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Terran Wall-Off

Forum Index > StarCraft 2 Strategy
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hl2gamer
Profile Joined September 2010
United States8 Posts
September 28 2010 19:45 GMT
#1
Just a quick question on something I have noticed. In a lot of replays Terran players do not wall off against protoss or other terrans. Why is this? The way I see it there is no downside to walling off as a terran because of the ability to lower supply depots and lift buildings when necessary. What is the benefit to not walling off?

Thanks
HaGuN
Profile Joined April 2010
United States154 Posts
Last Edited: 2010-09-28 19:50:00
September 28 2010 19:49 GMT
#2
somewhat of a better econ and mobility to expansion. usually a quick wall needs 2 supply depots, so your spending another 100 minerals on supply you wont be using for another 2-5 minutes. althought you could delay it and wait to wall off with the factory. Also your buildings away from choke and closer to minerals can protect against cheese and building snipes.
"Also Zerg has won recently so I don't understand why Zerg is receiving a buff."-BoxeR
UisTehSux
Profile Blog Joined June 2009
United States693 Posts
Last Edited: 2010-09-28 19:50:57
September 28 2010 19:50 GMT
#3
Most people don't wall off vs Terran because the wall becomes cannon fodder later in the game with Siege tanks.

I don't wall off vs Protoss because they could be rushing for void rays, and having some depots and your barracks away from your command center in that situation becomes a big problem.
I underestimated that boy. No... it was not the boy I underestimated, it was the Triforce of Courage.
tetramaster
Profile Joined July 2010
Canada253 Posts
September 28 2010 19:53 GMT
#4
It's because of lost mining time from going to the wall-off, as well as the possibility of the opponent sniping off a supply depot/techlab/reactor. As you get to the higher levels, players don't need to rely on that wall-off to fend off early aggression; they'll use better mirco and knowing when attacks are coming so that they can drop a bunker or two down to stop the push.
Lemure
Profile Joined March 2010
189 Posts
September 28 2010 19:54 GMT
#5
It can be a liability against toss too unless he goes a zealot heavy opening. He will just snipe your supply/addons with stalkers.
Panoptic
Profile Joined September 2009
United Kingdom515 Posts
September 28 2010 19:55 GMT
#6
Like UisTehSux said, I don't wall off against Terran because siege tanks can really injure the depots...kinda the same with banshee's...you wan't as small an area to defend and don't want to be all spread out. That means more money to spend on turrets.

Same against protoss really but with void rays...I think stalker's with their range can pose a bit of a threat to your depots also. This is exacerbated by forcefields.

You really don't need to wall off either...just keep good scouting and put down a bunker if you feel unsafe.
"Crom laughs at your four winds!"
Battlescore
Profile Joined August 2010
United States61 Posts
Last Edited: 2010-09-28 20:02:37
September 28 2010 20:01 GMT
#7
Here's how I build my walls:

10 - Supply depot on side of ramp that has least visibility over incoming attacks
12 - Barracks (not part of the wall, build it a few units away)
13 - Supply depot next to other depot, leaving a 3x3 unit space for bunker
14 - Bunker on the side of the ramp that has the most visibility over incoming attacks

With SCVs ready to repair the bunker, almost nothing gets through this wall. And if you're really worried about sieged tanks firing up your ramp, make one or two of your own.

Against Zerg on 1vs1 maps, I might build the barracks into the wall, then float it off when I'm ready to put down a bunker.
Tenks
Profile Joined April 2010
United States3104 Posts
September 28 2010 20:02 GMT
#8
I wall off against Toss if I'm fast expanding, otherwise I don't. Later in the game when they have an Observer there is almost no way to defend those depots in a decent enough manner. Just isn't worth it.


Against Terran there is never a reason to wall.
Wat
Tenks
Profile Joined April 2010
United States3104 Posts
Last Edited: 2010-09-28 20:04:22
September 28 2010 20:03 GMT
#9
On September 29 2010 05:01 Battlescore wrote:
Here's how I build my walls:

10 - Supply depot on side of ramp that has least visibility over incoming attacks
12 - Barracks (not part of the wall, build it a few units away)
13 - Supply depot next to other depot, leaving a 3x3 unit space for bunker
14 - Bunker on the side of the ramp that has the most visibility over incoming attacks

With SCVs ready to repair the bunker, almost nothing gets through this wall. And if you're really worried about sieged tanks firing up your ramp, make one or two of your own.



What do you do when your tanks are 2 squares away from his tanks because they're behind a depot?


If you ever see a Terran walling off it is him advertising he wants to be contained and never expand.
Wat
Battlescore
Profile Joined August 2010
United States61 Posts
September 28 2010 20:07 GMT
#10
Normally I would have a banshee by the time sieged tanks start showing up. If for some reason I didn't, or my banshee was outnumbered by marines, I'd probably let them take down my wall and wait for them to come up into my tank range. When you have sieged tanks outside of your door, the last thing you want to do put your troops out there unless you know you have enough to take a couple hits and still take down the tank.
Tenks
Profile Joined April 2010
United States3104 Posts
September 28 2010 20:12 GMT
#11
On September 29 2010 05:07 Battlescore wrote:
Normally I would have a banshee by the time sieged tanks start showing up. If for some reason I didn't, or my banshee was outnumbered by marines, I'd probably let them take down my wall and wait for them to come up into my tank range. When you have sieged tanks outside of your door, the last thing you want to do put your troops out there unless you know you have enough to take a couple hits and still take down the tank.



I'm sorry but this is just a bad strategy. You're contained. You're not expanding. He has 2-3 siege tanks right outside your base (with more on the way) with turret support and probably some MM+Viking. Behind all of this he has an expansion up and is probably gearing up for a 6rax Marauder push. It simply does not work.
Wat
gun.slinger
Profile Blog Joined May 2010
Canada258 Posts
September 28 2010 20:15 GMT
#12
Don't wall of vs T as it terran have no melee unit and thus a wall is useless (and is making you more vulnerable to cheese) Don't wall vs P if your going for a biobuild because early T > early P when you go for 3 rax or some deviation of it.
LIQUID HWAITING
Battlescore
Profile Joined August 2010
United States61 Posts
September 28 2010 20:21 GMT
#13
I see your point, but a walling terran doesn't mean he's not expanding. Maybe he's going for gold, or taking a different expansion just to throw you off. The wall is an early 300 mineral investment that in many cases will save your ass. Granted, compared to zerg and protoss, terran are the least important race to wall yourself off from.

I fully support the notion that terran must avoid being contained.
Fork
Profile Joined August 2010
Russian Federation100 Posts
September 28 2010 20:25 GMT
#14
walling in vs terran using anything other than bunkers is pointless because the entire terran army is ranged

in a mirror match, marines and marauders will take down the supply depo's without retaliation (assuming you have vision)

and if there are tanks, you just get your own tanks and shoot down the wall


vs protoss, same can be said about stalkers and collosi, as terran, not counting tanks, you would have 20-30% of your army engaged with the enemy while the rest run around waiting for your front units to die

having bunkers instead of depo's/ barracks atleast makes that "space" usable (not to mention the +1 range)


vs zerg early game, wall ins make sense because you're up against an army that either has melee range, or range 3.. not to mention banelings


either way, wall-ins tend to constrict movement in and out of your base.. if you're an aggressive player this may be more of a hinderance to you than a benefit, esp if you need to get your force back into your base quickly to kill of a drop or something.

you COULD lift that barracks and lower your depo's, but that is extra APM that could technically be avoided.
"get down!"
Panoptic
Profile Joined September 2009
United Kingdom515 Posts
September 28 2010 20:28 GMT
#15
On September 29 2010 05:21 Battlescore wrote:
I see your point, but a walling terran doesn't mean he's not expanding. Maybe he's going for gold, or taking a different expansion just to throw you off. The wall is an early 300 mineral investment that in many cases will save your ass. Granted, compared to zerg and protoss, terran are the least important race to wall yourself off from.

I fully support the notion that terran must avoid being contained.


It's not just less important...its downright bad! There's just no reason to wall-off unless you really really really want to make sure you hide your tech, at which point, you're still completely vulnerable all the stuff people have been mentioning. Mainly the siege tanks.
"Crom laughs at your four winds!"
Edso
Profile Joined June 2010
Canada112 Posts
September 28 2010 20:33 GMT
#16
In TvP you usually wall off if you're doing a tech build like 1/1/1, but if you're going straight up 2-3 rax, then walling off isnt necessary because you're army can stand toe to toe with the toss army.

TvT walls are only a benefit against melee units, if a range unit comes to you're wall and starts shooting it chances are if you don't have a bunker you're units can't fire back behind the wall. There really is no reason to wall against Terran.

Walls also become a huge liability when you enter the mid game. Void rays charging, immortal sniping the depots, siege tanks, cloaked banshees ect ect.
Battlescore
Profile Joined August 2010
United States61 Posts
Last Edited: 2010-09-28 20:37:38
September 28 2010 20:36 GMT
#17
Walling isn't just about hiding tech, the whole point is to keep enemy from rolling straight into your base, terran protoss or zerg. I don't want to have my troops halfway across the map and an open door to my base. The wall gives you response time, which in many cases will save the game for you. Bunker is an important part of the wall. Some larger ramps I will place two bunkers. In early game, you absolutely don't want your SCVs being messed with. As a terran rolling into another terrans base, I'm very happy when I see they didn't wall off - and potentially dead if they did.
terranghost
Profile Joined May 2010
United States980 Posts
September 28 2010 20:42 GMT
#18
Against terran siege tanks will eat it alive. If you notice your opponent doing some sort of early attack then you can throw down a bunker and this should help against almost anything that can happen to you early game in tvt.

As for toss if you build your first depo at the ramp the scv that has to walk there loses about 3-4 trips.

Reason I say this is if you put your depo at the ramp you are already spreading your base out so you might as well put your rax there too. The scv goes to build the depo when you have about 80 minerals so that when the scv arrives you have 100 thats about (1 wasted trip) depo finishes you build another scv your 11th/12th scv starts to build in the meantime the scv that built the depo is not mining because by the time he walks back to the minerals its basically time to send him back as you would want to send him when you had about 135 minerals so you can put it down right on time. (1-2 wasted trips) As soon as the scv finishes building the rax you can immediately start on a bunker or depo to finish the wall off so there really any wasted trips here. Then the scv returns from the ramp to the mineral field (1 wasted trip)
IN tvp what I do is my 9th scv that finishes immediately makes a depo. Then keep making workers at 12 (assuming standard play) I make a rax half way between the ramp and the CC (except on maps like metaopolis where the ramp is really close to your starting point) as soon as the rax finishes the scv runs to the ramp and builds a bunker while the rax starts a marine. At this point I have enough for a factory but not quite enough for a marine to immediately so i lift the rax off and fly it to the ramp. The rax (with possibly an addon) plus the bunker complete the wall off ( even if it doesn't stop everything at least big units like stalkers won't be able to sneak by.) Also in the case of early air units your rax can move to be safer and the bunker can salvage.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Panoptic
Profile Joined September 2009
United Kingdom515 Posts
Last Edited: 2010-09-28 20:45:44
September 28 2010 20:43 GMT
#19
On September 29 2010 05:36 Battlescore wrote:
Walling isn't just about hiding tech, the whole point is to keep enemy from rolling straight into your base, terran protoss or zerg. I don't want to have my troops halfway across the map and an open door to my base. The wall gives you response time, which in many cases will save the game for you. Bunker is an important part of the wall. Some larger ramps I will place two bunkers. In early game, you absolutely don't want your SCVs being messed with. As a terran rolling into another terrans base, I'm very happy when I see they didn't wall off - and potentially dead if they did.


-.-

Sorry dude, but you're wrong.

You want to move out so you close your wall so enemy units can't run by. How the hell do you reinforce?

Most people here have unanimously agreed that it's better not to wall in vs T. How many TvT's do you see with good players where they wall in?

EDIT: another reason which I don't think has been mentioned is worker harass whilst your supply/rax/whatever is building. It takes that much longer to send an scv to go and deal with it, and against a good player that can be hell even when the rax is close by.
"Crom laughs at your four winds!"
raynpelikoneet
Profile Joined April 2007
Finland43268 Posts
September 28 2010 20:46 GMT
#20
On September 29 2010 05:01 Battlescore wrote:
Here's how I build my walls:

10 - Supply depot on side of ramp that has least visibility over incoming attacks
12 - Barracks (not part of the wall, build it a few units away)
13 - Supply depot next to other depot, leaving a 3x3 unit space for bunker
14 - Bunker on the side of the ramp that has the most visibility over incoming attacks

With SCVs ready to repair the bunker, almost nothing gets through this wall. And if you're really worried about sieged tanks firing up your ramp, make one or two of your own.

Against Zerg on 1vs1 maps, I might build the barracks into the wall, then float it off when I'm ready to put down a bunker.


Walling isn't just about hiding tech, the whole point is to keep enemy from rolling straight into your base, terran protoss or zerg. I don't want to have my troops halfway across the map and an open door to my base. The wall gives you response time, which in many cases will save the game for you. Bunker is an important part of the wall. Some larger ramps I will place two bunkers. In early game, you absolutely don't want your SCVs being messed with. As a terran rolling into another terrans base, I'm very happy when I see they didn't wall off - and potentially dead if they did.


And if your forces are half across the map and you have walled as you described in first post, or worse, with many bunkers, the enemy just rolls over your forces and contains or kills you..
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