I'm going to post this here, you might find it useful, you might not, I wrote a TvP strategy guide about basically early game and the explanation for basic stuff. I never completed it, but you might find it a good read.
Starcraft Broodwar: Tactical Operations Guideline
Subject Races Covered: Terran / Protoss
Global Positioning Unit Stationed on Map: Lost Temple
Current Database Version: 1.11
Author: exalted (USEast)
Update: I just talked with Hovz, and he told me with Rekrul as an alibi that the "Joyo Push/Assault/w/e" was actually stolen from Hovz after Hovz used it in a TvP vs him. Therefore, Joyo's name is omitted from the build, and while I hesitate to add Hovz's name to a build due to the recieved responses, at his suggestion it will be called the Hovz H-Bomb for now..
Introduction
Lost Temple is currently the clich頭ap used by proplayers and amateurs alike. This map is generally considered balanced, and consist of an easily defendable natural expansion, and a relatively easy to defend mineral only. In early versions of Lost Temple (will now be referred to as LT), a Terran player was able to ?cliff? (put siege tanks on the cliff in order to attack Protoss expansions) both the natural and mineral only of the 9 o clock position. Further, there is a valley between the 9 and 6 positions, and if the Terran is at 9, and the Protoss at 5, it is possible to push through that valley and siege the nexus, putting the protoss at a heavy disadvantage. Also, not nearly as importantly, it was possible to attack 3 spot?s gas node from the natural cliff of 12 o clock. Since then, several changes have been made to make certain that each spot is as balanced as possible.
Terran (T) vs Protoss (P) generally is a solid matchup, with no race having an advantage. This is brought up because, to the contrary, Zerg vs Protoss is said to be inbalanced (in favor of the Zerg). This is due to a difficulty for the Protoss to scout Zerg technology and therefore must prepare for all kinds of attacks (air or ground), which forces him to stay in his base (turtle), and allows the Zerg to expand many times and outeconomize the Protoss for a victory. However, this guide is not about that matchup, and to continue, TvP is quite balanced, especially on the map Lost Temple.
Vocabulary
Macro ? the ability to produce units; this ranges from building supply depots / pylons on time as well as having enough unit producers to keep money low, not queuing up too many units ahead of time, expanding appropriately ? basically spending money well
Players who exhibit a Macro-based style: [ReD]Nada (Terran), Blackman[pG] (Zerg), HovZ (Terran), [OopS]ReacH (Protoss)
Micro ? the ability to control ones units; this ranges from controlling an army well as so that parts of the army do not stray, flanking (attacking from more than one side) when appropriate, moving weak units back during battle, etc ? basically using a unit to its maximum potential
Players who exhibit a Micro-based style: Slayer?s_?Boxer? (Terran), [nC]?yellow (Zerg), Nal_Ra (Protoss)
12, 3, 6, 9 o clock ? If one looks at the minimap and visualizes it as a clock, the numbers correspond to starting positions, in other words, the 12 o clock position is the one on the top middle of the minimap, and so on.
Tech(ing) ? rushing through early buildings without building many military units in order to get higher-level units
Cheese ? a type of build order that leads to a ?cheesy? win via a win with a ?low-skill? strategy (i.e. Dark Templar rush, building Barracks in the middle of the map and attacking fast with Marines)
Proxy ? building a structure away from home to reduce the time it takes to get to the enemy base ; building a pylon and a robotics facility by the side of an enemy base, constructing a shuttle, a robotics support bay in your base, and a reaver from that robo means that you will have a shuttle and reaver in the enemy base a much shorter time it would have taken if you build the robo in your base (you don?t have flight time)
Basic / Common Errors / Economical Feedfoward; Efficiency
Generally when one sees a player start building his second pylon before gateway, you would call him a newbie. Why? He is being inefficient. In other words, he is building something that is unnecessary to him when that money could have been spent on something more valuable. He chooses to have 9-11/25 supply, and since he has not even constructed a gateway, not only will his gateway have to wait until he mines 100 more minerals, but that pylon is useless - > since he can only build probes anyway, he will not use that control either way, and would have been fine with 11/17. Since the gateway is a preresiquite to the Cybernetics Core, even if he were to pursue some kind of build that would require a strong economy, he is delaying his technology for nothing. Further, even if he has no intentions of using his gateway, he still needs one as he may need military units in case of an early rush.
This leads to my next point, the importance of scouting. How many times have you heard, ?oh, he DT rushed me, I didn?t have detection, lame loss?, and the next few games he plays he erects five/six turrets and then wonders why he lost although he didn?t get DT rushed. It?s often hard to determine what a player is going to build, but scouting is crucial for many reasons.
a) You find out where they are, which affects your build. If you two are very close by air, you might consider an early drop. If you two are very far apart, you can basically cancel out ?early? rush on their checklist and you might consider trying to expand quickly to get an edge up on macro.
b) You find out IF they are going to early rush you. If you see a Zerg player building an extra fast spawning pool, instead of building a bunker, you can just put two / four scvs on your ramp with a marine at the top. As you had advance warning, you?ll be able to hold that attack off and be ahead on economy (he sacrifices potential drones to get that Spawning Pool down fast)
c) You see if he is teching. This is pretty basic, but if you see him put up a quick Gas, you can basically assume he is going to tech up. This is important because if you can early rush him (this is divulging from TvP here), then you may be able to kill him. Either way, you know that he is not doing some kind of early game cheese and can tech yourself.
d) You can harass his mining peons. Versus Terran, you can keep attacking the SCVs that are building structures, and even if you do not kill an SCV, you force him to deal with this threat. Many players often sacrifice their scouting SCV in order to try to kill one of the opponent?s workers. This is never worth it. Your scout is there to see what the opponent is doing, and it is more important to stay in their base rather than try to kill one of their workers.
e) You can take their gas. This is especially powerful in Protoss vs Terran when the Protoss scouts and finds the Terran relatively quickly (before the Terran puts up their gas). It is very hard for the Terran to cope without gas, and often will have to build a second barracks and his factory will be several minutes delayed. Why is a Marine Medic combo weak versus Protoss? Too many available counters. Dark Templar / Reaver / High Templar / Speed Zealot / Ranged Dragoon are all very good versus Marine Medic, making it a weak choice.
Basically, if you come into their base and you see a Citadel, you can assume Dark Templar are coming or some kind of cheesy drop possibly involving speed zealot. Either way, you can build some vultures instead of tanks and be more prepared.
When someone opens up with Pylon Forge, he is also branded a newbie. Many beginners consider this to be a ?safe? build, when actually it is inherently very weak. Why is this? You are not putting any pressure on your opponent. Many players use this build because they are not very familiar with other builds, and they have died one too many times to some kind of zergling rush and want to at least get into the mid-game. Why is this build bad? This build is bad because static defense quickly becomes obsolete. Generally this build is associated with some kind of weak attempt at getting some kind of air unit, like carrier, and the typical player who will read this guide will already have progressed beyond this step. However, the reasons why this build is bad is very important in understanding why a Terran loses versus Protoss in a midlevel game.
Hypothetically, if I was playing Protoss versus another Protoss, and I scouted his base, and saw a Photon Cannon warping in, with a Forge, Pylon, and a Gas. I could mirror his build, but instead build a Gateway instead of a Forge, and get my Cybernetics Core into Stargate more quickly. Why can I do this? Because I KNOW he isn?t going to attack me any time soon. I can basically do the same exact thing he is doing, except, he may spend 450+ minerals on photon cannons. (Just 3 cannons are this much). Instead, that money is going for my 1 Base carrier, baby. Because that build is bad no matter which way you look at it, the more rational and powerful alternative is to expand twice (or more, depending on how poor of a player you feel your opponent is). There is no possible way he can attack you with the power of non-moving cannons, so you are free to take the map, and by the time he comes out with his solid force of 2 carrier or whatever, you will easily have 3 bases and will have such a large force, he will be forced to call you a hacker and leave the game.
In case you didn?t know, 1 base carrier is poor because you are very open to an early attack, you cannot put pressure on your opponent, and you cannot get too many carriers off of one gas node and only one base of mining.
Tactical Analysis A: Terran
Early Game
The early game of Terran vs Protoss is generally a formality. Once one learns the basic build order of TvP, it is almost always executed, and any other build order is basically a do-or-die.
Terran Tech (the numbers before the building signify the amount of control one has when starting the building; the fraction shown at the top right of your screen)
8.5/9 Supply Depot
10 Barracks
11/12 Refinery
Refinery completes, 2 more SCVs go to gas, and at 100 gas, a factory is made.
This build order is incredibly strong because of one crucial aspect that I believe revolutionized Starcraft, the Terran Block.
The Terran Block is building a Barracks and two (or one) Supply depots in such a fashion that it blocks the ramp from ground units. Having a block like this prevents probes from running into your base, and more importantly, allows you to tech smoothly. It is important to know the correct way to block on all four positions of Lost Temple, so when 4 Zealots come knocking they cannot get in. This nullifies a Zealot rush, because if you scout them and see two gateway before gas, you can basically laugh, build a couple of marines, and have some scvs ready to repair. The Zealots can merely attack the supply depot in vain while several marines pound on them, and their attack will not be successful. You can then counter by attacking with a few Vultures with speed, and run around the Zealots and kill all of the probes. As Vultures completely decimate Zealots, the formality of the Terran Block basically forces the Protoss to meet the Terran with a tech of his own.
As previously denoted, there are other possible builds that a Terran can take. These all involve some kind of cheese resulting in a quick win. Because you are mainly focusing on fast units, you won?t be getting a quick refinery, and if they choose to tech and your early rush fails, you will be far behind, which basically why these builds are do-or-die. The most prevalent of these builds is called the Barrack Barrack supply (BBS). BBS basically consists of building your first two structures (Barracks) in the middle of the map (so your Marines have a shorter way to walk), and rushing the opponent with 2-5 Marines with SCVs. The SCVs can help attack Zealots, and you can construct bunkers near the mineral line / pylon. The reason that this build is successful in the first place is because it is unexpected -> generally Protoss players expect a Tech build order, and will also tech themselves, leaving them open to such a build order.
Terran Opening Builds:
There are basically 3 variants of openings that the Terran can open up with. Many times, you will be able to scout your opponent before you have to make a crucial decision, and you will be able to choose the one that is most deadly. Further aspects that will influence this decision is what you know about your player (rekrul[pG] said in a commentary that you need to find an advantage every game; stay on your toes), starting locations, and familiarity with builds. In otherwords, if you have a friend who really believes Dark Templar are good, you may take advantage of this by simply opening with a Vulture / Spidermine Build, or if you are very sure of this, you may take a big risk big reward by going a Vulture Build into quick expand with Vultures + Turrets + Academy. (He will not usually have the money to build a Robo for fast detection anyway so Goons are still not very threatening [especially when unranged])
These variants are: 1 fac expand, 1 fac starport, and 2 factory.
1 Factory Expand (Macro-Based)
The purpose of this build is to erect a quick expansion and then try to outmacro your Protoss opponent. It is generally accepted that this build is pretty RISKY, and should only really be attempted on far positions (i.e. 3v9 / 12v6). You get a machine shop on your first factory, build a tank when the machine shop is finished, and depending on what you scout, you may need to research siege mode, construct an engineering bay, or construct another factory. It is crucial that you do not come into the game thinking of a build and stick to it even if your opponent is showing signs of countering it. This build is best if you see the Cybernetics core swirling when you enter their base (signs of Singularity Charge), and you see one gateway. It is crucial no matter what build you do that you keep your SCV around their base as long as possible. There are several reasons for this. A) You scout, and get information. B) They have to make a choice -> Dragoon rush you, in which they send their first dragoon to harass your Terran block as they get their Dragoon before your tank, or chase your SCV around killing it. If they choose to run and attack your block, you will most definitely see a safe build from them, in otherwords, no Reaver Drop, no Dark Templar rush / drop. Also, try to see how many pylons they have. If they construct a third, and then a robotics facility, they are doing 1Gate Range Robo, in which they get Dragoon Range BEFORE Robotics Facility, and afterwards they will be constructing an Observatory and a second Gateway. If you are unfamiliar with Protoss builds, in general this does not make a huge difference whether they get their Robotics Facility first or their Dragoon Range. However, many players prefer Robotics Facility first because it gives them a lot more versatility. This is the Terran part of the guide, so I won?t tangent too much, but with Robo before Range they have the ability to slap down a Robotics Support Bay and reaver rush you, and they also will get a faster observer if they put down an Observatory after the Robo, and they will be able to scout your base sooner. The drawbacks for this is that they are weaker to a rush, but are more aware of a fast Command Center (CC) build or dropship build.
Back to Terran, Fac CC is a good build on far locations because they have to send an observer a farther distance to scout you, and it is a long way to travel to attack you, which means that they cannot reinforce their troops easily and you will have more time to prepare for such an attack. If you do see a Citadel of Adun or Robotics Support Bay, you want to get an Engineering Bay quickly. If you manage to stay in their base long enough and see an Observatory, you can skip the Engineering Bay altogether. A crucial mistake that many beginning terran players make is that they are afraid of observers seeing their base. They construct 4+ turrets around the edges of their base. Each turret is 75 dollars, 75 x 4 is 300 dollars. That?s a hefty sum early game. Even though the Protoss will not be able to see the interior, they KNOW that you will not have a high unit count, because you are spending so much money on Turrets. If you see a Citadel of Adun, you can expect some kind of Dark Templar rush / drop, depending on whether you also get to see a Robotics Facility. Either way, you will want to construct two turrets around your command center (preferably float a building over one of them as to hinder their attacking of it), and most definitely one at your wall-in. If you see a reaver drop, you want to build two (or three, if you are insecure) around your Command Center and siege tanks around the CC. All of these ?cheese? builds that the Protoss can do are harder to pull off on far positions, yet another reason why this build is best that way.
After you expand, you should send around 9-10 scvs to your expansion, and start constructing factories right away to get ready for the economic boost. You will end up with 6, and can play into middle game.
1 Factory Starport (Micro Based)
This build brings up mixed feelings from a lot of players. A lot say that it is risky, which it is, but other players like HovZ believe that it makes you control the Protoss, which it does. The reason to play this build is mostly location based, where you can have easy access to their mineral line or their natural cliff. Example of this are 6/9, where the air distance is minimal (In fact, factory starport is so clich頨ere it?s not really the best idea to do it anymore), 3 vs 12 (P at 12), where you have very easy access to his cliff, 12 vs 3 (P at 3), where you have easy access to his mineral line, 12 vs 9 (P at 9), where you have very easy access to his cliff, etc. It?s not really recommended to play on far positions, but if you see the Protoss expanding very early (before robotics), factory starport will punish him the most. The build is as follows:
Machine shop add-on for 1st factory
Starport as soon as Factory completes
Control tower as soon as Starport completes
Tank from Factory, Siege Mode, Tank
Dropship from Starport, load Tanks, Fly
A mistake of this build is to travel to the back of the base if you suspect he knows about it (has scouting probe see the starport). Unless you have incredible dropship control (which is very hard to acquire), your tanks will not be able to beat the dragoons he positioned back there, and you have the possibility of losing the dropship. Many players do not like this build because if you lose your dropship, you can basically say GG. So, better uses of Factory Starport are to take islands, siege on his cliff, and scout the other parts of the clock for expansions there. Because you can siege on his cliff, you will delay his expansion because he will be forced to get shuttle to combat your tanks before he can erect his Nexus, or he will be forced to place it elsewhere, where you can most likely scout with the dropship.
After Factory Starport, the most common build is to build a Command Center in-base, and fly it out. Then, like every other build, you construct more factories and play into middle game.
2 Factory Expand
These are the most diverse of the terran builds, and these are also the most safe (and therefore not big on the reward category). 2 Factory is safe because you will have a high amount of units to deal with any kind of rush and therefore the only Protoss alternative to your expand is to expand twice (will be covered later). There are four major builds to be discussed in 2 Factory, if there are any more please let me know:
The Gundam
This is a build basically believed to be originated by the Korean Progamer, V-Gundam. This build is used practically every game by Gundam, and also by the known RWA Maker from Belgium, Grot?. I have used it a few times, and like all of the rush builds, it is most effective obviously on close positions. (Faster time for reinforcements, faster time to get there)
The main purpose of the Gundam is not necessarily to kill them, but to delay their expansion. The build order is estimated as such:
Marine when Barracks completes
Supply depot
Factory
Second Marine
2nd Factory when 1st is 50-70% finished
Machine Addon for First Factory
Third and Fourth Marine (Lift off Barracks and start floating it after the 4th marine is finished [this is to give vision of the path, build marines on location, and to give further vision for your Siege Tanks later]
(Note: You probably have to cut SCV production)
Machine Addon and 2nd Factory should be preferably completed around the same time, to be technical the Machine Addon should be completed slightly before the 2nd Factory completes.
Tank from 1st Factory / Spider Mines from Machine Shop / Vulture from 2nd factory
Grab 3 SCVs that are mining, and attack with this shock troop of 4 Marine / 1 Tank / 1 Vulture / 3 SCV. The SCV are there because you may need to repair, you want to build an Engineering bay on location, and you need to construct a bunker on location, and later on Missile Turrets.
Basically you go as deep as you possibly can (a little outside the Protoss ramp), and you set up camp there. You build a Bunker, an Engineering Bay, and lay mines at the base of the ramp. Once spider mines is completed, research siege mode, and build nonstop Tanks from the Machine Shop?ed Factory and Vultures from the other. The Gundam is a very hard build to master because there are a lot of nuances to notice. Is the Protoss going Dark Templar tech? You might want to build the Engineering bay sooner (in your base) so that you can build Turrets along with the bunker. (Or you can build it with an SCV on the ridge of the Protoss base and float it into the base to see exactly what is going on. Further, this build, when done without a lot of experience, is open to cheese, as a reaver drop. If you manage to set up camp and the Protoss does not seem like he?s going to break it any time soon, you must be extra careful that he did not sneak a probe and is getting away with an expansion, or that he is building secret gateways (case in point: Nal_Ra vs Gundam) to counterattack your main. One way you can learn about this is by patrolling a vulture around the ridge of his base. That way, you can find out whether he is shuttling units for a counterattack / flank. Basically, the more you do this build the better you will be able to sense these actions and will be able to prepare for them more appropriately.
Once you setup camp around his ramp, you will be able to make sure the top of his ramp is cleared via Siege Tank range + floated building. Also, you should build a 3rd factory (or expand, but expanding is more risky as if he scouts this he will be able to break out of his contain and may possibly be able to pull off a counterattack). Then, the final stage is probe raids via vultures. Since you can run up his ramp with ease, you can circumvent his dragoons and lay mines around his base, and then target probes individually. Therefore, you are continuing to mine the same amount and will be able to continue to build units at the same rate, but he will be slowing down and since you already have a push setup, you can start to push his gateways and give him a slow death. To learn more about this, you can watch Grot?s RWAs (Grot, if you are interested in adding to this guide, please PM me) and watch V-Gundam replays versus Protoss.
Hovz Attack
This build is very strong and easy to learn (and basically unknown as well), and it has won me many games vs Protosses (better than me) who play Robotics facility before 1st goon or before Dragoon Range. It is to be noted that this assault (like other rushes) is vulnerable to cheese and is best used when playing solid players or those who don?t like to Cheese. However, since you get mines and speed relatively early, you can definitely comeback if they are say, DT rushing, and is more flexible than the Gundam.
Marine
Machine Addon for Factory
Marine
2nd Factory at 50-70%
Marine
Tank from 1st Factory
Machine Addon for 2nd Factory
Marine (note that you simply have to fit 4+ marines in, you don?t have to build them at the points I?ve chosen)
Tank from 1st Factory
Tank from 2nd Factory (ideally these two should come out at the same time)
Research Ion Thrusters / Spider Mines from both Machine Shops
Vulture from both Factories
[Note: You will have to CUT SCVs]
So basically you bust out with your initial assault force of 3 tank 4 Marine (Bring three SCVs as well for repair / bunker / engineering bay), and float your Barracks. Two Vultures will meet the force midway and will soon have Speed + Mines. Generally another set is built after the first two, and then Siege Mode can be researched if the attack changes to a push. This army is basically the best you can get at that point in the game. Very, very strong army, especially with proper micro and spider mine laying. Note that this rush is a lot slower than the Gundam, and these kinds of rush stratagems are not very good if you see a second gateway and Dragoon range. This leads to the third build:
2 Factory Vulture
Recently I read a post saying that this build was weak, and wondered why Terran players played this build. This build is good because it is safe. I think it is the safest build that still can be dangerous.
Machine shop for 1st Factory
Second factory 60% of 1st
Machine shop for 2nd Factory
Tank from 1st Factory (to ward off Goon rush)
Ion Thrusters at near of Tank completion
(When the Tank completes, so should the 2nd Factory?s Machine Shop)
Set of Vultures from both factories, research Mines from 2nd Machine Shop
Second set of Vultures, break out with 4 Vultures (Ion Thrusters and Mines should kick in around the same time)
Build an Engineering Bay unless you see a sure sign (or know) that they are not going to do a Cheese
A KEY aspect of being successful with these builds is showing as little information as possible. For example, many players siege their tank when they see a Goon rush coming. Or, when they goon rush they use their first set of vultures to help defend. All generally bad choices. Why? They see siege mode, they can narrow it down to two builds. Factory Port and Fast Expand. In order to counter this, they can simply expand (very quickly) to their 2nd natural. They see the vultures? Obviously they can block their ramp harder and expand safely to their natural (as there is no dropship). Revealing only one tank lets them have to think about all of the possibilities. However, if you can snag a Dragoon, that is generally better because they can tell most of your build via their scouting probe or they can check your marine count via the flashing barracks, etc (and also through analysis of starting locations, etc).
With the 4 vultures, you can try to break in. Depending on your micro, you should be able to go up their ramp if they have 2 Dragoons and an observer. With 3, it?s slightly harder because they can move back and keep taking shots at your vultures. Once you get up into the fabled base, you should run around all of the Dragoons, lay mines where they need to run, and start targeting probes. Not only can you see all of their tech, but you get probes as well. If they attempt some kind of Dark Templar build, they?re most likely dead. Your vultures will come sooner than their Reaver drop will arrive (by a long amount of time), so if you see their Bay you can build turrets and have tanks in time. My favorite Protoss build, the Stove, is not really that viable because of the ubiquitous usage of 2factory Vulture. If you cannot break in, you?ll only lose 1 vulture, and the other 3 can lay mines at: middle of map / 2nd natural / closest other part of the clock to them (main / natural / 2nd) That kind of information is very powerful, because you can assault their Nexus or cannons before they come up, forcing them to cancel or lose many units trying to save it. (I am mainly vulture-based harass so this is my specialty; 12 vultures can run along the side of the base, run up the ramp, mine the entire passageway, and attack the nexus, and kill it in time before the enemy units get there. And most likely you?ll be able to have your vultures escape as well. The best part about Vultures are, unlike Dropships, if you run into Dragoons, you?ll only lose 1 or 2, and not 400/300 minerals / gas.
After the four vultures, you will generally build 2 tank, and then build a Command Center, research Siege Mode, and safely expand.
Elky?s Gundam
You don?t hear too much about this build, and the reactions to it are very mixed. Many say you can?t pull this off against a good protoss, and others say it?s the ?strongest? build out there. Fact: there is no strongest build in a certain matchup. Fact: I do not play good protosses. Fact: I have successfully used this build to great effects versus protosses I play with.
It?s basically, Gundam rush with a twist: you have no intention of rushing them, you just want them to have to prepare for it. This build is not that well known, which makes it useful, and I debated about mentioning it, but players might want to try it.
Marine
1st Factory Add-on
2nd Factory at 60%
Tank / Spider Mines for 1st Factory
Marine
Vulture from 2nd
You come out with 2 Marines, a Tank, and a Vulture, and you try to rush them, and basically run his Goons back to his base. If you are like V-Gundam, you can run your Vulture past their goons, and set up preliminary mines to trap them. I am not V-Gundam, so I do not usually do that too successfully. Either way, you want to try to pretend like you have intentions of setting an early push on them. Therefore, they will delay their expansion in favor of a third gateway, and keep their observers around their units. You then build a Command Center right away as you are moving out with that small force. To me, the dead giveaway of this build is the fact that there are only 2 Marines, and rarely any SCVs. Obviously, this build could be changed to a 4 Marine 1 Tank 1 Vulture build with SCVs into a Fast Expo, but the main element is surprise and getting the CC 100 Minerals faster is quite a big deal. The main idea is by the time they realize that the rush is never really coming, you already have your expansion up, and their counterattack will fail, and it will be 2-base vs their 1base, and if they attempt a double expand, they will die miserably, so they are basically very behind. As other fast expand builds, this is best when done on far positions, and probably best saved for players lower than your skill level.
In retrospect, this build is really poor and risky, but I have pulled it off and may be worth trying to just look cool.
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Hope this isn't all crockshit, I wrote this 3-4 months ago and dint' really proofread it, but I'll read it right now and edit this post later. (Or even better, other teamliquidians can criticize and possibly add for a real strategy guide on TvP.)
EdiT; I didnt' really find anything inaccurate with it, but I feel that 2factory vulture is the strongest bulid Terran can pull against a Protoss they have never played before by a LONG shot, and Joyo push is generally a win if you don't reveal your rines and you see 1gate robo before range and they are not on the uber 9 spot (becuase they can fire from cliff downwards, etc -_-)