I will post example wallings on popular maps, feel free to post any clever wallings you come up with for particular maps and I will include them here (with acknowledgment ofc). Note that these are reduced scenarios: turret placement is left to the player and these do not necessarily take into account zealots, vultures, siege mode, or any other tech - just enough for one tank to hold its ground. In most cases, it is easier to keep your SCVs alive when a scarab is chasing them. In a few cases, your SCVs are virtually untouchable.
Maps:
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Destination 1.1:
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12 - I believe the armory and academy are interchangeable here. Note that this is a large enough wall that you can stack SCVs and dodge without maynarding to another base.
![[image loading]](http://img717.imageshack.us/img717/2589/desti12.png)
6 - Again, the wall is large enough that SCVs can dodge in place, but beware of splash.
![[image loading]](http://img717.imageshack.us/img717/8281/desti6.png)
Fighting Spirit 1.3:
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1 - This is similar to Hearbreak Ridge 3 o'clock. This is a very good wall against 5 o'clock and 7 o'clock, and an SCV (default CC rally point) can fill the gap between the CC and factory.
![[image loading]](http://img441.imageshack.us/img441/3384/fs1.png)
5 - This position takes our opponent's location into consideration. The upper wall is best if you expect the shuttle to approach from the north. The lower wall is best if your opponent approaches from the back.
![[image loading]](http://img213.imageshack.us/img213/3317/fs5.png)
7 - The armory does not interfere with gas mining. The factory rally distance is notably longer: you can also use an academy to the left of the armory, but the scarab is more likely to slip through the left this way so it takes more micro. A starport would be ideal.
![[image loading]](http://img62.imageshack.us/img62/3268/fs7.png)
11 - This is a tough angle to defend, but you can fight from either side. I wouldn't recommend placing an SCV in the CC factory gap unless you are below the wall, since you won' t have room to maneuver left if you're on top when the scarab takes the shorter path to the right. To put it simply, you want the reaver to be on the concave side of your wall.
![[image loading]](http://img708.imageshack.us/img708/6888/fs11p.png)
Heartbreak Ridge 2.1:
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3 - Note that the default rally point on the command center blocks scarabs from passing between the factory and command center.
![[image loading]](http://img408.imageshack.us/img408/3923/hbr3.png)
6 - The refinery-factory gap is zealot tight, but not scarab tight.
![[image loading]](http://img534.imageshack.us/img534/5024/hbr6.png)
Moon Glaive 2.1:
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1 - This is so simple and provides tons of coverage. The factory does nothing here (unless you move it one matrix right and let an SCV fill the gap), I simply forgot to move it out of the image.
![[image loading]](http://img522.imageshack.us/img522/3968/mg1.png)
4 - Another good wall, same as HBR. SCV can fill the factory CC gap. Use a starport if you don't like your factory this far in the back of your base.
![[image loading]](http://img404.imageshack.us/img404/4496/mg4.png)
8 - You can do the factory and armory to the right of the refinery, but I just wanted to note that this is one of the few maps where the armory is tight against the refinery and minerals.
![[image loading]](http://img689.imageshack.us/img689/3814/mg8.png)
Python 1.3:
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3 - The armory below refinery is scarab tight.
![[image loading]](http://img192.imageshack.us/img192/1194/python3b.png)
6,9 - Haven't thought of anything good for these yet.
12 - I believe you could alternatively use the armory to seal the mineral gap and move the machine shop against the minerals.
![[image loading]](http://img151.imageshack.us/img151/2888/python12.png)
Tornado 2.1:
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1 - This position doesn't have any worthwhile configurations for the 1-base reaver timing we hope to counter, but if for some reason you find yourself in this awesome spot, just know that an SCV blocking the turret/armory gap makes this tight enough that you can continue mining as usual - scarabs only make it around ~10%. A factory and SCV below the CC would make this even stronger.
![[image loading]](http://img687.imageshack.us/img687/440/tor1.png)
5 - This position isn't as great as its HBR and Moonglaive analogs, simply because of the gap in the mineral patch. You can go for the same wall in, but I mixed it up here and walled on both sides of the mineral.
![[image loading]](http://img519.imageshack.us/img519/4746/tor5.png)
7 - Tornado really sucks for scarab walls. Unfortunately, the cliffs aren't scarab tight, so don't hope for much in this position.
![[image loading]](http://img9.imageshack.us/img9/2595/tor7.png)
11 - This is another "standard" wall with just a factory and armory, but I included the turret positioning to give you an idea of how powerful this configuration is. The shuttle cannot land the reaver without taking turret fire and an unsieged tank has ample space to maneuver . You can go even further with supply depots to make it harder for zealots to get around, but I hope you get the idea.
![[image loading]](http://img412.imageshack.us/img412/4427/tor11.png)
The inspiration:
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The situation:
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An unscouted 1-base reaver, especially when proxied, is a potent threat to any unprepared Terran. Fortunately, any build that gets an early armory and/or academy can use defensive simcity to create "safe-zones" against scarabs.
Believe it or not, the reaver cannot kill this tank.
![[image loading]](http://img519.imageshack.us/img519/8760/dodgel.png)
Believe it or not, the reaver cannot kill this tank.
The micro:
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http://www.youtube.com/watch?v=69GRB93IR_I
Boxer was revolutionizing TvP even as he embarrassed Zergs.
Boxer was revolutionizing TvP even as he embarrassed Zergs.
Many players are already aware that moving units away from a scarab will reduce the damage taken. This subtle feature is already an invaluable micro trick in tight skirmishes. This new technique (let's call it the "Terrantella" dance) is another powerful tool that players have available to them.
What you will need:
(1) Armory (complete or incomplete).
(2) Add-on (any will do, as long as it's attached).
The add-on+armory wall is scarab-tight, giving you enough lateral distance to get away with this. This is much harder for smaller distances, but the principle is enabled by the fact that the scarab must choose between two long-distance paths to reach its target; rapidly changing direction forces it to recalculate to the new shortest route frequently enough that it ends up going nowhere.
This becomes trivially simple to execute as the wall grows larger. Mineral patches make great natural walls. You can even use this technique to protect your workers if maynarding isn't convenient.
Here's a quick practice map to get the feel for it:
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I dodged an easy 30 scarabs before slipping up. How many can you get?
Terrans of the world, rejoice!
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http://www.youtube.com/watch?v=9GDefu_6eAE&
These gypsies dance because they do not fear scarabs.
These gypsies dance because they do not fear scarabs.