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Forums \ Strategic forum \ walling 101
1 year ago

Tapcon

walling 101 (709 reads, 9 replies)
Hey I'm a new Terran player and I'm trying to master walling. I know its good vs. protoss to buy time to get metal, but how about zerg? How do I know where to place the depot/barracks to block each start location? Do I just need to figure it out by experimentation? Thanks.
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1 year ago
#1

quirinus

  2
mostly by experimenting or watching other players do it.
or with some sense... and that comes from lots of experience.

if you can't totally block vs zerg, usually it's good enough that you narrow the passage so 1-2 scvs or marines can block it, to avoid zerglings coming in and surrounding your marines.

vs toss you can always go fact then 4 marines to be safe, wall or not.
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1 year ago
#2

epidiOn

  12
Most players wall rarely now in TvP except on huge entrances like Longinus. Usually people either rush with 4+ rines, a tank and a vult or fake rush into fast expand, so you want the marines anyways.
In TvZ it's pretty much the same thing - people don't usually wall unless it's a huge choke. If it's a ramp you can usually survive if you build up your group of Marines on the top of the ramp.

But I'm no Terran player. Your best idea would be to watch replays instead.
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1 year ago
#3

psnolazy

  1
walling is good if you want to keep the protoss guessing about your bo on maps with 4 positions like python incase the scout probe finds your starting position late.
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1 year ago
#4

Lord_of_Chaos

  17
You can only figure out walling by experimenting yourself, or watching replays to see the positioning on every single position on every single map.

Eventually you will however get a good feel for it.

Nobody can tell you how to do it without showing you with big nice screens which everyone is too lazy for.
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1 year ago
#5

Tapcon

  1
I'm trying to SS the positions for walling on all the start spots. My problem is though that the SSs go to the starcraft folder in a .pcx which is unreadable by my image programs. What should I do?
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1 year ago
#6

Lord_of_Chaos

  17
all start positions? on what maps?

I think infranview should work well. That's the program I used to use for my sc screens.. lots of others should be able to do it too of course
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1 year ago
#7

Tapcon

  1
The basics right now I guess, lost temple/python for starters.
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1 year ago
#8

intromusicterran

  6
Create melee game put computer, start game, take computer off, continue playing, get good economy then build/esc scv barrack supply fooling around till you get the wall that works for you at all location. You can do it real fast like in 10 minutes you'll get the hang of any map with 4 start locations.

Here are some tips:

Supply on top of other building will make it so nothing can pass between them.

Buildings oriented in any other fashion than above but touching eachother will only allow small units, such as marines, to pass through. (generally, but there are lots of exceptions)

Many players use 2 depot and a barrack(the 2 depot side by side with one depot above the barrack, which will only allow one small unit to pass through between the depots. This small hole can be blocked with an SCV anyway, so it's not critical that there is one hole in the wall. Even if he targets the SCV, only one melee unit can hit it at a time, and with 2 other SCV repairing, the melee units will be torn up by marine fire in no time.


Walls are useful in TvT to stop vulture rushing, it's useful in TvZ to stop zerglings after you 7rax rush, and it's useful in tvp aswell. Some players use it all the time, other players use it less often, but it really has to do with what strategy your going into the game with, or what map it is.
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1 year ago
#9

n3m0

  3
usually u don't block vs zerg unless u want to suprise ur opponent with meca or if he's smart he will associate block to tech and u hide 2 barracks and go 3 rack m&m.
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