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Walling as Zerg

From Liquipedia StarCraft Brood War Wiki
This page refers to Walling as Zerg in general. For walls on specific maps, refer to each individual map's page.

Zerg walling is an effective form of defense. It is most commonly used to hinder the movement of incoming enemy Vultures in Zerg vs Terran, to hinder the movement and aggregate of attack of Zealots in Zerg vs Protoss, and to do the same for Zerglings in Zerg vs Zerg.

[e][h]ZergWalling as Zerg
Walling isn't just for Terran and Protoss
Technique Information
Early-Midgame tactics

Zerg vs. Zerg[edit]

In Zerg vs Zerg, building placement (walls) are centered around the idea of protecting your Drones from Zerglings, as well as enabling your Drones to drill effectively against Zerglings when a defensive Sunken Colony is under attack.

Jaedong, the holder of the greatest win-rate vs. Zerg in progaming, defending against Yarnc's Zerglings with clever building placement. His Spawning Pool is placed in a way that it both protects his Drones, and also leaves room for him to build a Sunken Colony that will not inhibit mining. His Sunken Colony is placed in a way that it's surface area is largely taken up by the hatchery and the Spawning Pool, and Drones could be moved to the gas if Zerglings were attacking from the inside. The Sunken Colony is also placed in such a way that it defends all important buildings, while at the same time defending a large amount of the mineral line. The Spire is placed in such a way that it blocks Zerglings from getting to the mineral line, and also decreases their aggregate of attack because it is blocked by a mineral patch and an Extractor.

Zerg vs. Protoss[edit]

In Zerg vs Protoss, building placement is focused around impeding the movement of Zealots from attacking your Sunken Colonies. This is important in all builds, but especially critical when performing 5 Hatch Hydra against a Protoss using Speedlots.

Hoejja, a professional Zerg player uses his buildings to impede the movement of Zealots. Notice how his left-most Hatchery makes the bottom path very narrow (narrow enough to block with a Zergling, or a morphing egg). It also covers the entire left side of his Sunken Colony. The Hydralisk Den increases the size of the wall, while also blocking off the entire top side of the Sunken Colony. The largest space for Zealots to enter is in between the den and the Extractor, where Hoejja is able to send his Drones to block. In this game, Hoejja defended with ease, something that could not have been accomplished without such careful building positioning.

Zerg vs. Terran[edit]

In Zerg vs Terran, walling is primarily focused on impeding the ability of Vultures to run by.

Hero's wall here starts with a Hatchery on the left (the building morphing in), continues with a sunken that protects at lot of his mineral line, moves onto his normally placed Hatchery, and finishes with his extractor and the Drones mining from it. While this is not the most effective possible wall, it is quick to set up in the case of a Terran committed to a speed Vulture raid. This wall is designed to keep the Vultures from getting into your main base, so that you can effectively micro your Hydralisks against his Vultures in your natural. Note that without the Hydralisks, this set up still leaves one quite exposed.

Helpful Building Orientations to Remember[edit]

The following is a collection of various combinations of buildings that will block units. Yellow lines indicate enough room for Zerglings to pass, but not Zealots, and red lines mean that neither Zerglings nor Zealots can pass between the buildings. A teal H (featured in only one of the pictures) means that Hydralisks CAN move between the buildings (helpful vs Zealots). Note that though the previous is true, fatter units, such as Dark Templar and Vultures will have trouble getting between almost any two buildings.

Useful Links[edit]

External Links[edit]