
Muta micro map competition Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game General RTS Discussion Thread Nintendo Switch Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1789 users

[D] Alternate wall-off method (with pictures!)

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
Toast.yum
Profile Joined May 2010
51 Posts
July 04 2010 01:31 GMT
#1
(reposted from here)

Everyone's familiar with the standard 2-supply 1-barracks wall that terran players build at the top of their ramps. Sometimes players opt to delay their wall in order to make a thicker wall with a more bulky buildings. No matter what you do, you need at least 3 buildings to make a zergling/zealot-tight wall at the top of your ramp.

Why not try the bottom of the ramp? As it turns out, it only takes two buildings (as long as one is a 3x3) to make a unit-tight wall-off at the bottom of the ramp. You can build a supply depot/barracks at the bottom of every ramp on lost temple and have room for an addon without having to lift the barracks off:
+ Show Spoiler +

[image loading]


Is it worth doing? Let's see
Advantages:
-No way to get vision of the high ground without flying units.
-Denies worker scouting inside your main completely unless they send a very early scout (even on a very small map with known spawn locations, the very latest they could send a scout is around 9 or 10 supply. On larger maps without known spawn locations, they'd have to get lucky guess with a scout on 7 or 8 to get in. This is assuming you do 10 supply depot / 12 barracks).
-Starts a wall into your natural which you can finish using only buildings you would produce anyway, like so:
+ Show Spoiler +

[image loading]



Disadvantages:
-Smaller surface area on the inside for repairing.
-Harder to make baneling-proof. You're forced to either thicken your wall on the outside (putting your buildings where you can't repair them) or make a second wall at the top of your ramp and sacrificing your supply depot.
-Harder to defend from larger chunks of ranged units because you're forced into the choke while they can spread out. If you sense the early aggression, throw down a bunker.

+ Show Spoiler +

[image loading]
[image loading]

infectious
Profile Joined May 2010
United States37 Posts
July 04 2010 01:39 GMT
#2
Hmm, maybe this could see use from people who are really attempting to stop an early scout from seeing anything in your base
EssayReader
Profile Joined May 2010
Korea (South)127 Posts
July 04 2010 01:52 GMT
#3
A very nice find, however although this is a good idea, I find it to have the same consequences as the backdoor in Blistering Sands.

If you don't have siege tanks, the opponent is able to attack the wall.
Pack A Lunch
Profile Joined April 2010
Canada10 Posts
July 04 2010 01:55 GMT
#4
I think the disadvantages far outweigh the advantages you listed.

Denying a worker scout is kind of nice, but you can easily kill the scout with a marine and block off the ramp after that. Your opponent would barely get any information from this scout, except maybe if you went early gas or not.

Starting a wall to your natural is kind of nice, but you could easily just fly over a barracks, factory, and finish the wall with a few supply depots if you walled at the top. It's not really an advantage you have a barracks placed there when you can fly it over anyways.

Smaller surface area to repair and the fact that your opponent can simply kill your barracks with ranged units while you are helpless are what breaks this idea. What are you going to do if your opponent comes in with 6 stalkers? They are just going to pick off your barracks and outrange your marines / mauraders. The whole point of having the choke at the top is that your opponent needs to go up the ramp to gain vision of your barracks and you have a huge arc of MM firing at them. It's the exact opposite if you build at the bottom of your ramp, where they will have a huge arc firing 3-4 units at a time that come down the ramp.
dabom88
Profile Blog Joined July 2010
United States3483 Posts
July 04 2010 02:03 GMT
#5
On July 04 2010 10:39 infectious wrote:
Hmm, maybe this could see use from people who are really attempting to stop an early scout from seeing anything in your base


Unless you're facing Terran, in which his Siege Tanks can hit it anyway.

Let's just get it out of the way now so that no one else has to point it out: WALL INS LIKE THIS ARE INEFFECTIVE AGAINST SIEGE TANKS. Nothing against you, just that inevitably everyone is going to repeat it and just slow down the discussion.

So let's examine TvZ and TvP. TvP, Stalkers will be able to hit the production facility from far enough away that the Bunker wont hit them. So this is probably not a good idea in TvP.

TvZ, yes, it'll work against Zerglings. With another production facility, yes it'll be decent against Banelings. However, without a Bunker, will Marines be able to shoot Roaches from behind the wall? That I'm not soo sure about.

Generally, I think it's much better at either the top of your ramp or actually walling off your Natural.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
azhang
Profile Joined June 2010
United States178 Posts
July 04 2010 02:06 GMT
#6
this is really interesting, the advantage of blocking off early pressure though from say zerglings and zealots are the same, but then if you can get vision of the attacker from the high ground then its useful
Nydus in yo main.
peckham33
Profile Joined April 2010
United States267 Posts
July 04 2010 02:16 GMT
#7
this is a wall in that make sense in few cercumstances.

mainly:
*you have a second wall and want to get some shots in with long range units before they hit your main wall.
*your opponant always gose all short range ground and this will hide your mid to late game suprises
*proboly are a few others

a weekness i noticed: not only do you have less space to repair but they have more space to attack.
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?
Nafaltar
Profile Joined May 2008
Germany302 Posts
July 04 2010 02:19 GMT
#8
I sometimes did this against Zerg when I planned on early aggression on my part or if I was going for a 1-2 rax expand on Metalopolis. It felt right for me when playing. Against P it somewhat forces you to go with either quick reapers (to keep his stalkers in his own base) or Marauders to keep them off your wall. Unless its Metalopolis where you can safely bunker expand regardless. Against T its pretty much suicidal unless your going all in with 4 rax marauder 1 rax no add on marines. Which in itself isn't viable outside ladder play. (I was near the top levels of diamond league but no where near a top level player during first beta phase playing as Random).
JHancho
Profile Joined May 2010
United States166 Posts
July 04 2010 02:59 GMT
#9
I think that this is viable TvZ early-ish. Because you'd be able to reinforce behind the rax with more marines, you'd be able to deny ling pokes and push ovies out. That being said, it would work well for an early wall off to the natural, but only if you're getting tanks. If you get anything that can't outrange upgraded hydras from behind the wall, then you're a fool.

It would allow a really early expansion if you finish with a factory or two.

Also, you could build additional supply depots to form a more traditional wall off at the top, so even if they break you at the bottom, you have another buffer that will buy some time for reinforcements.
Take it easy. And if it is easy, it must be cheese
scojac
Profile Joined June 2010
United States99 Posts
July 04 2010 03:07 GMT
#10
On July 04 2010 10:55 Pack A Lunch wrote:
I think the disadvantages far outweigh the advantages you listed.

Denying a worker scout is kind of nice, but you can easily kill the scout with a marine and block off the ramp after that. Your opponent would barely get any information from this scout, except maybe if you went early gas or not.

Starting a wall to your natural is kind of nice, but you could easily just fly over a barracks, factory, and finish the wall with a few supply depots if you walled at the top. It's not really an advantage you have a barracks placed there when you can fly it over anyways.

Smaller surface area to repair and the fact that your opponent can simply kill your barracks with ranged units while you are helpless are what breaks this idea. What are you going to do if your opponent comes in with 6 stalkers? They are just going to pick off your barracks and outrange your marines / mauraders. The whole point of having the choke at the top is that your opponent needs to go up the ramp to gain vision of your barracks and you have a huge arc of MM firing at them. It's the exact opposite if you build at the bottom of your ramp, where they will have a huge arc firing 3-4 units at a time that come down the ramp.


I have to disagree. This seems very strong to me, especially if it's done with, say dual rax or something. Of course it's not useful against terran; their units have the same range as yours and so your only real defensive advantage is high ground/sight. against zerg, though, you should be able to stop almost all T1 aggression. Against toss, you better have an answer by the time they have 6 stalkers out. 6 stalkers with a few zealots up front could pick off a depot even if it was placed in the traditional manner; this style might be a bit more exposed, but i fail to see how it's completely unviable.

Also, OP further addresses your concerns about range units: just get a bunker. The other reason I like this strat is it helps with a FE terran. As a random player, I personally find it hard sometimes to secure my nat against early toss aggression. Sure, you can just build the cc and float it over, but having that extra bunker there already for reinforcement could be a huge benefit.
Snowfield
Profile Blog Joined April 2010
1289 Posts
July 04 2010 03:16 GMT
#11

-Harder to defend from larger chunks of ranged units because you're forced into the choke while they can spread out. If you sense the early aggression, throw down a bunker.


Definitely the main issue. In an attack, you'll probably lose your wall
Calamity
Profile Joined June 2010
Canada161 Posts
July 04 2010 04:17 GMT
#12
This is actually quite good against baneling busts. If it's a late baneling bust, you might be able to put a starport and fact at the top of the ramp, or two more rax. This way, they'll break through the depot easily, but once they get on to the ramp, they can get slaughtered in the choke between the top of the ramp and the rax at the bottom.
Betaaaa!!!!!!!!!!!
Noghori
Profile Joined May 2010
United States17 Posts
July 04 2010 18:50 GMT
#13
If you put your wall at the bottom of the ramp then most of your units (other than siege tanks) wouldn't have the range to support it right? If you bring your marines down to stand on your ramp then they would have normal range but you'd lose the cliff advantage as the enemy would have sight of the ramp. Add that to the fact that if your wall is at the top you can get the bigger concave whereas at the bottom the enemy can get the bigger concave and I think it's not viable.
Chunkybuddha
Profile Blog Joined May 2009
Canada347 Posts
July 04 2010 18:56 GMT
#14
This is what I used to do to cheese zerg. trap them in at the bottom of ramp so they can't expand. Worked sometimes.
USER WAS SEXUALLY ABUSED FOR THIS POST.
FaZe
Profile Blog Joined June 2010
Canada472 Posts
July 04 2010 19:32 GMT
#15
As a Zerg player, I can say that I'd much rather the Terran wall off at the bottom. I'm going to sack an overlord to scout inside anyways, and the wall at the bottom has a LOT more surface area for me to attack with melee to get inside. One of the biggest problems as Zerg with breaking through a wall is that there isn't a lot of surface area to attack, and only 1 angle to come at it from. Putting the rax at the bottom solves this for us.

Interesting concept, but I'd much rather play against a Terran who walls at the bottom of his ramp.
"Victory needs no explanation; defeat allows none."
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
July 04 2010 20:05 GMT
#16
Dont like. I see no useful advantage.
"When the geyser died, a probe came out" - SirJolt
Agh
Profile Blog Joined July 2010
United States1044 Posts
July 04 2010 21:21 GMT
#17
On July 04 2010 10:55 Pack A Lunch wrote:
The whole point of having the choke at the top is that your opponent needs to go up the ramp to gain vision of your barracks and you have a huge arc of MM firing at them. It's the exact opposite if you build at the bottom of your ramp, where they will have a huge arc firing 3-4 units at a time that come down the ramp.


this

The only benefit to this would be a pre rush (denying the early scout) and massing raxes at the Top.

Otherwise stalkers or infantry, possibly even roaches will crush this if you are going for any relative FE with minimal units. (even if you do manage to get an early tank, it most likely wont be in time).

Fairly confident any good player would test this door early before any shinanigans would take place, as most would assuming banshees first.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
July 04 2010 21:27 GMT
#18
Why does it seem like no one is mentioning the vision issue ? I skimmed this topic and my biggest problem with walling at the bottom is the fact that you can be fired upon immediately with no vision advantage.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
nEAnS
Profile Joined April 2010
Canada161 Posts
July 04 2010 21:31 GMT
#19
You should post wall offs with 2 production builds (rax and fac) with addons as well
k!llua
Profile Blog Joined March 2010
Australia895 Posts
Last Edited: 2010-07-04 22:49:29
July 04 2010 21:39 GMT
#20
I think DeMusliM tried this against Dimaga in the Razer Domination finals.

He went with 2 barracks on Steppes of War, although Dimaga never really came and attacked it.

Biggest problem is that you can't adequately defend the wall-off without moving down the ramp and firing at shit.

However, something like this could be the catalyst for a new Terran FE opening similar to BW later down the road if you add more buildings to choke off the natural like what Protoss does already in a PvZ.

Could you do up some pictures showing how you'd wall-off the nat?

edit: Without including the CC as part of the wall, and giving room for a bunker as well as adding some depots for units to get through.
my hair is a wookie, your argument is invalid
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 7h 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .328
LamboSC2 298
ProTech113
elazer 31
Codebar 13
StarCraft: Brood War
Jaedong 5740
Calm 4605
Sea 2845
Bisu 2828
Mini 674
Light 588
ZerO 519
EffOrt 396
Snow 386
Stork 373
[ Show more ]
Soulkey 327
actioN 318
ggaemo 264
Rush 222
Hyuk 173
Sharp 144
hero 128
Barracks 96
Dewaltoss 93
Shuttle 83
Sea.KH 60
Shinee 55
Aegong 55
sorry 42
HiyA 41
Hyun 41
scan(afreeca) 39
Backho 37
Nal_rA 28
Rock 20
GoRush 19
ajuk12(nOOB) 8
Dota 2
Gorgc6495
qojqva2041
syndereN337
Counter-Strike
fl0m3172
byalli344
edward114
kRYSTAL_22
Other Games
gofns16729
Liquid`RaSZi1151
B2W.Neo882
FrodaN850
Livibee141
KnowMe133
ArmadaUGS129
QueenE107
XaKoH 91
Mew2King47
Trikslyr27
ZerO(Twitch)16
Organizations
Counter-Strike
PGL18890
Other Games
BasetradeTV1385
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• poizon28 25
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• HerbMon 59
• Azhi_Dahaki12
• Michael_bg 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV476
• lizZardDota246
League of Legends
• Nemesis4727
• TFBlade1564
Other Games
• Shiphtur132
Upcoming Events
CranKy Ducklings
7h 53m
WardiTV Team League
18h 53m
CranKy Ducklings
1d 17h
WardiTV Team League
1d 18h
uThermal 2v2 Circuit
1d 22h
BSL
2 days
n0maD vs perroflaco
TerrOr vs ZZZero
MadiNho vs WolFix
DragOn vs LancerX
Sparkling Tuna Cup
2 days
WardiTV Team League
2 days
OSC
2 days
BSL
3 days
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
[ Show More ]
Replay Cast
3 days
Replay Cast
3 days
Wardi Open
3 days
GSL
4 days
Replay Cast
5 days
Kung Fu Cup
5 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.