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How to make a low SD/Rax wall
I apologize if this has been posted before. I've recently started playing T more some on ladder and wanted to know how to do this, but I searched and found no guide. After spending a little bit of time figuring it out, I thought I would share a neat little trick that will ensure you never miss a low SD/Rax wall.
![[image loading]](http://imgur.com/y3cJT.jpg) Poorly crafted in MSPaint, you'll see an example of each iteration of a narrow ramp (backwater gulch, typhon peaks, delta quadrant and metalopolis, but this works on every narrow ramp).
The simple trick is to position your Depot/Rax such that it makes a 5-square seal around the concave green square at the bottom of your ramp.
With this in mind you'll note that each wall, although seemingly goofy, is impassable to scouting worker or any other ground unit.
Here's an example of each wall position on Shakuras:
![[image loading]](http://imgur.com/TpwX0.jpg)
While some of them look quite permeable, try and see for yourself!
I hope this helps anyone out there who has been frustrated about this in the past.
If you choose to low ramp wall with your first SD/Rax:
I highly recommend doing 10depot 11 rax instead of the standard 10 depot 12rax. If you plan to open standard OC, it is economically the same to cut the 12th SCV for 8 seconds in order to immediately drop the rax at 11 supply (assuming you go for standard OC timing, which would be at 14 vs 15 if you 11rax).
You can refer to this thread for the data: http://www.teamliquid.net/forum/viewmessage.php?topic_id=179108
But be wary of the possible perils of low ramp walling:
vs Michael vs Vasso ![[image loading]](http://www.topreplays.com/img/layout/download.png)
Also: http://www.aldenolmstead.com/BGHBlock/BGHBlock.jpg
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Thanks for putting in the effort to this guide! Looks great!
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so basically something you would discover by turning on building grid in the options menu? I suppose this would be appreciated by newer players. I suppose this just amuses me so because a lot of effort was put into explaining the obvious. Very clear guide, that is for sure, but perhaps a replay of zerglings trying to get by? (sealing in *proof*)
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On April 19 2011 11:08 Chahta wrote: so basically something you would discover by turning on building grid in the options menu? I suppose this would be appreciated by newer players. I suppose this just amuses me so because a lot of effort was put into explaining the obvious. Very clear guide, that is for sure, but perhaps a replay of zerglings trying to get by? (sealing in *proof*)
Don't know, a lot of players miss these walls from time to time, possible because of the rarity of it.
It's because of the way the ramp is set up in 1.2 on the build grid that makes it look like you need to seal off the edges that are already sealed.
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On April 19 2011 11:08 Chahta wrote: so basically something you would discover by turning on building grid in the options menu? I suppose this would be appreciated by newer players. I suppose this just amuses me so because a lot of effort was put into explaining the obvious. Very clear guide, that is for sure, but perhaps a replay of zerglings trying to get by? (sealing in *proof*) To me, at least, it looks like these "walls" are easily passable around the edges. I wouldn't have known they blocked the ramp without this guide.
Thanks, OP.
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What is the point of putting the wall off at the bottom, a faster wall off to deny any initial scouting?
Very interesting, now I can go for gas heavy builds without my opponent knowing until it's too late ![](/mirror/smilies/smile.gif) Seems like this would be viable for Toss as well, as long as they leave a 1 unit space for a zealot.
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You only need one supply depot to complete it. Possibly, for, say, some kind of all-in.
Otherwise this kind of wall leaves it way too vulnerable.
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Thanks for the post
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On April 19 2011 11:54 noobinator wrote:What is the point of putting the wall off at the bottom, a faster wall off to deny any initial scouting? Very interesting, now I can go for gas heavy builds without my opponent knowing until it's too late ![](/mirror/smilies/smile.gif) Seems like this would be viable for Toss as well, as long as they leave a 1 unit space for a zealot.
I see 2 main uses currently: Going for a 1 rax no gas FE-type build against Zerg, and having a fairly decent baneling-bust-proof wall before the 5 minute mark if you go 2 Rax FE. + Show Spoiler +
I saw Minigun do this on his stream months ago, using a 1 rax 1 depot wall-off against someone in a custom (he was Terran, I think he was helping someone who was coaching, by playing Terran, but I digress.... I think it is/was common practice to Pylon/Forge wall when Forge FE, and maybe that's why he did it?). I asked in Simple Questions/Simple Answers and found no definite reason why a bottom wall-off *shouldn't* be used, so now I pretty much wall off the bottom and top with Rax when I 2 Rax FE in TvZ
Also, thanks for making this post! I actually thought it wouldn't work in Typhon Peaks, the ramp looks wider than it really is, but now I know :D
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Not everyone is Grand Masters league. There are always things that you can learn. Thanks for the guide.
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Thx for the guide michael.
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You can also double rax wall off the bottom of a ramp. Good vs Zerg if you're opening 2 rax pressure.
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thanks. i fail horribly at this when i off race against my friends.
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nice, never knew there was such an easy rule to it
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You can also double rax wall off the bottom of a ramp. Good vs Zerg if you're opening 2 rax pressure.
Yeah - excellent idea. Deny scouting and then show all your cards.
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I think the main reason you don't see it used that much is because that bottom supply depot is so susceptible to being picked off by ranged units..
Otherwise this would be great for denying scouting, esp. seeings as most scout timings arrive just a little bit before you get your second depot down
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Great pictures, I'm normally able to get the position right but I relied on memories of previous walls, so this really helps as general guide for all the ramps
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