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[G] Terran wall-ins

Forum Index > StarCraft 2 Strategy
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1 2 Next All
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
February 24 2010 23:59 GMT
#1
Hello everyone! I've lost way too many games to improper walling, and I've observed even more where other Terrans mess up their walls. Now that you can raise and lower supply depots, walling is painless and won't trap your units later in the game. The only reason I've found to not wall is against reapers in TvT because they can pick off your buildings if you're spread out. Other than that, walls are very useful for surviving early rushes, proxies, and all-ins which are fairly common on Battle.net right now. Terran needs all the help we can get in the current state of the game so don't throw a game away due to poor walling.

Walling Basics

First, all Terran players should turn on "Display Build Grid" in the Gameplay Options. It is off by default. Being able to see the grids will help you immensely in placing buildings correctly. Yellow squares on the grid are unbuildable, and you may only place a building on white squares. If the square is a valid spot for your building, it will turn green; otherwise, it will be colored red.

Unlike Starcraft 1, small units are all the same size. It's impossible to create a wall that blocks zealots but not zerglings, for instance. Marines, scvs, zealots, zerglings, ghosts, etc. are all the same size. Also unlike Starcraft 1, all sides of a building are treated equally: barracks above depot and barracks below depot are treated identically. If two buildings are aligned either vertically or horizontally, no units may pass between them. If there is a one square gap, small units may pass through. Larger units, such as tanks and thors, require two squares or one square plus a diagonal (all wall examples in this post should allow tanks and thors to exit your base). Diagonals, however, do not wall!

Here you can see a diagonal which small units can pass through. In order to make this a wall, an add-on must be placed on the barracks. This is especially important when walling near cliffs.
[image loading]


Another important point to note, units spawn in the direction of your rally point! Always make sure to rally inside your base unless you want your units spawning outside your wall.

General Walls

This image shows the easiest wall placements for the most common ramps. These ramps are used on Lost Temple, Metalopolis, Shakuras Plateau, Blistering Sands, and Steppes of War. If you know these 4 positions, you'll be set on all those maps.

[image loading]


Barracks add-ons can be replaced by supply depots, of course, if you intend to lift the rax later or never make an add-on. The bottom right-facing ramp can also be constructed with all buildings shifted left and down one square, which may be easier to defend in certain positions.

Map Specific Walls

Here are a few map specific walls and chokes you may find useful. Desert Oasis has a cliff that allows better walling placement than the standard, Scrap Station has a huge ramp (both spawns identical), and Kulas Ravine can be walled on all positions with just a barracks over depot.

Sorry, none of these are cropped.

+ Show Spoiler [Blistering Sands Chokes] +

Vertical positioning of the rax is not important.

[image loading]


[image loading]



+ Show Spoiler [Steppes of War Naturals] +

These might not be worth using, but are surprisingly easy for such a huge ramp.

[image loading]


[image loading]




+ Show Spoiler [Desert Oasis] +

[image loading]


[image loading]


Alternate chokes if you want to move out without lifting the rax.

[image loading]


[image loading]



+ Show Spoiler [Scrap Station] +

These ramps are identical so you can use either variant at both spawns.

[image loading]


[image loading]


The little choke can also be walled with a single rax.

[image loading]



+ Show Spoiler [Kulas Ravine] +

[image loading]


[image loading]


[image loading]


[image loading]



No walls for Twilight Fortress, the 2v2 shared bases map. Have fun on your own.

Any questions, comments, or corrections are welcomed.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
February 25 2010 00:03 GMT
#2
Wow. I don't have the Beta yet but very cool that you've allready made this thread. I hope that you will keep updating it as new maps are added / optimal walls are found out.
CowGoMoo
Profile Joined December 2006
United States428 Posts
February 25 2010 00:11 GMT
#3
he only thing that doesnt wall in is a diagonal.
endGame
Profile Joined June 2009
United States394 Posts
February 25 2010 00:37 GMT
#4
Very informative. You can wall Twilight Fortress if you open up 2 rax, the wall gets out later than normal, but its a wall nonetheless.
"...As the world goes, is only in question between equals in power, while the strong do what they will and the weak suffer what they must." -Thucydides
omninmo
Profile Blog Joined April 2008
2349 Posts
February 25 2010 00:56 GMT
#5
awesome man. thanks a lot.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
February 25 2010 01:37 GMT
#6
On February 25 2010 09:37 endGame wrote:
Very informative. You can wall Twilight Fortress if you open up 2 rax, the wall gets out later than normal, but its a wall nonetheless.

Do you mind posting a picture of that? It seems that people tend to get punished for not doing it in streams.
G4MR
Profile Blog Joined February 2010
United States371 Posts
February 25 2010 08:57 GMT
#7
For twilight lol I seen someone wall it off with a Main rofl..upgraded to a Fortress ahaha so epic.
www.G4MR.net personal blog!
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
February 25 2010 09:57 GMT
#8
On February 25 2010 17:57 G4MR wrote:
For twilight lol I seen someone wall it off with a Main rofl..upgraded to a Fortress ahaha so epic.


That actually sounds like a really good idea.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 25 2010 11:53 GMT
#9
On February 25 2010 18:57 ShadowDrgn wrote:
Show nested quote +
On February 25 2010 17:57 G4MR wrote:
For twilight lol I seen someone wall it off with a Main rofl..upgraded to a Fortress ahaha so epic.


That actually sounds like a really good idea.

Does anyone know if the Fortress detects? Because then it is a HUGELY GOOD IDEA! repair it+ huge damage+ enemy says ROFL Fortress wall?
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
March 07 2010 02:10 GMT
#10
Bump for all the new people in the beta.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
Whakkah
Profile Joined February 2010
Sweden113 Posts
March 07 2010 22:05 GMT
#11
This is really useful for anyone who wanna play terran in beta :D
seRapH
Profile Blog Joined April 2009
United States9798 Posts
March 07 2010 22:19 GMT
#12
*rages about how walling used to take skill and how now anyone can do it*

+ Show Spoiler +
actually, thank god. terrans currently need every advantage they can get :D
boomer hands
TheYango
Profile Joined September 2008
United States47024 Posts
March 07 2010 22:44 GMT
#13
On March 08 2010 07:19 majesty.k)seRapH wrote:
*rages about how walling used to take skill and how now anyone can do it*

+ Show Spoiler +
actually, thank god. terrans currently need every advantage they can get :D

I'd hardly call taking 2 seconds to look at a picture on Liquipedia a crucial skill.
Moderator
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-10 03:13:10
April 10 2010 01:50 GMT
#14
is it a good idea to use a two supply depot thick wall instead of only one supply depot thick (aka: put some extra supply depots in the wall off infrount of the normal wall)?

here is a quick model of what i am thinking:

(_=cliff, l= side of ramp, x= suply depots, H = other[two naboring is likely one structure],
. = space filler):

__xHHx__
...lxxxxl
...l.......l


or

__xxxx__
...lxxxxl
...l.......l

or variations

against how most people do it. like:


__xHHx__
...l........l
...l........l

or the rare

__xxxx__
...l.......l
...l.......l
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?
peckham33
Profile Joined April 2010
United States267 Posts
April 12 2010 01:36 GMT
#15
um, anyone?

bump
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?
seRapH
Profile Blog Joined April 2009
United States9798 Posts
April 12 2010 01:43 GMT
#16
i wouldnt use two depots, because thats lowering the amount of units behind the wall that can shoot out, which matters a lot early game. mid/late game if they're at your wall you're probably dead anyways.
boomer hands
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 12 2010 01:46 GMT
#17
On April 12 2010 10:43 majesty.k)seRapH wrote:
i wouldnt use two depots, because thats lowering the amount of units behind the wall that can shoot out, which matters a lot early game. mid/late game if they're at your wall you're probably dead anyways.

When you use 2 depos you have the ones in your base lowered and your units standing on it. As the first ones go down or you see a baneling bust incoming you raise them.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
I_Love_Bacon
Profile Blog Joined August 2009
United States5765 Posts
April 12 2010 03:49 GMT
#18
A habit I'm attempting to do is always reinforce my tech lab side w/ another depot or two behind it to help prevent baneling busts in TvZ. Granted, it is somewhat map specific as to when I can have a depot ahead/behind the lab directly, but a good thing to consider regardless.
" i havent been playin sc2 but i woke up w/ a boner and i really had to pee... and my crisis management and micro was really something to behold. it inspired me to play some games today" -Liquid'Tyler
peckham33
Profile Joined April 2010
United States267 Posts
April 12 2010 03:53 GMT
#19
ok, so it's a "depends but often good" answer.
i did understand you corectly, right?
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?
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 12 2010 04:34 GMT
#20
On April 12 2010 12:53 peckham33 wrote:
ok, so it's a "depends but often good" answer.
i did understand you corectly, right?

I'd be more likley to lean towards 'depends and sometimes good'.

There are many situations where putting a rax/fact/port behind the initial depo is better (much better against baneling bust than 2 rows of sup) or worse (less range for your units to attack busts).

A bunker behind the supply is another good choice because it prodivides the units within it with an additional 1 range (cancelling the loss from the depo wall-in) and can provide a better defense than 2 row depo in some situations.

There is also the don't use any depots on your wall at all and only use rax/fact/port/engi style. Which again can sometimes be way better than depo.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
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