build I've been using:
9py(cb nex 11 and 13)
12gate
14 gas
15 pylon
17 core
18 zealot
20 gas
22 stalker; wg (3cb; 4 if aggression present)
24 pylon
25 stalker (cb)
sentry (against 1 gas build, 2 gate to finish with core builds, unless gas taken + mined; in this case sentry is warped in after wg)
29 stargate
31 2nd gate
32 forge
alternatively:
9py(cb nex 11 and 13)
12gate
14 gas
15 pylon
17 core
18 zealot
20 gas
22 stalker; wg (3cb; 4 if aggression present)
24 pylon
25 stalker (cb)
sentry (against 1 gas build, 2 gate to finish with core builds, unless gas taken + mined; in this case sentry is warped in after wg)
29 2nd gate
31 stargate
32 forge
win 75% (36-12)
what I've discovered:
penix imba
vs sg play: expo with cannons into 2sg phoenix; low stalker count and archons added asap; switch to voids with SGs if opponent stop phoenix produciton, or at 16 phoenixes. air upgrades are essential
vs blink robo: take nat after opponent; if opponent doesn't take nat, stop at 6 phoenix and power immo sentry zealot and some stalkers; if opponent takes nat, double robo immortal with switch to archon/colo; take 3rd after opponent; if opponent doesn't take 3rd, power off of two bases (4-5wg 2 robo) and wait for 2 base timing
vs 1 base robo: switch to voids after 5-6 phoenixes and beat colo timing with immort phoenix void zealot
vs 1 base blink sans robo: prevent blink with sentries, add immortals and stop at 4-6 phoenix; add 1-2 cannons; check for nat timing if any
vs fe: expand after opponent; stop at 6 phoenix and prevent opponent obs scout of nat with obs + phoenix (opponent cannot cb probes as fast as you can if he doesn't know you have expanded for fear of sg + wg or sg + robo wg timing-- double robo-- switch to void; blink + colo stop at 6 phoenixes and switch to double robo immo + colo or single robo archon
general observations
zealots are bad in composition-- only use for WP harass or warp in to harass expansions/production
stalkers are bad in composition--anything a stalker can do an immortal can do better; blink ins are nice but WP harass with zealot or dt is better in every situation
cutting down on zealots to boost production capabilities in forges, gateways, robos and other various tech structures is beneficial at every point
cannons are imba-- vs blink robo can prevent blink in with cannon detection of obs + phoenix to snipe obs; early forge over early robo saves gas for pheonixes and mid-high tier tech units for the purpose of defense against all-ins and dts, and later zealot/dt warp-ins to harass
cutting down on stalker/zealot allows you to move towards your maxed composition early on and will give you the edge later.
ultimate maxed units comps in various situations:
colo/archon/mothership if you can't switch to mass air early on
void/archon/colo(/carrier)/mothership if you can
denial of scouting switch to mass air might force standard late game comp of high colossus count while you are making exclusively air units
expansion timings up to 3rd base are important. from here, minerals are not an issue and a 4th/5th base can be taken at will for additional geysers. use excess minerals for cannons+nexi+assimilators and WP+zealot for harass/denial of expansions/force movement of enemy units
late game obs speed essential in tandem with phoenix + mother ship combo: if you have speed obs and phoenix, you can kill obs and force retreat even if your opponent has a mother ship as well
replay pack coming when i finish writing my english essay in a few hrs or by tomorrow at the latest. for now you'll have to take my word