|
Mains + Show Spoiler +Zergling-tight. Zergling-tight. Flash's block. Marines can move in and out, but probes and zealots cannot. Flash's block. Marines can move in and out, but probes and zealots cannot.
Naturals + Show Spoiler +
2nd Naturals + Show Spoiler +With tanks positioned on the high-ground in your main, it will be rather difficult for protoss to do damage to this expo. With tanks positioned on the high-ground in your main, it will be rather difficult for protoss to do damage to this expo.
Bridges + Show Spoiler +
High-Ground Expansions + Show Spoiler +Either an e-bay or barracks will work.
Hope this info can be useful to fellow Terrans.
|
thank you, i will try the flash block
|
are the bridge ones in the middle of the map really that practical? it seems hard to get them all built and then they'll just be wiped out by a toss force pretty quickly.
the terran wall-in guide (barracks left supply right, etc) is really the key to knowing how to wall on any map, even if you're not too familiar with the map itself.
|
cool stuff, i would consider the bridge walls to be useful, when i decide to take that part of the map i send 3-4 scv anyways so i can have it up in no time, and it will bug up units trying to get to the tanks shooting at them, the toss will have to manually target the supply depots and get you at least 2-3 more tank volleys, not to mention that most people will see that wall and just decide to go somewhere else.
|
On October 13 2009 17:14 29 fps wrote: are the bridge ones in the middle of the map really that practical? it seems hard to get them all built and then they'll just be wiped out by a toss force pretty quickly.
All I can really say is watch any game with flash tvping on destination, and you'll see why its so damned effective. A few tanks positioned properly, a turret or two, and some mines, and its impenetrable. Basically, terran can effectively split the map/have more of the map than toss and get away with it.
|
On October 13 2009 17:14 29 fps wrote: are the bridge ones in the middle of the map really that practical? it seems hard to get them all built and then they'll just be wiped out by a toss force pretty quickly.
the terran wall-in guide (barracks left supply right, etc) is really the key to knowing how to wall on any map, even if you're not too familiar with the map itself.
There have been pro VODs that have shown its use. If protoss decides to attack through the bridge, the wall will buy you more time to move your army into position. On Destination, you often have to defend a variety of areas, and devoting too many units to defend one expansion is not optimal. The walls I've suggested will make the expansions much easier to defend with a lesser amount of units. That's why they're useful.
Also, barracks isn't always to the left of the depot.
|
Where are my walls with CC, aka FD-walls? sure, the supply and rax is easy, but I never really nkow where to place the factory to protect it properly, should the shit hit the fan.
|
The walls to block the expansions are very good, thanks =D
|
are the natural walls zealot tight? e.g. can the lots move between the left side of the barracks and the cliff in pic 1 of naturals?
|
On October 13 2009 17:22 NeVeR wrote:Show nested quote +On October 13 2009 17:14 29 fps wrote: are the bridge ones in the middle of the map really that practical? it seems hard to get them all built and then they'll just be wiped out by a toss force pretty quickly.
the terran wall-in guide (barracks left supply right, etc) is really the key to knowing how to wall on any map, even if you're not too familiar with the map itself. There have been pro VODs that have shown its use. If protoss decides to attack through the bridge, the wall will buy you more time to move your army into position. On Destination, you often have to defend a variety of areas, and devoting too many units to defend one expansion is not optimal. The walls I've suggested will make the expansions much easier to defend with a lesser amount of units. That's why they're useful. Also, barracks isn't always to the left of the depot.
interesting. i must try this some time.
|
does the flash block really work? the gap looks big enough for a probe/zealot to me but this is pretty awesome.
|
It wont stop zealots, but it doesnt need to, its there to stop goons.
|
It does work. Marines and zerglings can move through but not zealots. Try it yourself. If an SCV can't move through then a zealot/probe can't either.
Thanks for the effort OP
|
On October 13 2009 20:35 madnessman wrote: does the flash block really work? the gap looks big enough for a probe/zealot to me but this is pretty awesome.
only big enough for a marine. well probe too, but who cares. too small for a zealot
|
On October 13 2009 18:46 LeoTheLion wrote: are the natural walls zealot tight? e.g. can the lots move between the left side of the barracks and the cliff in pic 1 of naturals?
Yes, the zealots can get through, but dragoons can't. Usually this won't matter though, since they'll have their zealots in a shuttle. Note that these are the only blocks that are not zealot-tight.
On October 13 2009 20:55 mOnion wrote:Show nested quote +On October 13 2009 20:35 madnessman wrote: does the flash block really work? the gap looks big enough for a probe/zealot to me but this is pretty awesome. only big enough for a marine. well probe too, but who cares. too small for a zealot
As the caption under the pic says, marines can move in and out, but zealots AND PROBES cannot.
|
Germany2762 Posts
how is it possible that marines can fit through but probes cannot? they are both small units, aren't they? i always thought that if a marine can fit through a probe can definitly do it o_O
|
|
I use the flash block vs protosses, the ling tight ones vs zergs
|
konadora
Singapore66063 Posts
YES
hope this helps me destroy protosses easier on this map, damn they're so gay
|
|
|
|
|