http://www.mediafire.com/?voulo4rrscki3
Lots of people keep agree that VR is unusable in PvP with reason: stalkers, P most common units, are hard counter to VR.
I dont want to say its is wrong but i think that idea was missing 1 thing: VR is air units. With certain maps advantage, air units can do LOT of hurt to enemy's economy as soon as they stay in ground. Simple non related example would be psy-storm cant hit middle air area where there is no ground.
The following replay packs is the one i ladder (diamond low). You guys will notice how my macro in these game is gold level with minerals might rise up to "over 9000" but keep that in mind that i did it on purpose. in this build, you will mostly find yourself sitting on a huge pile of minerals that can easily be used to expand not only once, but if you are good enough, TWICE.
The basic idea is that on certain maps such as scrap station, LT, metal... There are spawn location has short air rush distant. The area between the mineral lines and the border of ground is small which help VR escape stalkers marines easily. harassing with VR while putting pressure on the enemy at the front gate will simply split their army in half and result a win for you on 1 side. in case the enemy army is not splitting mostly bc of 1 units control hotkey. you just retreat VR of your army when they come and plug the other side in.
BO:
+ Show Spoiler +
9 pylons
12 gates (or 13 14, i tended to delay gate timing later on depend on my scout and maps)
14 gas
17 cyber
2nd gas asap after cyber (now careful if you try to 14 gate, cyber delayed doesnt mean you can delay 2nd gas. it is crucial for air tech)
stalker after cyber finish + wrap tech
get another gate + a sentry + starport (actually starport right after 2nd gate if possible)
1 zealot so you have an army of 1 stalker 1 sentry 1 zealot, FF will help you hold off early marauder pressure
*wrap finish*
get what you would like for your army, attack their front while 1 vr killing probes/scv + expan
12 gates (or 13 14, i tended to delay gate timing later on depend on my scout and maps)
14 gas
17 cyber
2nd gas asap after cyber (now careful if you try to 14 gate, cyber delayed doesnt mean you can delay 2nd gas. it is crucial for air tech)
stalker after cyber finish + wrap tech
get another gate + a sentry + starport (actually starport right after 2nd gate if possible)
1 zealot so you have an army of 1 stalker 1 sentry 1 zealot, FF will help you hold off early marauder pressure
*wrap finish*
get what you would like for your army, attack their front while 1 vr killing probes/scv + expan
now notice:
1/keeping VRs alive is crucial in this strat. VRs number should stayed at 2 or 3 at ALL TIMES or else once your expo is up, they can do a counter pressure and finish you off
2/Chrono boots should be used flexibility depends on your scout. most of the time save 2 for 1st VR, use 1 on wrap tech the rest distribute on gates b4 wrap and nexus.
3/if you have any question + critic, free to comment or PM me anytime
4/ if you are mod, i would like to keep this in my blog rather than sc2 strategy subforum. The quality of the SC2 sub-forum is lowered day by day... how sad T__T