• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:55
CEST 23:55
KST 06:55
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Syncronization issues and can't find games BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Why Protoss Struggles on ASL (Ft. Shuttle, Tulbo) ASL22 General Discussion
Tourneys
[ASL22] Ro16 Group D [ASL22] Ro16 Group C KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5248 users

Forge FE vs Zerg Simcity in 1.3.3

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 Next All
Jaeger
Profile Joined December 2009
United States1150 Posts
Last Edited: 2011-05-27 02:27:37
May 11 2011 04:18 GMT
#1
With the pylon radius decrease in 1.3.3 most of my old building placement becomes invalid so I had to rework it all over the past few hours. Here's my results your mileage may vary.

Note this is not a discussion of whether to forge FE on these maps. Rather given that you are going to forge FE on these maps what is the best building placement you can come up with to help against early lings, middle pools, speedling runbys, baneling busts and to a lesser extent roach all-ins (you usually deal with those with a drastic number of cannons and simcity isn't as important).

I have a few general rules when looking for simcity:
  • I want to be able to place 2 cannons by the weakest part of the wall
  • I want to be able to leave my base without destroying buildings
  • I want to be able to move freely between the natural and main
  • I want to be able to easily block large speedling runbys with pulled probes or placing buildings
  • I want to be able to rally from my gateway to behind or in front of the wall
  • I want to minimize the number of buildings and pylons I have to place
  • I want to minimize interference with mining.
  • I want my placement to be readily repeatable


I also give strong preference to placements that let me safely build a gateway before a second cannon.

Metalopolis


Top:
[image loading]
Notes: pylon start flush to and centered below bottom mineral patch move left 3 to place

Left:
[image loading]
Notes: pylon start centered on bottom of ramp all squares green move left 5 to place

Bottom:
[image loading]
Notes: pylon start overlapping top mineral patch with top left square red rest green move right 2 to place

Right:
[image loading]
Notes: pylon start tucked between left-most mineral patches and move left 2 down 2 to place

old screens
+ Show Spoiler +

Top:
[image loading]
Notes: pylon start flush to and centered below bottom mineral patch move left 3 to place

Left:
[image loading]
Notes: pylon start centered on bottom of ramp all squares green move left 5 to place

Bottom:
[image loading]
Notes: pylon start overlapping top mineral patch with top left square red rest green move right 2 to place

Right:
[image loading]
Notes: pylon start tucked between left-most mineral patches and move left 2 down 2 to place


Shattered Temple


Top:
[image loading]
Notes: pylon flush below left edge of gas

Left:
[image loading]
Notes: start pylon overlapping gas bottom left square red rest green and move up 2

Bottom:
[image loading]
Notes: start pylon overlapping gas bottom left square red rest green and move right 5

Right:
[image loading]
Notes: start pylon overlapping gas top squares red bottom green and move down 6

Tal'Darim Altar


Top Left:
[image loading]

Bottom Left:
[image loading]

Bottom Right:
[image loading]

Top Right:
[image loading]

Notes: start pylon centered on corner of ramp, move pylon so power circle touches edge of ramp and wall

Scrap Station


Top:
[image loading]

Bottom:
[image loading]
Notes: place pylon cursor on the light, move left 2 down 2

Xel'Naga Caverns


Top:
[image loading]

Bottom:
[image loading]

Notes: place pylon flush with left edge of gas


Positional Imbalances

Note that some spawn positions are much easier to wall than others. Some difficult ones include Shattered Temple Left & Top and Metalopolis Left
https://www.dotabuff.com/players/8137911
Darkness2k11
Profile Blog Joined December 2010
Chile313 Posts
May 11 2011 04:25 GMT
#2
Wow this seems very nice, thanks for sharing ^.^
When Behind, Dark Shrine
Keilah
Profile Joined May 2010
731 Posts
May 11 2011 04:26 GMT
#3
On metalopolis Left, is your ramp fully blocked or is that where units go in and out?
CodeskyE
Profile Joined January 2011
United States777 Posts
May 11 2011 04:34 GMT
#4
Metalopolis Left, it's wide open for speedlings.
hiawatha
Profile Joined December 2010
United States120 Posts
Last Edited: 2011-05-11 04:36:57
May 11 2011 04:36 GMT
#5
CrumpetGuvnor
Profile Joined November 2010
Australia302 Posts
May 11 2011 04:52 GMT
#6
On May 11 2011 13:34 Codeskye wrote:
Metalopolis Left, it's wide open for speedlings.

That's just how some of the ramps look. I'm pretty sure that gap is only aesthetic. And I bet he has tested everything anyways
Jaeger
Profile Joined December 2009
United States1150 Posts
Last Edited: 2011-05-11 04:58:13
May 11 2011 04:54 GMT
#7
On May 11 2011 13:26 Keilah wrote:
On metalopolis Left, is your ramp fully blocked or is that where units go in and out?


meta ramp is blocked, just an optical illusion with the forge model and camera angle, if you rotate the camera in other locations it will often look open as well

[image loading]
https://www.dotabuff.com/players/8137911
holyhalo5
Profile Joined October 2009
United States187 Posts
May 11 2011 05:00 GMT
#8
You are goddamn awesome. Thanks so much!
I'm cold as iceeeee
covetousrat
Profile Joined October 2010
2109 Posts
May 11 2011 05:10 GMT
#9
Wow a perfect post. I was wondering how the new simcity looks like. Can I conclude this on
Metalopolis: Stick to Nexus
Xelnaga Caverns: Stick to Gas

for easier referencing.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
May 11 2011 05:12 GMT
#10
I might be just being over critical, but a lot of those don't have cannons covering the whole probe line, and are ganna be pretty bad setups.
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2011-05-11 05:20:19
May 11 2011 05:20 GMT
#11
On May 11 2011 14:12 CecilSunkure wrote:
I might be just being over critical, but a lot of those don't have cannons covering the whole probe line, and are ganna be pretty bad setups.

They're not actually there to protect mineral lines, just force a choke, so forcefields, and zealots are a lot more cost effective.
liftlift > tsm
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
May 11 2011 05:25 GMT
#12
On May 11 2011 14:20 wei2coolman wrote:
Show nested quote +
On May 11 2011 14:12 CecilSunkure wrote:
I might be just being over critical, but a lot of those don't have cannons covering the whole probe line, and are ganna be pretty bad setups.

They're not actually there to protect mineral lines, just force a choke, so forcefields, and zealots are a lot more cost effective.

Gee thanks for telling me absolutely nothing helpful. If possible, I would prefer cannons to do that AND cover the mineral line.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
May 11 2011 05:26 GMT
#13
This is pretty epic, thanks!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
CodeskyE
Profile Joined January 2011
United States777 Posts
May 11 2011 05:34 GMT
#14
On May 11 2011 14:25 CecilSunkure wrote:
Show nested quote +
On May 11 2011 14:20 wei2coolman wrote:
On May 11 2011 14:12 CecilSunkure wrote:
I might be just being over critical, but a lot of those don't have cannons covering the whole probe line, and are ganna be pretty bad setups.

They're not actually there to protect mineral lines, just force a choke, so forcefields, and zealots are a lot more cost effective.

Gee thanks for telling me absolutely nothing helpful. If possible, I would prefer cannons to do that AND cover the mineral line.



it's going to be harder to achieve that because of the pylon range nerf
Jaeger
Profile Joined December 2009
United States1150 Posts
May 11 2011 05:34 GMT
#15
On May 11 2011 14:12 CecilSunkure wrote:
I might be just being over critical, but a lot of those don't have cannons covering the whole probe line, and are ganna be pretty bad setups.


I'm not sure I understand what you're saying so much

The purpose of cannons are to help against all-ins and runbys, you don't need all the mineral patches until you get over 2 per patch on the ones that are defended by cannons as well as having over 2 per patch in your main, by the time you reach that many probes you'll have some sentries as well.

Perhaps you're talking about the meta screen shots? You need to place another cannon on those to cover most of the patches, to prevent early ling harass its just not shown in those pictures because I was mostly doing this for myself and decided to post screens as an afterthought.

The second cannon at the front shown in most of those pictures is something you only build if you can't scout or if you scout more attacking units being built/no hatchery.

Generally against say a 14gas/14pool you can go forge nexus cannon gateway cannon where the second cannon covers your mineral line and completes around the same time as your nexus and just before ling speed.
https://www.dotabuff.com/players/8137911
Keilah
Profile Joined May 2010
731 Posts
May 11 2011 05:45 GMT
#16
isn't it better to place your cannons 1 square back from your 3x3 buildings rather than flush with them? By placing them back just one square you reduce the number of roaches that can fire on the cannon while still being able to fire on roaches targeting the wall.
Jaeger
Profile Joined December 2009
United States1150 Posts
May 11 2011 05:51 GMT
#17
On May 11 2011 14:45 Keilah wrote:
isn't it better to place your cannons 1 square back from your 3x3 buildings rather than flush with them? By placing them back just one square you reduce the number of roaches that can fire on the cannon while still being able to fire on roaches targeting the wall.


If you do that the roaches can shoot your 3x3 buildings straight on without cannons being able to shoot at them
https://www.dotabuff.com/players/8137911
Keilah
Profile Joined May 2010
731 Posts
May 11 2011 05:56 GMT
#18
On May 11 2011 14:51 Jaeger wrote:
Show nested quote +
On May 11 2011 14:45 Keilah wrote:
isn't it better to place your cannons 1 square back from your 3x3 buildings rather than flush with them? By placing them back just one square you reduce the number of roaches that can fire on the cannon while still being able to fire on roaches targeting the wall.


If you do that the roaches can shoot your 3x3 buildings straight on without cannons being able to shoot at them


hum, I think you're correct... Why, then, do I still see the pros use the placement I mentioned? For example, KiwiKaki vs Idra Game 2 in the IPL grand final recently.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
May 11 2011 06:05 GMT
#19
On May 11 2011 14:12 CecilSunkure wrote:
I might be just being over critical, but a lot of those don't have cannons covering the whole probe line, and are ganna be pretty bad setups.


No, I agree with you. The pics are a bit deceiving since you should be making cannons on the other side of the nexus on maps like shattered/xel naga/metal as well. But the general formation for pylon/gate/forge/nexus wall is pretty awesome. Job well done
Jaeger
Profile Joined December 2009
United States1150 Posts
May 11 2011 06:12 GMT
#20
On May 11 2011 14:56 Keilah wrote:
Show nested quote +
On May 11 2011 14:51 Jaeger wrote:
On May 11 2011 14:45 Keilah wrote:
isn't it better to place your cannons 1 square back from your 3x3 buildings rather than flush with them? By placing them back just one square you reduce the number of roaches that can fire on the cannon while still being able to fire on roaches targeting the wall.


If you do that the roaches can shoot your 3x3 buildings straight on without cannons being able to shoot at them


hum, I think you're correct... Why, then, do I still see the pros use the placement I mentioned? For example, KiwiKaki vs Idra Game 2 in the IPL grand final recently.


His first cannon was flush with his forge

[image loading]

Additional cannons are usually harder to fit in but I think his second cannon was just poorly placed which led to his front getting busted.
https://www.dotabuff.com/players/8137911
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 6m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 484
JuggernautJason86
SpeCial 26
StarCraft: Brood War
MaD[AoV]24
Dota 2
NeuroSwarm120
monkeys_forever0
League of Legends
Doublelift2450
Counter-Strike
pashabiceps893
Super Smash Bros
hungrybox429
Mew2King110
AZ_Axe41
Heroes of the Storm
Grubby3670
Liquid`Hasu519
Other Games
summit1g3695
shahzam552
C9.Mang0335
XaKoH 158
ToD134
Livibee115
ZombieGrub69
Liquid`TLO44
Organizations
Other Games
gamesdonequick1760
BasetradeTV31
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 30
• RyuSc2 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21884
• WagamamaTV391
League of Legends
• TFBlade1236
Other Games
• imaqtpie901
• Shiphtur148
Upcoming Events
Replay Cast
2h 6m
IntoTheTV X SOOP
13h 6m
Cure vs SHIN
herO vs Solar
Percival vs Classic
ByuN vs Rogue
OSC
1d
Replay Cast
1d 2h
IntoTheTV X SOOP
1d 13h
Replay Cast
2 days
GSL
2 days
Replay Cast
3 days
GSL
3 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
[ Show More ]
Replay Cast
4 days
Afreeca Starleague
4 days
Shine vs Rush
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs EffOrt
PiGosaur Cup
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.