I decided to compile a list of crazy strategies/moves that I always wanted to try to pull off but never had a chance.
Though, sometime I will be specifying BOs, it is all down to user preferences, and situations.
TvP Terran Stasis/Recall (Impossible)
The goal if this strategy is to break 2 nexuses in one move.
Start with either FE, or 2 factory drop. It is recommended to get Academy pretty soon after the CC, because scan and medics will come handy.
-Build second factory in a location close to the protoss ramp that the protoss is unlike to scout.
-With that same scv build a barracks next, and ebay.
When ebay is ready you should have made 2 tanks from Factory, 3 medics from Barracks, and as many vultures as the time allowed.
-Build 3-4 dropships in your base in the meantime. Sneak the first 2 drops ships into the area where you built ebay, barracks, and hidden factory.
-Lift, the factory, barracks, ebay (maybe 2) and transit them into the protoss ramp.
-Drop all your units in the ramp, such that your tanks/vultures are on the higher ground, and the medics take the ramp, hidden under the buildings your floated there.
-Bring reinforcements from your base by air to prevent newly produced units to dominate the higher ground.
Since the protoss army should be mostly concentrated in lower ground, by successfully creating a medic/scv wall, and dropping 4 tanks + 4 vulture into the protoss main, you should have enough to break 2 nexus.
If it fails, you look like a stupid newb.
But if it works... Wow!
TvP Medic wall (Easy)
The use of medic walls are rarely seem. Terran can control expansions so easily by simply making 2 medics + ebay.
Move 2 tanks an a vulture, cover the medics on the ramp, and voila. A hard to break expansion.
Yet, we never see it in use.
This would force the Protoss to use a shuttle to inflict damage, or bring an HT and storm. Otherwise, the protoss will have the short end of the stick during a ground fight.
PvT D Web (medium) Completed!
As long as there are no tanks, you should be pretty fine with only dragoons. Corsairs are very good at disabling tanks with Dweb.
I would recommend starting with some version of FE. I like 1 gate FE with 2 probes on gas, and range after second goon, but its all down to user preference.
Get 2 more gates after the nexus, and keep making dragoons. Dragoons should be the core of your army.
Hide a pylon somewhere, and add 2 stargates. After making 2 corsairs, make the fleet beacon and research DWeb.
Get more gates and zealots when your income allows, and once you have around 1-2 groups of dragoons.
You will need the zealots to clear the mines from the path, take initial hits from tanks.
Send the zealots moving into the Terran base, Dragoon attacking, and Sair D-webbing tanks.
Make sure the zealots are well spread, else the mines will get the best out of them.
My idea is just to favor faster corsairs by giving up on robotics (gas heavy). This should buy you enough time to charge some energy from the corsairs.
PvT "Its all in your mind" (Hard)
Once again, I would start with an FE, followed up 3 gates, because I find that the easiest way to defend it, but going DT can work fine under this scenario too.
What you are shooting for this time, is getting 2 gas VERY fast, and templars archieve to follow.
Research Hallucination, Zealot speed, and psychic storm.
Make 2 shuttles filled with 6 zealots and 2 templars, and hallucinate shuttle, and as many ground army as possible to try to break the terran choke.
Hallucinations are tricky to use, because they more damage than normal units and die very quickly. Nevertheless, they can be very useful to mess up a mine path, shield units from hits, and scare the opponent.
By dropping zealots, templars, you should have a good window of opportunity to distract tank shots, and storm enemy units (specially scvs).
Templars cost little minerals, which should allow to add many gates early on (you want templars early to charge energy)
Shuttle speed could be very handy
DTs inside the shuttle can help damage the terran army very fast
Synchronization and timing are probably the key issues.
PvZ Slowly, but surely (Very hard)
We have seen the famous corsair reavers, and corsair dts. But rarely we see the Dragoon reaver combo. Which surprisingly, is not very hard to gather from a protoss FE.
But the fun is to not make a shuttle!!! Just reavers, and dragoons with range.
What makes it so hard is that zergs usually go muta/ling, or mass hydras which both are pretty good counters lol.
Though the zerg may have the upper end if they have a decent macro, it will very often boil down to micro.
Best to try this on small maps to avoid counter attacks.
Very funny to try, zergs can get really frustrated... but protoss too... Just micro your best!
ZvT For Queen and country (Hard)
We dont see lurkers before mutas often. How about Queens before lurker? I would attempt this from a 9 pool, into 2 hatch tech. When lair is ready get queen nest and hydra den. Make 2-3 queen, and research lurker aspect + Spawn Broodling.
The idea is pretty simple, use the queen to Brood the tanks, and the lurkers to fight the Marines/Medics.
Of course, it is freaking hard to pull. Be very careful and patient with the queens, and dont let the terran flank lurkers with marines/med + scan.
If you manage to push the terran far away, you can probably go fast hive from 2 bases and get swarm to help you push.
TvT Will never know what hit 'em (Very Hard)
Just like the typical TvT, but start making a lot of marines from the barracks you inevitably own.
Marines are not a bad substitute for goliaths and great support for tanks. Marines cost 50 minerals only, and take 2 hits from a tank to be killed, therefore it is a great shield for forwarding tanks, and saves a lot of gas for MORE tanks.
But in this case, I dont want to get more gas for more tanks, but for a nice starport+science facility.
The extra gas should go to ghost + cloak + lockdown.
Playing defensive is a must, because an opponent going tanks/goliath will always have an upper hand vs Tank/Marines. But if you survive, and you got ghosts with cloak and lockdown, then youre the king of the country.
Ghosts are sneaky and with the aid of scan+dropship can usually find a path to come closer to sieged tanks, and lockdown 1 or 2.
Please, post replays if you try any.
Please, post your own crazy strategies/moves you would like others to try.