Terran Walling Guide Starcraft:Remastered Broodwar TvZ TvP TvT | BroodWall.com

Terran Walling Guide for Starcraft:Remastered Broodwar


Terran wall is a tool to fend off rushes and deny scouting. A good wall gives a huge advantage especially in lower leagues where rushes are prevalent and micro is abysymal. Many progamers do not wall, and rely on their micro which can end up with them losing to a forward gate Zealot or Zergling rushes as seen in recent ASL and KSL professional matches.

Pros
  • Defending against Zerglings and Zealots is a piece of cake
  • Keeps your opponent in the dark when not scouted on the first position
  • Cons
  • Rarely has a purpose after early game
  • Unit pathing while going up and down the ramp may be worse, especially when defending against a Recall or Mutalisks
  • A target for Mutalisks that can bounce onto your Marines
  • SCV mining time
  • Simple Relationships - Click to Zoom

    Barracks-Supply Relationship

    Barracks-Supply Relationship

    Supply-Supply Relationship

    Supply-Supply Relationship

    Barracks-Factory Relationship

    Barracks-Factory Relationship

    Factory-Supply Relationship

    Factory-Supply Relationship

    It's not so easy, hence BroodWall!

    Map-specific doodads, cliffs, and neutral buildings also have their own gaps. It's hard to accurately predict the Building-Map Relationship, even on a new modern ladder map BlockChain.

    Bottom right location on BlockChain

    Bottom right location on BlockChain

    LOL, just one marine needed, suck it!

    Bottom left location on BlockChain

    Bottom left location on BlockChain

    Lo... NANI?!!

    Terran vs Protoss Sim-city

    A strategy used in Terran vs Protoss to fend off Zealots using micro, recommended for advanced players. Gaps are walkable by Marines and Zerglings, but not Zealots.

    Minerals to the Left

    Minerals to the Left

    Minerals to the Right

    Minerals to the Right

    Testing and Fixing a Wall

    If your wall has holes, you can block them with just one SCV put on hold (You need to select SCVs together with other unit than SCV to be able to use hold position). Four repairing SCVs can keep a holding SCV alive indefinetely against a Zergling.

  • If Marines can walk through it, then Zerglings can
  • If SCVs can walk through it, then Zealots can
  • Certain doodads (small map features) block Marines, but not Zerglings. Personally, I've seen this problem only on Aztec and Roadkill.
  • A Failed Wall

    A Failed Wall

    9 Pool? Bro it's BroodWall era time to change your strats

    Lifted Barracks and Hold SCVs Trick

    Just 2 SCVs on hold can keep Zerlings and Zealots on the ramp. The opponent can't manually attack because of the lifted Barracks, and units cannot get to Marine because of SCVs.

    Click the video to play


    Bonus content: