Walling in TvT has no effect, a bunker can stop any barrack all-in play, and a tank can stop any ground unit. Why bother with a wall?
[D] Alternate wall-off method (with pictures!) - Page 2
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TheDrill
Russian Federation145 Posts
Walling in TvT has no effect, a bunker can stop any barrack all-in play, and a tank can stop any ground unit. Why bother with a wall? | ||
4Servy
Netherlands1542 Posts
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TossFloss
Canada606 Posts
As other players have mentioned, there are two advantages to controlling the ramp: 1. Your opponent's army is forced into an undesirable configuration - shaped sorta like a beer bottle with the neck going up the ramp, and a fatter base - while yours maintains a solid arc. 2. Vision. | ||
peckham33
United States267 Posts
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figq
12519 Posts
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stet_tcl
Greece319 Posts
The only situation this would be useful imo is if you want to be aggressive very early on for example with a 9 or 10 rax. You can build it at the bottom of your ramp as a semi-proxy, especially in maps with a long distance from main to nat and be able to defend from backstabs and counter attacks... I used to do a similar wall on Steppes in PvZ when I opened 10 Gate so that if the rush fails you don't get owned by lings immediately. If all goes well, you add a forge next to the existing Gate and expo nicely. With a normal bo however this kind of wall has no advantage what so ever. | ||
Thoreezhea1
United States532 Posts
he wants a good surround, quite possible considering the massive space around the wall, he thinks it is, "unnecessary" to tech to ranged units, especially considering the shitty range, supply, and min to gas ratio for roaches, lings are so much easier. why get complicated? once you have killed the scout with a marine or two, immediately move the production buildings to the top of the ramp, and wait for the ling attack to come. ok i know it's flimsy. i am just trying to salvage something from this terrible idea. also, double no add on barracks would work well, immediately adding one after you have gotten five or so rines. will this work or am i overthinking it???? also , it would only work vs zerg. | ||
AncienTs
Japan227 Posts
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Fyrewolf
United States1533 Posts
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Thoreezhea1
United States532 Posts
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EnderCN
United States499 Posts
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extempest
Canada77 Posts
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youngminii
Australia7514 Posts
The whole idea of the wall is so that if a mass of Zealots came, only 2-3 can fit up the ramp and attack the Rax/Depot. Conversely, a HUGE amount of SCVs can come to repair the building while essentially an infinite amount of marines can stand and shoot the Zealots. In this modified wall, the opposite goes. A HUGE amount of Zealots can attack whichever building yet only a very small number of SCVs can repair and a very small number of Marines can shoot as they're all cramped up in the small ramp. Big no-no. | ||
Iri
150 Posts
On July 05 2010 14:41 youngminii wrote: The whole idea of the wall is so that if a mass of Zealots came, only 2-3 can fit up the ramp and attack the Rax/Depot. Conversely, a HUGE amount of SCVs can come to repair the building while essentially an infinite amount of marines can stand and shoot the Zealots. In this modified wall, the opposite goes. A HUGE amount of Zealots can attack whichever building yet only a very small number of SCVs can repair and a very small number of Marines can shoot as they're all cramped up in the small ramp. For this and other reasons, this type of wall would only work against an FE build... Z or P, obviously. If P goes FE, you have time to get enough defense up to cover your nat choke before he can apply serious zealot pressure. If Z goes FE, this is great because you should have enough time to bunker and get enough rines in support that he can't abuse the extra surface area on the production building. Plus, your nat is covered for a faster expo yourself... it actually improves your options. You'll have issues against range upgraded hydras, but you should have time before that hits. | ||
Jollyburner
Canada190 Posts
i got placed in bronze a couple times n ground up, its great at the lowest levels (bronze/silver) and viable thru mid-gold, after that its a liability. thats not 100% accurate but as a general rule of thumb i think im in the ballpark. the advantage is that your sealed w/less structures vs lings, zlots, etc and can wait to build next supply/structure and macro up instead, maybe chuck orbital earlier. once your opponents are getting good, you need the high ground to kill attackers (applies on all maps i can think of) without them getting a concave on your structures. a good variation (didnt read the whole thread, maybe said already) is to get it up, then protect ur supply depot with a bunker so it cant get surrounded properly, use guys on your ramp to protect the bunker since itll be tough to repair during engagement in that position. this way its fairly safe to leave the supply down, on ctrl group, to allow natural saturation via ur main CC since even if u cant get it up in time to stop a runby, a few units on the ramp can seal the choke until you can raise it. and i believe someone mentioned the double rax/raxfac wall, thats solid aswell obv but annoying to lift, and you will fairly quickly switch it out for a natural walloff with easier access to your nat. | ||
Ryuu314
United States12679 Posts
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QueueQueue
Canada1000 Posts
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TheRabidDeer
United States3806 Posts
On July 05 2010 06:56 TheDrill wrote: I for one am going to thank the OP for this wall-in idea. This kind of wall-in can be useful in TvZ and in TvP when coupled with a fast tank and a bunker. Yes, that kind of wall is roach proof. Walling in TvT has no effect, a bunker can stop any barrack all-in play, and a tank can stop any ground unit. Why bother with a wall? It isnt that great of a wall-in for TvP. Reminds me of this PvT I played on kulas when the T walled his choke when I did a 4 warpgate push. I got free kills on his rax addon and 2 depot's because my units outranged his. If he lowers a bunker, he is still in a choke compared to my spread outside his base. | ||
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