OMG BFFS
![[image loading]](http://images2.wikia.nocookie.net/__cb20080801042532/starcraft/images/6/6f/Phoenix_SC2_Game1.jpg)
![[image loading]](http://images2.wikia.nocookie.net/starcraft/images/thumb/9/9f/Stalker_SC2_render2.jpg/200px-Stalker_SC2_render2.jpg)
![[image loading]](http://images2.wikia.nocookie.net/__cb20090516031105/starcraft/images/thumb/a/a8/Carrier_SC2_DevRend1.jpg/200px-Carrier_SC2_DevRend1.jpg)
EDIT: Replay added and general strategy/BO tweaked:
Replay: http://www.sc2replayed.com/replays/61824-1v1-protoss-lost-temple
I know I lost the expo, and my opponent wasn't very good. I was harrassing with my Phoenix right as he pushed, so the Chargelots got were in my face before I could react with FF(remember, only 60 APM here

I also shouldn't have gotten the second Stargate, as it didn't see much use and I could have used the Gates to hold the push better. Will try and remember that for next time.
Also, I should have brought my Phoenix back to help with the push. Forgot about them under the pressure

DISCLAIMER: 600 Plat, 60 APM Laddertoss here

I don't expect this to be a standard build. Maybe it will be. But it is very fun, and can catch people off guard.
I also feel like this build is very map dependant, as it is a very heavy macro/tech build. 4-Player cross positions will be best to deal with rush distance. LT is ideal, because your Nat and Ramp are easy to defend, and Phoenix will help with potential cliff harass.
I'm also aware that every build has a counter. Don't just reply with "but this is countered by x and x unit comps". Of course it is. However, it may be too vulnerable against standard builds. If that's the case, then I'm open to that kind of criticism.
I also don't have any reps just yet, haven't had time to ladder since I've gotten it more refined. Will post them ASAP.
Onward:
After spending the majority of my laddering adventures focusing on 3GateExpand, 2/3GateRobos and 4Gates, I decided it was time to give Stargate tech a shot. Until recently, I hadn't even tried a Stargate opener. I feared my multitasking skills just weren't up to snuff to be able to pull off some sexy Phoenix harass.
I also felt like transitioning out of Stargate tech wasn't going to be as smooth, because I assumed the word of mouth and forumspeak I'd heard about Carriers being medicore for the cost was true.
But one day, I decided to give Phoenix into Carrier a shot...and I was pleasantly surprised with the results.
Theory behind the build: (New stuff added, more detailed)
This build, which I feel will work best against Terran (also very good against a Robo Toss), is designed to take advantage of the awesome power that upgrades add to Interceptors. (+2 per, +16 total for fully loaded Carrier at level 1. +4 and +32 total at level 2). Seriously, the upgrade scaling on Interceptors is INSANE, and +2 Carriers do a TON of damage.
The reason I think it will work best against Terran is beacuse it will force lots of Vikings, which is where the Stalkers fit in. Stalkers, as well as the Phoenix will help support, and the Viking count will mean fewer tanks. A few Graviton beams can help make the relatively low tank count even easier to deal with.
If they go with lots of Marauders to deal with the Stalkers, it becomes a micro fight. Blink into good positions to avoid Marauders and help deal with the Vikings. Carriers giving vision on the high ground could definitely lead to good positioning options for the Stalkers. Use the Carriers to try and whittle down the Marauder force.
The ups also give the Phoenix a boost. Keep them alive during the harass and they'll provide some nice support later in the push.
I use Chronoboost primarily on army production early, as opposed to Probes, to help defend my ramp against early pushes and get Phoenix out faster.
The Phoenix harrass helps buy time to get an expansion running and force static defenses to slow the opponent down.
Once my expo is up, I begin focusing on Carrier production and upgrades, then get the Blink and Stalkers running.
Very rough build order: (EDIT 8/22)
After fighting through tons of cheeses and all ins, usually winning or losing before I got to Carriers, I tweaked the strat a little bit. I decided rushing Stargate before a 2nd Gateway was leaving me too vulnerable. So I now open with 2 gates into Stargate, and try and scout more actively with my inital Phoenix. Before, I was waiting till I had 2-3 before I showed them and started harassing.
9 Pylon (Scout)
13 Gate (Stop Chronoboosting Probes after Gate goes up)
14 Gas
16 Pylon (Move Probe out at 15 to get Pylon out of Scan range)
18 Core
19 Stalker (Boost)
22 Gateway
22 WG research (Boost)
23 Zealot (Boost)
25 Pylon
25 Stargate
27 Sentry (Boost)
27 Phoenix (Continue production as desired. I found 4 to be a nice sweet spot. Begin harrass at 2 or 3)
30 Stalker (Boost)
34 Gate
36 Pylon
38 Stalker x2
At this point, Phoenix production is about wrapped up and you can begin harrassing. You'll have a 3rd gate almost finished to get extra troops out if necessary. Use forcefield to defend your ramp, and go wreck havoc in the mineral lines.
From this point, go with the feel of the game. These suggestions are rough. The ideal goal is to maintain steady Stalker production and keep up the harass without losing any Phoenix.
Constantly poke back in to scout and abuse any weak spots, but its more important to keep the Phoenix alive than suicide them in to try and get an extra worker kill or two. They will provide nice support during the push that follows.
~40 Nexus (Use a boost or two on Probes to get more for transfer. Also, get both Assimilators immidiately running after completion. Its gas heavy from here on out)
~48 Fleet Beacon
~60 Carrier (Boost)
~65 +1 Air Attack (Continually boost this, and get to +2)
~75 Twilight Council/Graviton Catapult research (Boost)
Timing Push:
The ideal push is 5 Carriers with +2 along with a nice-sized Stalker force, with a few Zealots/Sentries mixed in if desired. You can also go with a 3 Carrier push with +1, but considering how the upgrades make Carriers exponentially better, I like to wait for the +2 and more Carriers.
Hopefully your Phoenix made it out of the harass alive, and they can Graviton key units or help focus down enemy air support during the push.
Don't forget to micro this push! Too many Tanks/Marauders? Blink those Stalkers outta there and let the Carriers go to work! Too many Vikings? Blink up and Focus them down! Carriers are also awesome at focusing down Immortals, because they don't activate the Hardened Shield (pretty sure).
How to beat it:
1. A strong 1Base all-in, very early aggression, or maybe just a well-timed attack right before the Phoenix harass starts would probably do the trick.
2. A good timing attack at around 70 food, before the expo is fully saturated and before the Carriers start to pop.
How to stay alive:
vs1. Scouting obviously is important here, which is why I go on 9. Since you have to get such an early 2nd gas and commit to early tech, if you sense lots of early aggression with the Probe scout, just abandon this build and go with something more standard. A long-lasting probe scout is extremely important here.
If you sense something relatively normal, then Forcefields will be the key to surviving a standard-ish 35-40 food push. Since you are cheap on the Gateways and slow on WG tech, you have to cut Chronoboost on Probes early. Use CB on the Gateways to get an early Sentry and enough Stalkers to have a solid ramp advantage.
vs2. The goal is to have this push significantly slowed by the Phoenix harass. If you can force static defenses and keep his army at home to ward off the Phoenix, you should be able to safely expand and tech to Carriers. At least that is the goal, and I have had it work.
Now, go give it a shot! I would love to see lots of replays of people trying it in here.
I'll try not to rage too hard at the criticism, too.
