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[H] How to Wall/Simcity as Protoss?

Forum Index > StarCraft 2 Strategy
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Psymage2
Profile Joined March 2010
United States50 Posts
November 08 2010 00:44 GMT
#1
Hello. I've lost an embarrassing number of games because I can't wall or sim city. Usually when I wall, I leave 2 spaces open (two zealots need to block it) so I can get stalkers/immortals through. I can't find the proper way to wall. Also..my building placement sucks. I just throw down random pylons and buildings that I need; I don't have a certain way of putting them in their rightful place.

My other problem is sim-citying. I won't even get into it - I just fail.

I'm just asking for some screenshots of how to wall properly and sim-city properly.

Thanks!
Zvendetta
Profile Joined July 2010
United States321 Posts
November 08 2010 00:46 GMT
#2
Watch ANY pvz MU on youtube. They have pylon, gateway, cybercore, and 1space left for a zealot which plugs the hole.

This is standard, so its not hard to google and find.
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
Foooky
Profile Blog Joined April 2010
Australia205 Posts
November 08 2010 00:46 GMT
#3
u dont need 2 spaces to get stalkers immortals through. The only thing that immortals and stalkers cant fit through is two buildings diagnally adjacent each other.
SteveNick
Profile Joined November 2008
United States304 Posts
November 08 2010 00:48 GMT
#4
A zealot wall can fit a stalker or an immortal through. I think an Archon is the only thing that possibly won't fit through it.

For the actual walling, download pro replays. Copy. It doesn't take long and can be applied to basically any ramp with little effort.
It's all fun and games until somebody gets 4gated.
BadMisty
Profile Joined October 2010
United States9 Posts
November 08 2010 00:49 GMT
#5
unless it's against zerg i find its usually not smart to wall of, even now its risky because with roche range its harder to defense your wall. and before you put down a pylon think about whether it may 1) be in the way 2) be able to hide tech or power buildings effectively (ie dont choose to triple plyon you gate if another structure is only single pylon-ed) or 3) will it help reinforce a wall etc.
Jonny55
Profile Joined August 2010
United States22 Posts
November 08 2010 01:01 GMT
#6
Most Protoss only wall against Zerg, as no other race can counter-attack as well as zerg can (w/ speedling run by). To wall off a normal ramp, place the pylon back a bit, then place a Gateway and a Cybernetics Core side by side at the top of the ramp, right next to each other with one space open. If the space is not inbetween them (ex the building and the cliff make the wall, not the two buildings), all Protoss units (except maybe Archons, haven't tested) can get through while it only takes one Zealot to prevent a Zergling run by.
"Thats Halo, don't worry" - HuK
simme123
Profile Blog Joined February 2010
Sweden810 Posts
November 08 2010 01:04 GMT
#7
Load up a map and try it out and also might only wanna leave 1 space if you're gonna turtle since it's a bit fragile to big ling all ins because you can always break 1 of the buildings you blocked with to move out.
Jaeger
Profile Joined December 2009
United States1150 Posts
November 08 2010 01:18 GMT
#8
I like this sim city.

[image loading]
https://www.dotabuff.com/players/8137911
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
November 08 2010 01:25 GMT
#9
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]

TBH that is a terrible wall off. It looks like it isn't even a tight wall off with that space next to the zealot. You should have the pylon behind the buildings and wall off with either 1 gate and a cyber or 2 gates (Or forge. w/e). This leaves exactly one space so you can wall off with exactly one unit (Any unit in the game takes no more than 1 hex to move across the ground). Turn on the building grid in options and practice it vs AI for a few games and you'll have it down ASAP
zoOv
Profile Blog Joined April 2010
Australia269 Posts
November 08 2010 01:37 GMT
#10
It's much easier to go to Options and enable Grid for when you are building. What you do at your ramp is you build a pylon at a distance from your ramp so that it powers a gateway and cybernetics core. A pylon doesn't have enough HP so zerg can easily baneling bust you. Using a gateway and cybercore you can leave one exact grid space and have a zealot on hold position to stop ling runby. Stalkers/immortals/collosus .etc all fit through that one grid space for when you want to move out.
Terror Australis :: [TA] :: Hard work beats talent when talent fails to work hard
Enervate
Profile Joined August 2010
United States1769 Posts
November 08 2010 01:41 GMT
#11
That pylon wall off is fine and does not have a gap in it. A pylon takes up 4 blocks though it looks smaller. However, I prefer to not use pylons as part of my wall in case of banelings busts or getting it sniped by roaches from low ground.
Darthturtle
Profile Joined May 2009
United States718 Posts
November 08 2010 01:50 GMT
#12
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]


Normally, when I baneling bust, I have to settle for wasting the banelings on a zealot or two and gain no tangible advantage besides an entrance.

With this wall, I can kill your zealot, cap your supply, and unpower your gateway all in one go. Thanks, dude!
Jaeger
Profile Joined December 2009
United States1150 Posts
November 08 2010 01:57 GMT
#13
On November 08 2010 10:50 Darthturtle wrote:
Show nested quote +
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]


Normally, when I baneling bust, I have to settle for wasting the banelings on a zealot or two and gain no tangible advantage besides an entrance.

With this wall, I can kill your zealot, cap your supply, and unpower your gateway all in one go. Thanks, dude!


Right because you totally have banelings by the time a protoss has a pylon gateway and zealot out.

It's so bad that Genius uses it in gsl.

http://www.gomtv.net/2010gslopens2/vod/1151

Obviously an auto loss vs a zerg.
https://www.dotabuff.com/players/8137911
MrStorkie
Profile Joined April 2010
United Kingdom697 Posts
November 08 2010 02:27 GMT
#14
that was a really good example of sim city and the usage of map terrain to your favour
1a2a3a4z5z6d7d8d9p0p
s4m222
Profile Joined March 2010
United States272 Posts
November 08 2010 02:27 GMT
#15
its better to wall with gate and cyber.

And only 1 space needed for stalker and immortal - only archons get stuck with 1 space i believe.
Darthturtle
Profile Joined May 2009
United States718 Posts
Last Edited: 2010-11-08 02:30:44
November 08 2010 02:30 GMT
#16
On November 08 2010 10:57 Jaeger wrote:
Show nested quote +
On November 08 2010 10:50 Darthturtle wrote:
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]


Normally, when I baneling bust, I have to settle for wasting the banelings on a zealot or two and gain no tangible advantage besides an entrance.

With this wall, I can kill your zealot, cap your supply, and unpower your gateway all in one go. Thanks, dude!


Right because you totally have banelings by the time a protoss has a pylon gateway and zealot out.

It's so bad that Genius uses it in gsl.

http://www.gomtv.net/2010gslopens2/vod/1151

Obviously an auto loss vs a zerg.


You might have the wrong impression about banelings. They're not actually countered by a pylon/zealot wall. This might be difficult to understand, but they're actually used to kill the wall.

It doesn't matter if you can wall off with a pylon/zealot before I get banelings. I'm waiting for you to get that wall up so I can exploit it's weakness.
rsol
Profile Joined May 2009
Australia117 Posts
November 08 2010 02:35 GMT
#17
another thing is if the ramp is pointing up to not make the gap on the top, since it can be a nightmare to properly place a zealot in the gap in some situations where the top of buildings obfuscate your cursor

also to make sure that the gateway is doing the most amount of the ramp blocking rather than the cybercore, so if you are really being a struggle bear moving between your natural and main to kill mutas you can just blast away the gate to make more room if you have to
Psymage2
Profile Joined March 2010
United States50 Posts
November 08 2010 02:49 GMT
#18
On November 08 2010 10:25 Geovu wrote:
Show nested quote +
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]

TBH that is a terrible wall off. It looks like it isn't even a tight wall off with that space next to the zealot. You should have the pylon behind the buildings and wall off with either 1 gate and a cyber or 2 gates (Or forge. w/e). This leaves exactly one space so you can wall off with exactly one unit (Any unit in the game takes no more than 1 hex to move across the ground). Turn on the building grid in options and practice it vs AI for a few games and you'll have it down ASAP


Picture please? XD
If I put a cyber and gate near each other, only a zealot can fit through. There must be a good way of doing it
tetramaster
Profile Joined July 2010
Canada253 Posts
November 08 2010 02:54 GMT
#19
Gateway+core, but don't have the space in between the two buildings, instead, have it to on the side of the cybercore; that way, it's a 1 zealot wide space that also allows stalkers/immortals to get out. Also means that your pylon isn't going to be exposed to attacks and they'll need to go around/through your zealot to get to it.
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-11-08 04:00:09
November 08 2010 03:19 GMT
#20
I do gateway + core with the space between the buildings. The reason is, when I see banelings coming, I can throw down a forcefield in the middle. That forces him to do no splash damage, taking down a maximum of one building. Any other position means that I have to use 1 forcefield to protect a building & 1 forcefield to protect the units in the choke. In general I am happy to make him waste his banelings on one building. Because Forcefield doesn't last forever!

You can put your pylon actually behind the choke, so that a zergling runby won't work, and they can't push him out of the way by spam clicking move. But I find it's difficult to place this pylon and prefer just to leave all my units there. So with my first pylon, i place it so that the power circle is just barely touching both sides of the choke. But I will build the second pylon when I move out to attack to prevent a counterattack.

Also note that the Zealot is a little bit back. The reason for this is because you only want 1 zergling to be able to attack the zealot at a time. If you look in the other wall pictured, fully 3-4 zerglings can attack one zealot at a time! He's not going to be able to hold on very long like that.

Only problem is, sometimes you have to be careful. or your units will get stuck. On this map, for example, I have to rally my units to the top left, or else they might get stuck. You might want to swap the cyber core and gateway if you are worried about that.

[image loading]
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Zvendetta
Profile Joined July 2010
United States321 Posts
November 08 2010 03:32 GMT
#21
On November 08 2010 12:19 GoldenH wrote:
I do gateway + core with the space between the buildings. The reason is, when I see banelings coming, I can throw down a forcefield in the middle. That forces him to do no splash damage, taking down a maximum of one building. Any other position means that I have to use 1 forcefield to protect a building & 1 forcefield to protect the units in the choke. In general I am happy to make him waste his banelings on one building. Because Forcefield doesn't last forever!

You can put your pylon actually behind the choke, so that a zergling runby won't work, and they can't push him out of the way by spam clicking move. But I find it's difficult to place this pylon and prefer just to leave all my units there. So with my first pylon, i place it so that the power circle is just barely touching both sides of the choke. But I will build it when I move out to attack to prevent a counterattack.

Also note that the Zealot is a little bit back. The reason for this is because you only want 1 zergling to be able to attack the zealot at a time. If you look in the other wall pictured, fully 3-4 zerglings can attack one zealot at a time! He's not going to be able to hold on very long like that.

Only problem is, sometimes you have to be careful. or your units will get stuck. On this map, for example, I have to rally my units to the top left, or else they might get stuck. You might want to swap the cyber core and gateway if you are worried about that.

[image loading]


This.
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
Silmakuoppaanikinko
Profile Joined November 2010
799 Posts
November 08 2010 03:43 GMT
#22
On November 08 2010 10:50 Darthturtle wrote:
Show nested quote +
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]


Normally, when I baneling bust, I have to settle for wasting the banelings on a zealot or two and gain no tangible advantage besides an entrance.

With this wall, I can kill your zealot, cap your supply, and unpower your gateway all in one go. Thanks, dude!
Try busting this bad boy:

[image loading]

The prism is to ferry units in and out, of course.

Anyway, I agree that that wall is terrible. If someone did that with me while I was zerging I would really be like 'Hmm, is this guy baiting me into sacrificing a lot of banelings and zerglings while he's secretly going for ultra fast dt tech for the win?
Workers and town centres are the ultimate counter to turtles.
Darthturtle
Profile Joined May 2009
United States718 Posts
November 08 2010 03:56 GMT
#23
On November 08 2010 12:43 Silmakuoppaanikinko wrote:
Show nested quote +
On November 08 2010 10:50 Darthturtle wrote:
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]


Normally, when I baneling bust, I have to settle for wasting the banelings on a zealot or two and gain no tangible advantage besides an entrance.

With this wall, I can kill your zealot, cap your supply, and unpower your gateway all in one go. Thanks, dude!
Try busting this bad boy:

[image loading]

The prism is to ferry units in and out, of course.

Anyway, I agree that that wall is terrible. If someone did that with me while I was zerging I would really be like 'Hmm, is this guy baiting me into sacrificing a lot of banelings and zerglings while he's secretly going for ultra fast dt tech for the win?


The prism is kinda lulzy(pylon works fine there). Anyhow, that wall's a recipe for one-base all-in if I ever saw one, because there's no way you'll be able to run your units back and forth on that to deal with muta or drop/nydus harass at multiple bases.

Although it is quite baneling-proof.
GoldenH
Profile Blog Joined March 2010
1115 Posts
November 08 2010 03:58 GMT
#24
Just get Blink!
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Silmakuoppaanikinko
Profile Joined November 2010
799 Posts
Last Edited: 2010-11-08 04:00:59
November 08 2010 03:59 GMT
#25
On November 08 2010 12:56 Darthturtle wrote:
The prism is kinda lulzy(pylon works fine there).
Pylon doesn't ferry them back, it just warps them down.

Anyhow, that wall's a recipe for one-base all-in if I ever saw one, because there's no way you'll be able to run your units back and forth on that to deal with muta or drop/nydus harass at multiple bases.
It's not really meant serious, I actually made that especially for this thread.

Although it is quite baneling-proof.
Nahhh, 150 should do it.

On November 08 2010 12:58 GoldenH wrote:
Just get Blink!
Massing stalkers is for noobs, I like my zealots and sentries.
Workers and town centres are the ultimate counter to turtles.
GoldenH
Profile Blog Joined March 2010
1115 Posts
November 08 2010 04:01 GMT
#26
Well he may be able to take the bottom right two gateways out with splash damage and just run in... I'm not sure if they can fit in that little gap there. I've had players willing to do ANYTHING to stop me from getting my tech :D
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
November 08 2010 04:06 GMT
#27
Yup, only Archons take a 2 by 2 matrix! Sort of sucks, they aren't much bigger than Immortals if at all and they're like, plasma energy while Immortals are actually solid metal xD

But definitely wall with Gate+Cyber, not with Pylon+Gate. Only reason for Pylon+Gate would be if you want a quicker wall off in case of really early zerglings like a 6 pool or if you're only going to make 1 pylon and want to be able to warp units outside from that 1 pylon xD
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Psymage2
Profile Joined March 2010
United States50 Posts
November 08 2010 04:06 GMT
#28
On November 08 2010 12:43 Silmakuoppaanikinko wrote:
Show nested quote +
On November 08 2010 10:50 Darthturtle wrote:
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]


Normally, when I baneling bust, I have to settle for wasting the banelings on a zealot or two and gain no tangible advantage besides an entrance.

With this wall, I can kill your zealot, cap your supply, and unpower your gateway all in one go. Thanks, dude!
Try busting this bad boy:

[image loading]

The prism is to ferry units in and out, of course.

Anyway, I agree that that wall is terrible. If someone did that with me while I was zerging I would really be like 'Hmm, is this guy baiting me into sacrificing a lot of banelings and zerglings while he's secretly going for ultra fast dt tech for the win?


I think I'm going to start doing this.
I mean, I just 4gate every single game, what's the difference - more security at my front? I shall take it.
sikyon
Profile Joined June 2010
Canada1045 Posts
November 08 2010 04:08 GMT
#29
On November 08 2010 12:43 Silmakuoppaanikinko wrote:
Show nested quote +
On November 08 2010 10:50 Darthturtle wrote:
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]


Normally, when I baneling bust, I have to settle for wasting the banelings on a zealot or two and gain no tangible advantage besides an entrance.

With this wall, I can kill your zealot, cap your supply, and unpower your gateway all in one go. Thanks, dude!
Try busting this bad boy:

[image loading]

The prism is to ferry units in and out, of course.

Anyway, I agree that that wall is terrible. If someone did that with me while I was zerging I would really be like 'Hmm, is this guy baiting me into sacrificing a lot of banelings and zerglings while he's secretly going for ultra fast dt tech for the win?


That looks like an auto loss to roaches at the front sniping gateways while your stalkers can't get position to shoot down at them and an ovie spots.
Silmakuoppaanikinko
Profile Joined November 2010
799 Posts
November 08 2010 04:10 GMT
#30
On November 08 2010 13:06 Psymage2 wrote:
Show nested quote +
On November 08 2010 12:43 Silmakuoppaanikinko wrote:
On November 08 2010 10:50 Darthturtle wrote:
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]


Normally, when I baneling bust, I have to settle for wasting the banelings on a zealot or two and gain no tangible advantage besides an entrance.

With this wall, I can kill your zealot, cap your supply, and unpower your gateway all in one go. Thanks, dude!
Try busting this bad boy:

[image loading]

The prism is to ferry units in and out, of course.

Anyway, I agree that that wall is terrible. If someone did that with me while I was zerging I would really be like 'Hmm, is this guy baiting me into sacrificing a lot of banelings and zerglings while he's secretly going for ultra fast dt tech for the win?


I think I'm going to start doing this.
I mean, I just 4gate every single game, what's the difference - more security at my front? I shall take it.
Lol, this is actually a reasonable argument. Just be sure to have a probe out to plant the pylon.

Of course, you're giving away yourself totally and you can't send over the units you already have, but oh well.

Or maybe just get the prism and useit as a mobile proxy, no need for the probe then and you can ferry your initial units there.
Workers and town centres are the ultimate counter to turtles.
GoldenH
Profile Blog Joined March 2010
1115 Posts
November 08 2010 04:40 GMT
#31
On November 08 2010 12:59 Silmakuoppaanikinko wrote:
Show nested quote +
On November 08 2010 12:58 GoldenH wrote:
Just get Blink!
Massing stalkers is for noobs, I like my zealots and sentries.


Oh definitely, but if you get blink, thats faster elevator time for the rest of your units.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Silmakuoppaanikinko
Profile Joined November 2010
799 Posts
November 08 2010 04:46 GMT
#32
On November 08 2010 13:40 GoldenH wrote:
Show nested quote +
On November 08 2010 12:59 Silmakuoppaanikinko wrote:
On November 08 2010 12:58 GoldenH wrote:
Just get Blink!
Massing stalkers is for noobs, I like my zealots and sentries.


Oh definitely, but if you get blink, thats faster elevator time for the rest of your units.
Ahh, I thought blink and no prism.

I love how people take this fake screenshot I made for humourous reasons seriously by the way.

I don't wall in, not even against zerg, except when I scout a 6pool, and even then I depends if my first pylon can cover both my nexus and the ramp. I only build it to cover both when I go against zerg or against random on xel'naga.
Workers and town centres are the ultimate counter to turtles.
GoldenH
Profile Blog Joined March 2010
1115 Posts
November 08 2010 04:53 GMT
#33
You may think it lol but a lot of people do it seriously....

I always take it as an invitation to expand.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Jaeger
Profile Joined December 2009
United States1150 Posts
November 08 2010 19:41 GMT
#34
On November 08 2010 11:30 Darthturtle wrote:
Show nested quote +
On November 08 2010 10:57 Jaeger wrote:
On November 08 2010 10:50 Darthturtle wrote:
On November 08 2010 10:18 Jaeger wrote:
I like this sim city.

[image loading]


Normally, when I baneling bust, I have to settle for wasting the banelings on a zealot or two and gain no tangible advantage besides an entrance.

With this wall, I can kill your zealot, cap your supply, and unpower your gateway all in one go. Thanks, dude!


Right because you totally have banelings by the time a protoss has a pylon gateway and zealot out.

It's so bad that Genius uses it in gsl.

http://www.gomtv.net/2010gslopens2/vod/1151

Obviously an auto loss vs a zerg.


You might have the wrong impression about banelings. They're not actually countered by a pylon/zealot wall. This might be difficult to understand, but they're actually used to kill the wall.

It doesn't matter if you can wall off with a pylon/zealot before I get banelings. I'm waiting for you to get that wall up so I can exploit it's weakness.


According to http://wiki.teamliquid.net/starcraft2/Baneling_Rush_(vs._Terran) a typical baneling bust comes at around 6:30. At this timing given a pretty normal PvZ opening you'll have 3 gates with warpgate done, a zealot, and ~6 sentries and be gearing up to secure your natural. Your wall-in isn't even relevant for defending a baneling bust.

No one is arguing that a zealot pylon gateway wall-off is there to stop a baneling bust, its there to hold early pools, ling runbys, and ling counter attacks.

Now if you're doing some sort of fast tech play sure you might want a stronger wall-in as you won't have the units to hold the baneling bust.
https://www.dotabuff.com/players/8137911
Mute
Profile Joined August 2010
United States67 Posts
November 08 2010 19:49 GMT
#35
Don't listen to the baneling bust people. By the time banelings come you should have sentries out, and unless you don't pay attention and aren't scouting you can easily block off your ramp.
Girr
Profile Joined November 2010
United States24 Posts
November 08 2010 19:56 GMT
#36
I'm an idiot who likes to drop an early forge for upgrades. Thus, I usually have a cannon or two mixed into my wall. I do leave the one space gap and typically block with a zealot and have a sentry behind him for FF. Just another suggestion while you're peeking at ideas.
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