Protoss Armada
Attack with a mixture of air units. Sent in by Yanksrule1214.
-start out by geting 7 probes
-with the seventh one build a pylon
-then build more probes and another pylon and a gateway and a forge
-build some assimilators and start mining and build a cybernetics core
-when the cybernetics core warps in build a citidel of adun and lots of pylons
-warp in 6 stargates
-when the stargates finish warping in immediately order two scouts and two corsairs to be built at each one
-build 3 fleet beacons so that you can upgrade fast
-build a robotics support bay and then two observitories
-upgrade scouts sight range, scouts speed, ans carrier capacity
-the obsevetories should be done warping in so upgrade observers speed and sight range
-build 3 observers
-the scouts/corsairs should be done warping in by now so hotkey them
-order 2 carriers to be build at each stargate
-build 3 arbiter tribunals and develop recall and stassis field and upgrade arbiter energy
-go exploring for opponent's base with an observer
-warp in an arbiter at each stargate
-when you are done building the intercepters for the carriers you should hotkey them
-hotkey the arbiters and fly them over to just outside your opponent's base (by their nexus, comand center, hive, etc.)
-fly over the scouts and corsairs because they are fast but recall the carriers
you should have cloaked carriers, cloaked scouts, and cloaked corsairs
-if the enemy has air defense use disruption web and immediately kill it
-the carriers will deal the bulk of the damage, but you need the scouts for arial support and the corsairs too
-the point is that if one part of the fleet dies then the other will be able to function just as well without it.
CreepColony's Opinion: This definetly needs to be done on a mucho money map, and some defense is needed. Also, I don't think 2 scouts, 2 corsairs, and 2 carriers will do much damage.