2 Factory Builds

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[e][h]Terran 2 Factory Builds
Aggressive TvP
Strategy Information
Matchups:
TvP
Type:
Opening
Creator:
Among others, (T)JoyO, (T)V-Gundam, (T)Nada
Popularized by:
For the listed builds, (T)JoyO, (T)V-Gundam, (T)Nada

2 Factory Builds, once a mainstay of TvP, have been on the decline for a number of years. While weak in standard play and can be countered if predicted, they are an extremely useful wildcard in series play or against an opponent who cheats on his early goon count expecting an FE. In other words, a 2 Factory Build is usually an semi-allin that requires the Terran to do a substantial amount of damage and thus is very risky. It is not a standard build and should not be the mainstay of anyone's TvP strategy, but anyone looking to catch their opponents off guard should consider one version or another. Many of these builds are severely outdated; the Joyo rush is the strongest current build and should be the first stop of anyone considering a 2 Fact. The other builds may work in specific situations or maps but are mostly relics of the past.

The goal of all of these builds is either to outright destroy the Protoss natural expansion or cripple their economy enough by forcing them to pull probes and snagging many probe kills. Should the rush be defeated without doing any economical damage, the Terran player will be exceedingly far behind and must take major risks in their later build to stand a chance at winning.


Joyo Rush[edit]

This build originates from the Korean qualifiers for the WCG 2003, where the Korean progamer (T)JoyO caused quite a stir by running through almost all of his Protoss opponents with the same build. The build and variations of it are still seen in progaming today.

The build centers around making a push with three siege-less tanks, about five marines, and rallying Vultures with Spider Mines and speed. If Protoss has expanded, the goal is generally to shut down the expansion and force Protoss to make more units, setting him behind economically. If the Protoss is a weaker player, there's also a good chance the rush will end the game.

This build is similar to the Gundam Rush, but the way the attack is performed is very different. Whereas the Gundam rush goes for a set up contain, the Joyo Rush uses a quickly reinforced army to trade vultures for goons and gain position into the natural.


Build Order[edit]


Important Notes[edit]

  • Keep queuing Vultures from your Factories and have them rally to your opponents base.
  • On a normal map your first 2 Vultures should catch up with your original force just as you reach your opponents base.
  • This is the critical moment of the game, and from here the build diverges.


Learning the build order[edit]

Learning JoyO is easy. Don't try to memorize the exact build order, but instead, focus on a few concepts:

  • Wall in.
  • Build your second Factory when the first factory is at 60% (This will get you two Tanks at exactly the right time.)
  • Research speed and Mines for your Vultures as soon as you can afford it. Since speed upgrades slower, make sure to get it first.
  • Move out as soon as you have three Tanks. Keep rallying Vultures, and micro.

The attack[edit]

Good micro is critical once your units reach the Protoss base. You want your Marines just in front of the Tanks, and the Tanks should be lined up perpendicular to the direction in which you are attacking. The Tanks will be doing the majority of the damage here.

If the Protoss player tries to snipe a Tank, move it to the rear of your group, causing the Dragoons to take heavy damage from the rest of your units. Generally the Protoss player will have to focus on killing the Marines first.

The most important part of this strategy are the Vultures. You need to micro them to come in and lay aggressive Mines close to, behind, or even amongst the Dragoons. This will cause the Dragoons to move back while trying to snipe the Mines. Good Protoss players should be able to avoid these Mines to a degree, but the key here is to distract the Dragoons by threatening them with the Mines while allowing the tanks to do most of the damage.

If the map has a ramp and the Protoss backs up to it (surrendering any expo attempts for the moment) you can either try to push up with Mines/Tanks and try to finish him off, or you can keep your Tanks outside the expansion for a while with Mines just down the ramp. This will make it difficult for the Protoss to push out and get his much needed expansion.

Variations[edit]

  • How fast you get your three Tanks and can move out can be modified by cutting scvs. A faster attack means a slower economy. JoyO's original build cuts SCVs.
  • The build can be done without a wall. This requires Marines to be built earlier, which delays your Factories, but it makes the build possible to disguise as a standard FD Build (Note that the Fake Double Build didn't exist when JoyO invented this build.)
  • Nada invented a similar build but didn't have much success with it. He got only one Machine Shop and built three Tanks from one Factory while getting both Vulture upgrades from that Machine Shop. The other factory produced Vultures. The attack comes later but you don't have to cut SCVs.

Transitions[edit]

If your rush went well, the best transition would be to get an early expansion. Do this during your attack when you have 400 minerals and still can afford Supply Depots for your Vultures.

It is imperative to make an Engineering Bay pretty early, as Shuttle builds and Dark Templar builds are strong against Two Factory. it is safest to start a Bay before your expansion Command Center.

When your first attack is over there might be a small window for a counterattack from the Protoss. Either with Observers and Goons or with an added Shuttle. To be safe from this it is vital to start researching Siege, and build only Tanks instead of Vultures once your first attack is over. You will also need an Engineering Bay at that time.

Countered By[edit]

Hard Counters[edit]

None if you adapt your build correctly.

Soft Counters[edit]

This is a pretty good counter. It defends easily, and allows the Protoss player to expand quickly.

Is a decent counter, especially if the Terran is prevented from scouting it.

Is a good counter if microed well, the Protoss player should be able to stop the attack down his ramp.

Counter To[edit]

Hard Counters[edit]

While it may seem safer than 14 Nexus, the 1 Gate Nexus gets later Gateways and less units against the JoyO Rush.

Soft Counters[edit]

There might be a problem for the Protoss player to defend this without sacrificing his expansion, but sometimes a good Protoss can take advantage of the early economy boost and out-produce the Terran rush, as the timing comes slightly later than optimal against the 14 Nexus build order.

Handling Counters[edit]

  • Two Gate Goon / One Gate observer

Try to force the Protoss up his ramp, and keep him there for as long as possible. Retreat if there are too many Goons.

  • One Gate Expo

Try to force the Protoss up his ramp, while attempting to make him cancel the Nexus (or kill it if it is already built). If you are able to delay or kill the Nexus, you will have a big advantage.

  • One Gate Reaver

If Protoss player uses his shuttle with Reaver for defense, the best option is to back off build and Engineering Bay, and focus on getting your own expansion up.

If your opponent flies to your main with the Shuttle, you have a good chance to break into the Protoss main. He should have a low number of Goons, and all his main should die. Even though Terran might lose many SCV, the Terran generally wins in this scenario.

  • Fast Dark Templar

If Protoss went fast Dark Templar, focus on getting your own expansion up. Mine the DT's path so that none can get into your base before your Engineering Bay is done.

  • 13 Nexus

Your best option is probably to try and end it quickly, cut SCVs to make your rush come faster. Don't mind about the Protoss expo, push up his ramp and try to kill him off. Optionally, bring down SCVs to help fighting.

Mentality[edit]

Replays[edit]

Here are three replays where JoyO is performing the rush himself during the Korean WCG qualifier 2003:

Here is a modern application by Sea[shield] during the TL Attack S02E02 July/2008:

VODs[edit]

2 Factory Vulture[edit]

The goal of this build is to put pressure on an opponent's natural by using fast vultures to lay mines around dragoons, or to delay the opponent's natural by laying a mine where the nexus would be built.

Build Order[edit]

Micro[edit]

This build requires you to lay many mines quickly.

If your opponent has not yet expanded, lay mines to prevent a nexus from being easily built.

If your opponent expanded, lay mines to distract dragoon fire, allowing you to kill probes or force them to run away, and possibly get dragoon kills. Do not sacrifice vultures needlessly in an attempt to lay mines to kill dragoons if it is clear that he has too many dragoons for it to work. Conserving vultures will be important for the transition into mid-game.

Marines can be sent in first to take dragoon fire, or be kept at your natural and be used in a bunker.

Transition[edit]

It is important to start SCV production fully again after moving out with your attacking force, as your expansion is later than with a fast expansion build. Although this is in general less costly than a standard 2 factory build, it is important to judge how much damage can be done, and build as few vultures as needed. Mines will provide you with map control until your opponent gets observers, at which point he can move out, clear mines, and threaten you.

As soon as you see that you will not be able to do any more damage, Stop producing vultures and rely on your contain to put up your natural expo as soon as possible. Building in your base and floating to your natural makes absolutely no sense at this point, and should be avoided - you want to gain every economic foothold you can. If he went 1 gate expansion, note two things: He has fewer dragoons then a 2 gate, and he has a better economy. Both of these signs signal to you, as a terran player, to be as greedy as possible in order to catch up in economy. This is the most common follow-up, but note that the lack of defense and predictability can make it vulnerable against a timing attack.

In this variation, delaying the Protoss from moving out, particularly to take his third will really help. To this end, it is best to stagger the mines so that he must constantly have his observer with his forces and waste time defusing mines. Also note, that particularly on Blue Storm, one factory versions of this build are possible and will give you a significantly faster natural expansion and better economy.

If one of your factories is proxied or the rush distance is very very short, it is also possible to instead make a tank from the closest factory, and set up a strong contain outside of his natural. You must threaten his natural and force him to lose units, otherwise, unless he has to fight up a ramp, through a minefield and around buildings, his superior economy will allow him to break your contain with a timing attack. Note that this extension, while rare, normally occurs on Blue Storm due to the uphill ramp and prevalence of one gate play.

Countered By[edit]

Hard Counters[edit]

Two Gate Robotics

Soft Counters[edit]

Counter To[edit]

Hard Counters[edit]

Dark Templar Rush

Soft Counters[edit]

Mentality[edit]

Nada Build[edit]

Build Order[edit]

Build Machine Shop on only the first Factory. Build purely Tanks from the first Factory, and purely Vultures from the second Factory and research either Mine upgrade or speed upgrade for Vultures. Move out when you have two or three Tanks and with however many other Vultures and Marines you have.

Rally your Factories to your opponent's natural and continue to build Vultures.

The aim is to sacrifice Marines, Vultures and SCVs to distract Dragoon fire and keep the Tanks alive. This is why it is important to rally your Factories to the opponent's natural and continue to build Vultures in order to sacrifice them. Another reason this is important is because you have invested the resources in upgrading your Vultures, so to Maximize the effectiveness of this build you should take advantage of your upgrades by building more Vultures (which are cheap apart from upgrades).

Continue to use newly built Vultures to lay Mines as much as possible around the Dragoons, giving your Tanks an opportunity to fire shots at the Dragoons. As soon as your Vultures and Mines are cleared, move your Tanks back, and wait for the next set of Vultures to arrive.

Variant Build Order[edit]

In the example VOD vs Jangbi Nada used a proxy version of the build where he walled in on Destination while making both factories off the middle of the map. He then interposed his forces behind Jangbi's containing goons, laid mines and went right for the Protoss main.

Transition[edit]

It is important to start SCV production fully again after moving out with your attacking force, as your expansion is quite late compared to a Fast Expansion build.

Build an expansion at your natural (there is no need to build it in your base then float) when the money allows. Mines provide you with map control until your opponent gets Observers, at which point he can move out, clear Mines, and threaten you. Research Siege mode as soon as possible and build some Tanks if you lost your initial Tanks in order to defend against this.

Meanwhile, with any Vultures you have remaining, keep tabs on the expansions that your opponent will probably try to take as a 3rd base. Also, if you have enough Vultures you can threaten to do a run-by into his natural or main base if he decides to move out with his Dragoons.

Countered By[edit]

Hard Counters[edit]

Soft Counters[edit]

This is a pretty good counter. It defends easily, and allows the protoss player to expand quickly.

Is a decent counter, especially if the terran is prevented from scouting it.

Is a good counter if microed well, the protoss player should be able to stop the attack down his ramp.

Counter To[edit]

Hard Counters[edit]

Soft Counters[edit]

There might be a problem for the protoss player to defend this without retreating up his ramp.


Handling Counters[edit]

  • Two Gate Goon / One Gate Observer

Try to force the Protoss up his ramp, and keep him there for as long as possible. Retreat if there are too many Goons.

  • One Gate Expansion

Try to force the Protoss up his ramp, while attempting to make him cancel the Nexus (or kill it if it is already built). If you are able to delay or kill the Nexus, you will have a big advantage.

  • One Gate Reaver

If Protoss player uses his shuttle with Reaver for defense, the best option is to back off build and Engineering Bay, and focus on getting your own expansion up.

If your opponent flies to your main with the Shuttle, you have a good chance to break into the Protoss main. He should have a low number of Goons, and all his main should die. Even though Terran might lose many SCV, the Terran generally wins in this scenario.

  • Fast Dark Templar

If Protoss went Fast DT, focus on getting your own expansion up. Mine the DT's path so that none can get into your base before your Engineering Bay is done.

Notable Situations and Maps[edit]

Notable Situations[edit]

This build is strong to play as a bit of a surprise in a best-of-x series. If Protoss expects a fast expansion play you are likely to do a lot of damage with the first attack.

The key is often to disguise this build as a Fast Expansion build causing the Protoss to get too greedy. You can move out with the first Tank and Vulture, which would appear as an FD build.

Notable Maps[edit]

The build is effective on maps where

  • The distance between the players are short
  • Maps where protoss players often expand quickly
  • Rampless map or maps with a reverse ramp, but then on those maps protoss are very likely to go Two Gate.

Mentality[edit]

You expansion will likely be slower than your opponent's expansion, but you do not need to necessarily kill his Nexus in order for the build to work. That is, it should not be treated as an all or nothing build. Instead, what you need to do is slow down your opponent's economy by either forcing him to run Probes or getting Probe kills, such that when you have completed your own expansion, you will have nullified his economic advantage. What are you doing is using your unit advantage (you have many units from your 2 factories) in order to cancel out his economic advantage (he got his expansion up earlier than you and you had to sacrifice your own economy to execute the build).

Exemplary Games[edit]

Strategy Example Game
Destination South Korea  NaDa Lost Saga MSL Ro8, Game 4. Nada walls in and proxies both factories.
South Korea  JangBi
Date: 2009-03-05
Patch: VOD


Strategy Example Game
Byzantium South Korea  firebathero ClubDay 2008 MSL
South Korea  Bisu
Date: 2008-10-11
Patch: VOD


Strategy Example Game
Eye of the Storm South Korea  go.go Although 2nd factory was slightly delayed, go.go successfully tricks Bisu into thinking he is going 1 fac FE.
South Korea  Bisu
Date: 2010-03-05
Patch: VOD


Strategy Example Game
Eye of the Storm South Korea  Sea
South Korea  Pure
Date: 2010-08-02
Patch: VOD