In this way, it's simply the fact that the buildings are out of the way and allow maximum movement that conveys additional benefit. In TvZ, sometimes buildings like excess supply depots and production structures are placed 'against the wall' in order to give maximum freedom to M&Ms rushing to catch and surprise mid-game Mutalisks harassers. Additionally, Buildings may be placed at the entrance to expansions to wall-in again and let tanks destroy enemy units that attempt to enter. They can build depots and land the Rax and E-Bay in front of tanks so that Dragoons will shoot the buildings first, and so Zealots cannot charge straight up to the tanks. Terrans also place buildings like Barracks, Engineering Bays, and Supply Depots in strategic positions to protect their siege tanks. This way, even though zealots can enter the Terran's main base, they can not get close enough to the marines to hit them, as the marines have an exclusive "escape route." When making this sim-city, it is advantageous to build it as a a type of wall to protect SCVs, and to build your first factory in close proximity as well so that the Zealot cannot snipe the SCV building it. Walling also provides a slight economical disadvantage to simply placing the buildings within the base.Īnother very common use of building placement occurs in the early game Terran vs Protoss, where the Terran player does not wall but places his Barracks and first Supply Depot in such a way that Marines can pass between them but zealots can not. While walling has its benefits, it might not be used if the Terran decides to use units to hold the entrance to their base (especially in TvT and TvZ), or if they are going for an early aggressive build. Protoss, it is also used to prevent Siege Tanks from being destroyed. Usually consisting of a Barracks and Supply Depots, they provide protection to the Terran base while teching to Factory or Starport units. The most popular form of Sim-Cities used by Terran players are wall-ins.
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