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Overview
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The Sticks of Pain: Title credit goes to Elvin from TeamLiquid
So today I’m going to talk a little about Sim City. And I thought this was important because the iEchoic build is talked about a lot on the strategy forum, and when ever anyone makes a suggestion you just get hellion drop, hellion drop, hellion drop. Every day some guy will mention some ill thought out strategy like "can't you just thor rush?", and its important that people start to think beyond the scope of just a hard counter.
With the removal of Multiple Building Selection, and the disadvantages of walling the choke against protoss and terran, most players have often neglected to place their structures in a way that would serve more functions than the buildings themselves. People have forgotten that even in Starcraft 1, players also placed their buildings in such a way as to minimise losses, and maximise gains.
Jaedong vs Lucifer Arena MSL 2008
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Lucifer goes proxy gateways, so Jaedong places his sunken colony in a way that his drones can gas and mineral run around it. This glitches the zealots so they can't attack, and also forces zealots to move in single file in order to attack the drones. Because of the sunken placement Jaedong is simply able to defend with drones, and run-by his lings to Lucifers undefended base to win the game.
Why should I care about Sim City?
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As the saying goes, prevention is better than cure. It doesn't matter if the opponent decides not to go for hellion centric play, you don't stand to lose anything, your build order will never change, it is just the placements of the buildings. However you stand to lose a lot more if you decide to change your style of play simply because of the possibility of a hellion banshee build.
For the many that complain on the Strategy forums that they don't know what to do about the blue flame hellion drop upon moving out, rather than thinking about builds like Viking Marauder and Thor rush, you can continue with your standard opening and just sim city your main.
The following is what you would expect when you create a Hellion Tight Sim City
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"Ok lets do this!"
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"What do we do now sarge?"
"Keep driving into that supply depot, its bound to go down soon!"
*Medivac shakes head
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"Hellions: Its a tank!!! Oh goddddd ..."
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"Hellions: We need elevator support! Quick get us over those depots now!"
"Medivac: Ok here you go"
*Hellion dies
"Garrrrggghhhhhh!"
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"..."
![[image loading]](http://imgur.com/q6p5b.jpg)
"Remind me why I have to pay an extra 25 minerals to hire you guys"
More tomfoolery
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1 Kills W00t!!!
When is the best time to set up my Sim City?
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When you start the game its important to begin building your sim city immediately. Do not wait until you see a certain build and then react by building a sim city. Simply put, your very first supply depot and every building after that should go towards building your sim city, if you want to prevent hellion harass in your main.
You can create a Hellion Tight sim city on any map. Of course if you haven't Sim Citied on certain maps, its not hard to think of a way to place your buildings, the hard part will be thinking about it while doing what you normally do. When this situation arises, I decide on a build order immediately and decide where all my buildings will be placed before my first supply depot goes down. If you can't do that, the best thing to do is to start up a custom game against AI and figure out the best way to Sim City on each map.
Examples of Hellion Tight Sim City
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Here are some examples of Hellion Tight Sim Cities. These were done in ladder matches on the fly, so there may be more efficient ways of placing buildings. The important thing is that you get your main Hellion tight by around the 7:30 mark (iEchoic drop happens at around 8:30).
Xel Naga Caverns
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Metalopolis
![[image loading]](http://imgur.com/9FsEq.jpg)
Lost Temple
![[image loading]](http://imgur.com/0Ib35.jpg)
Shakuras Plateau
![[image loading]](http://imgur.com/E6Y8I.jpg)
Example of the effectiveness of a Hellion Tight Wall when versing the iEchoic build
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Things you should look out for
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The second time I went against the iEchoic build this happened.
![[image loading]](http://imgur.com/BfZhb.jpg)
![[image loading]](http://imgur.com/ci5zY.jpg)
As long as there is 1 matrix touching side by side no unit will be able to get through
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Touching corners will still allow units to go through
![[image loading]](http://imgur.com/ZzP8s.jpg)
Moral of this story? Make sure you test your wall with an SCV!!!
Update
On February 25 2011 20:11 Ripzone wrote:
Good job, but i have to correct one thing: Touching corners often block Hellions but SCVs can get through. This is very useful if your opponent unloads the hellions directly at the mineral line.
I did some testing and here is what i found out:
Touching corners block Hellions but not SCVs in all cases but not if there is a Command Center or a Refinery included.
However you can have the same effect with a Command Center included if there is 1 matrix touching side by side.
The effect can't be achieved with a Refinery included.
Good job, but i have to correct one thing: Touching corners often block Hellions but SCVs can get through. This is very useful if your opponent unloads the hellions directly at the mineral line.
I did some testing and here is what i found out:
Touching corners block Hellions but not SCVs in all cases but not if there is a Command Center or a Refinery included.
However you can have the same effect with a Command Center included if there is 1 matrix touching side by side.
The effect can't be achieved with a Refinery included.
Not only Hellions
Sim citying your main can also be useful for blocking DT Harass, Zealot harass, Reapers, and Zerglings too.
![[image loading]](http://imgur.com/k8sEz.jpg)
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The reaper is trapped inside with no where to go, marines deal with it before it can do any damage
FAQ
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What about marine/marauder drops?
This should still help, the medivacs have to move in closer to the base to get in an effective place to drop, otherwise you can just pull your scvs to the other side. This results in 2 things, medivacs get shot down by turrets, or it buys you enough time to defend. Of course its not as effective as defending against hellion drops.
You lost mining time in the first example?
You should also realise that the sim city allowed me to expand faster than my opponent because I didn't have to worry about defending my main from drops. Notice on the minimap how I already have 2 mining bases and a bunch of tanks defending my nat already.
What if the opponent drops behind your mineral line?
Exactly the same as if you don't sim city, you have two choices, mine and die, or run away and die. This shouldn't happen unless it happened like in the first example. Basically don't neglect turrets or sensor towers, or have vikings ready.
Response to the behind mineral line question
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On February 25 2011 21:27 Lucius22 wrote:
yes its maybe cool to have such a simcity, but what happens if he drops BEHIND the wall off?
its quite possible on most maps and if he sees you went for the simcity hes just gonna drop directly into the mineral line and all your scvs will get toasted and your units cant even reach the hellions.
yes its maybe cool to have such a simcity, but what happens if he drops BEHIND the wall off?
its quite possible on most maps and if he sees you went for the simcity hes just gonna drop directly into the mineral line and all your scvs will get toasted and your units cant even reach the hellions.
On February 25 2011 21:14 Belha wrote:
Still, with that kind of sim city, a dual drop full of MM in the mineral line would be devastating due to the concave adventage. Would be lot of loses till your forces get inside the "city" and matches the stimmed MM. I guess the best option is to sim city, then make a 2 stalker "door". Still, has someone saw the game 2 between Squirtle and Supernova? IMO blue flame hellions drops are at the limit of imbalance.
Still, with that kind of sim city, a dual drop full of MM in the mineral line would be devastating due to the concave adventage. Would be lot of loses till your forces get inside the "city" and matches the stimmed MM. I guess the best option is to sim city, then make a 2 stalker "door". Still, has someone saw the game 2 between Squirtle and Supernova? IMO blue flame hellions drops are at the limit of imbalance.
On February 25 2011 20:46 Blasts wrote:
Nice post, but I see one weakness. If you don't build a turret, the medivac can come from the back most of the times, and drop the helions on your SCV's. And because you simcity so well, they can't go anywhere. Any thoughts on that?
Of course you should build a turret if you expect a drop, but even in other cases where your SCV's have to spread out(a siege tank drop for example) you cannot really spread your SCV's. You say mine and die, or runaway and die. But without simcity, you can use the s-split to spread your SCV's through your whole base with minimal losses.
Nice post, but I see one weakness. If you don't build a turret, the medivac can come from the back most of the times, and drop the helions on your SCV's. And because you simcity so well, they can't go anywhere. Any thoughts on that?
Of course you should build a turret if you expect a drop, but even in other cases where your SCV's have to spread out(a siege tank drop for example) you cannot really spread your SCV's. You say mine and die, or runaway and die. But without simcity, you can use the s-split to spread your SCV's through your whole base with minimal losses.
Credit to Bobucles who answered this better than I could
On February 25 2011 21:40 bobucles wrote:
It should be pointed out that the purpose of this sim city is NOT to keep hellions away forever and ever. Rather, its purpose is to limit the viable approaches for a hellion drop.
In a standard base, a hellion drop can happen anywhere. Medivacs can approach from any direction, drop inside your fog of war (or even in plain sight!), and be dealing damage before you can do anything.
In a simcity base, there is only one place to drop hellions- right in the middle of SCV lines. There are only TWO ways to do this. One, you do a suicide run across the main base, leaving the medivacs fully exposed. Two, you come in from behind the mineral line. Not only is this the slowest approach, it is also the most easily spotted thanks to your building vision, and the most easily covered with missile turrets.
You can take this even further by incorporating a sensor tower to the build. Remember that the medivac has to go ALL the way around before it can do damage to your SCVs. A sensor tower lets you spot its lumbering progress, giving an almost inexcusable length of time to respond.
It should be pointed out that the purpose of this sim city is NOT to keep hellions away forever and ever. Rather, its purpose is to limit the viable approaches for a hellion drop.
In a standard base, a hellion drop can happen anywhere. Medivacs can approach from any direction, drop inside your fog of war (or even in plain sight!), and be dealing damage before you can do anything.
In a simcity base, there is only one place to drop hellions- right in the middle of SCV lines. There are only TWO ways to do this. One, you do a suicide run across the main base, leaving the medivacs fully exposed. Two, you come in from behind the mineral line. Not only is this the slowest approach, it is also the most easily spotted thanks to your building vision, and the most easily covered with missile turrets.
You can take this even further by incorporating a sensor tower to the build. Remember that the medivac has to go ALL the way around before it can do damage to your SCVs. A sensor tower lets you spot its lumbering progress, giving an almost inexcusable length of time to respond.
Think of it this way, if you have 10 turrets and you put it around the perimeter or you have 10 turrets and you put it around your command center, which is more effective?
Now add the time it takes for the medivac to get there (which is much slower than a hellion) and its really a much bigger task than it looks.
In the example I give, the opponent drops outside my base first, and then picks the hellions up and drops it behind my mineral line. By that time its already too late, half the hellions are gone and turrets went up and he simply had to evacuate. If I had 1 or 2 turrets up before the drop happened the hellions wouldn't even have made it over the wall.
As for the s-split, its just so slow. If most pros don't do this, how can you expect the average player to do this? You have to know very far ahead of time that the drop is going to happen. In which case you can drop your supply depots if you really want to and do the s-split. It makes no difference either way, your workers still get just as funneled by trying to go around the Command Center. I am a very big abuser of blue flame hellions, I have yet to play a game where I haven't destroyed half of the workers at a 3rd base even without the use of medivacs, I just run my hellions in.
Useful input from other users
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On February 25 2011 20:11 Ripzone wrote:
Good job, but i have to correct one thing: Touching corners often block Hellions but SCVs can get through. This is very useful if your opponent unloads the hellions directly at the mineral line.
I did some testing and here is what i found out:
Touching corners block Hellions but not SCVs in all cases but not if there is a Command Center or a Refinery included.
However you can have the same effect with a Command Center included if there is 1 matrix touching side by side.
The effect can't be achieved with a Refinery included.
Good job, but i have to correct one thing: Touching corners often block Hellions but SCVs can get through. This is very useful if your opponent unloads the hellions directly at the mineral line.
I did some testing and here is what i found out:
Touching corners block Hellions but not SCVs in all cases but not if there is a Command Center or a Refinery included.
However you can have the same effect with a Command Center included if there is 1 matrix touching side by side.
The effect can't be achieved with a Refinery included.
On February 25 2011 22:28 bubblegumbo wrote:
Ironically Zerg players needs to pay attention to simcity more as Hellions are getting more popular in TvZ, but so many of them don't and just end up whining about imbalance. Protoss players in BW are used to walling off as well vs vulture harass and in my experience Protoss players in SC2 seem to be more aware of the concept of simcity.
A single turret is needed at the center of the area behind the mineral line walloff to help kill of the dropship while the hellions get stuck, the turret can also plug in any hole in between the mineral lines so the hellions cant get out.
Ironically Zerg players needs to pay attention to simcity more as Hellions are getting more popular in TvZ, but so many of them don't and just end up whining about imbalance. Protoss players in BW are used to walling off as well vs vulture harass and in my experience Protoss players in SC2 seem to be more aware of the concept of simcity.
A single turret is needed at the center of the area behind the mineral line walloff to help kill of the dropship while the hellions get stuck, the turret can also plug in any hole in between the mineral lines so the hellions cant get out.
Thank you for reading!
Regards
SluggaSlamoo
SluggaSlamoo