You've all probably heard of the Nony Phoenix rush. I started using it, and really liked how it worked out. However, I noticed that although I could harass very well, it would quickly die off against a good defense. Sure, it did damage but it lacked crippling potential because of no air-to-ground capabilities.
Void ray rushes, on the other hand, DO have crippling potential, but we all know how fragile Void Rays can be. So I decide to try to mix both strategies out. But first, I had to check if they could really be as deadly as I hoped. So I made a few quick tests.
1 Void Ray and 3 Phoenixes can kill, assuming appropiate micro from both parts and 100 energy on the Phoenixes
-4 Hydras/queens (any 4 of these, it doesn't matter what mix)
-7 Mutas
-7marines (relevant if anyone is brave/silly enough to try this vs Terran).
I played a few games with this build, winning some and losing some, then went off to try and tweak the build in YABOT. I had several restrictions in mind.
-I would scout at 9. I want to check if they way is clear to go on with this build, as a few things can ruin your day (more on this later).
-I would wall off. This means that the probes would be off mining a bit more than if you built tightly.
-I would quickly get 2 Zealots and a Stalker. I really want to hold off any early attack, so I would not only get them, but I would Chronoboost all three. If you feel safe with just one zealot you can skip the second one and get two more probes, but I REALLY like my two Zealots. In other words, the more defenses you get, the later you'll finish this build.
WHAT IS THIS BUILD GOOD AND BAD AGAINST?
Any attack that you would consider a "rush" (starting at 6-pool) will put you against the ropes. If your wall-off with 2 Zealots and a Stalker can't contain the enemy attack, you'll have to divert your attention away from the build and get some defense up. I've also lost a game against a quick Zergling/Nydus rush, in a big map when my Void Ray was halfway across the map. The zerg didn't get to see my Stargates either, so I guess that's just something that happens.
On the other hand, if the Zerg tries to early expand, or try to tech up, this build will be very effective.
Of course, the map also matters. If the map has a short flight distance then you'll have a clear advantage. Also, if your opponent spawns close to you in a 4-player map it'll be more effective. In 4 player maps zerg are less inclined to rush you. But in some 4-player maps the distance if the zerg spawns opposite to you will give him a lot of time to prepare against your eventual attack.
This is the reason why I say you have to scout at 9 supply. You need to know where your enemy is and what he's doing. But getting those zealots and the stalker will grant you plenty of time to decide!
BUILD ORDER
This is the build order I've perfected with YABOT (a really great tool!), and I'll include my best times for it too. Note that I'm only Gold League, so a better player will probably be able to squeeze a few more seconds out. And I went for a safe buil (2 Zealots and a Stalker) so cutting some of that will also make the build go a bit faster. I used Chronoboost on ALL my battle units, meaning I didn't have much left for probes. Again, you may vary that to fit your style.
9 - Pylon 1
12 - Gateway 1
13 - Assimilator 1
14 - Pylon 2
16 - Zealot @2:45 (also get your second Zealot either here or at 17)
18 - Cybernetics Core
18 - Assimilator 2
22 - Stalker @3:53
24 - Stargate 1 @4:12
25 - Stargate 2 @4:43
25 - Pylon 3
25 - Void Ray @5:23
[b]HOW TO PLAY THIS BUILD[B]
It is crucial that you wall off. You'll be working out of a single Gateway, so you can't let the zerg player inside your base. When scouting, look out for any cheesy rush, and if you see something like a 6-pool coming up change to another build. Just before the Zerg gets his queen or first zerglings out, you may want to leave his base. If you do, leave the probe at a Xel'naga tower to serve as an early warning against any attacks.
The beginning of the build is very generic, so feel free to morph into a 4-gate or a 3-gate Robo build if you think that'll work better against the enemy, or if you see the flight distance between your bases is too large. Since you sent out that early probe, you can also choose to get a proxy pylon for a 4-gate push. Flexibility is key!
If you do decide to continue with this build, there are several things you should note. If the flight distance is really short, you may want to get a Phoenix before the Void Ray, to have a little more energy. If the flight distance is very long, however. You can send out your Void Ray, in a path trying to avoid enemy scouting, and rally the Phoenixes to him. Just be careful to have the Phoenixes avoid Xel'naga towers and probably Overlord paths. If your are discovered, you should probably just move on WITHOUT engaging Overlords. This increases the chances that your opponent will fail to notice your attack, make sure your travel time is as short as possible. If you realise he's noticed you're attacking, feel free to have the Phoenixes attack Overlords, while not straying too far away from the Void Ray.
When fighting, there are also a few key things you should note. In the event that you find Mutas on your way, focus fire. The Void Ray should attack one muta, to charge up his attack, while the Phoenixes take other mutas down. If you encounter Anti-Air grounds forces (Queens or Hydras) pick as many of them up as you can, and KEEP THEM UP. Every second in the ground is a second they can be attacking you, so deny that DPS.
If you fight Queens and Hydras, remember that Hydras deal more damage. That means pick them up first. And always have the Void Ray target whatever AA they have first, meaning anything you couldn't pick up. So if fighting 4 queens, pick 3 of them up, and fire on the one left on the ground.
WHAT IF I'M ATTACKED?
If an attack comes to your base before you move out, ask youself a simple question: can you hold it off? If not, have your Void Ray and Phoenixes support the battle. If you CAN hold off the attack, try to move out unseen.
HOW TO ACT AFTER THIS BUILD
After getting the Void Ray and 3 Phoenixes, you'll have several options:
-Get more air units: this will allow you to put the nail on the coffin of your opponent. You don't want more than 6-7 Phoenixes however, and remember Void Rays will take a long time to reinforce your army, specially if the flight is long. This can allow you to win the game then and there. Make sure to take out any AA you see, and save your Phoenix energy to pick up any AA units that the zerg creates. Your Void Ray can kill off drones if you want to play it safe. However, you may be able to bring down their tech buildings, and maybe even the Lair/Hatchery, meaning you'll only have to defend your base to win.
-You can expand: specially in the case of the enemy having lost an army of roaches in transit, you won't have to fear a counter-attack.
-You can get a Gateway or two and THEN expand. This is the safe route. It will give the enemy counter-attack time to get to your base, and once you ward it off you can exoand safely, and make sure you have a grounds army to back it up.
After you expand, note tha you'll have air superiority and map control. The zerg will probably have to get Hydralisks, so plan accordingly. I've tried getting a Fleet Beacon (or fleet BACON) and teching up to Carriers, but they're just so slow. I strongly recommend you get more Gateways, research Warp, and go for Twilight Council and possibly Templar Archives. This will allow you to get a Zealot/Stalker army with air support. And High Templars with Storm are great against Hydralisks!
Take advantage of your map control and try to secure a third expansion. Use your air force to try to keep the zerg contained, but be careful with Hydralisks on creep.