Goals:
+ Show Spoiler +
Continually attack in order to slow the Zerg down in order to force a low infestor count to the point where he cannot drone his 4th while getting early broodlords and get to the turtle stage. In order to prevent the Zerg from getting to this turtle stage you have to continually attack, especially hitting the prehive timing, while establishing a 3rd/4th and eventually 5th for yourself so you have the economy to switch to high templar carrier. Having map control allows you to get up your army of death that Zerg is unable to kill. This version of map control is not about walking your grandmother out to the middle of map and back safely, but is instead the freedom to tech. There are two huge timings to kill the zerg. ONE: a huge immortal stalker push onto the Zerg's 4th in order to hit a prehive timing and TWO: delaying with warp prisms in order to get out a mega death ball and rolling over the infestor corruptor broodlord army of the Zerg.
The Attacks:
+ Show Spoiler +
1. Zealot Stalker Push:
+ Show Spoiler +
The point of the zealot stalker push is to slow the Zerg's droning and larva usage to open up a window where the zealot stalker push can do damage because of a lack of roaches. The priority is to snipe the queen at the 3rd, however this is the best case scenario. Sniping the queen means you are taking away 5 larva and 150 minerals from the Zerg, slowing him down considerably at this stage of the game. If the queen cannot be sniped (decision has to be made instantly) go for drones. Three drones have, and should, be killed by the zealot and stalker. Simply target them down as the queen throws tissue paper at the zealot and stalker. It is worth it to lose the zealot for 3+ drones and worth it to lose both the zealot and the stalker for 4-5+ depending on how much mining time was delayed. These units are not vital after the attack, but should be used afterward in order to clear path for the warp prism so it is not scouted.
2. 3 Sentry Zealot Warp Prism Attack:
+ Show Spoiler +
+ Show Spoiler +
The goal of this attack is to FORCE UNITS FORCE UNITS FORCE UNITS TO DELAY TECH! Three sentries should be loaded up from the natural into the warp prism and then go to the 3rd.Before the warp prism arrives to the 3rd 4 zealots should be warped in to lead for the prism. These zealots allow for an instant warp in once the warp prism is in place at the 3rd as well as preventing queens from attacking the warp prism once it is powered. Juggling Sentries in and out of the warp prism is very strong against small number of roaches. Have the warp prism set up at 3rd if the queen is dead. Only zealots should be made in this attack as your gas is going towards upgrades and immortals. Best case scenario is to obviously kill the 3rd. However, you are in an amazing position if you are able to force a large amount of roaches from the Zerg as this means he will not have any tech. The timing that this hits is exactly when Zerg begins to get their +1/+1 as well as lair already started. If the zerg has roaches prepared, the damage is already done as he that means his upgrades are too delayed for your next push and it is impossible to get a healthy infestor count for the rest of the game. This attack is a double edged sword for the Zerg, he must react and either way you are continuing to get your 3rd and tech and no matter what he is vulnurable to your next attack.
Note: During this attack you will stockpile on gas! Do not fret! As you are establishing your 3rd, since you will be down on minerals because of probe and immortal production, all of your gas will be spent on sentries (6-8). Then the stalker production will commence.
3. 3-4 Immortal Stalker Pre-Hive Death Push:
+ Show Spoiler +
+ Show Spoiler +
The Zerg's 4th dies. The game is now over. However, because Zerg is... well Zerg, your push may be barely held off. If their 4th lives substantial damage will be done to his army, all his infestor energy will be used, and a turtle brood transition is the only possible way to play after this. This push has the potential to outright kill Zergs on maps like Cloud Kingdom and Daybreak because your units are too spread out to be chain fungaled and the only response to this push is a healthy broodlord count, and no more than 4 will be out because of the two previous attacks. Getting broodlords would be death of the Zerg, which means the only response is going to be fungal. Zerglings are nullified because of your +1 armor and blink, and 3-4 +2/3 immortals will shred any roach count. During this attack it is vital to spread your units and blink small amounts of stalkers onto the infestors in order to snipe them and destroy his infestor count for the rest of the game. Additional stalkers should be warped in, especially after the infestor energy is used, to further push your victory and possibly snipe the 3rd and any morphing broodlords. This is best case scenario, as killing the 4th or all the infestors would already be the end of the game.
4. Getting to the late game:
+ Show Spoiler +
If by chance you meet Nestea on ladder, the Zerg may still be alive. Do not be fooled, this is only an illusion,as this is just Nestea shifting the universe in order to make it seem like he is still in the game. The key to this stage is to rip the Zerg apart. WARP PRISMS WARP PRISMS WARP PRISMS WARP PRISMS and zealots. There should be a minimum of 2 active warp prisms on the map, and on a map like Daybreak 3 warpprisms are extremely beneficial. Warp prism speed should be researched as 3rd is nearing saturation/taking 4th. You cannot afford dark templar during this time, so just try to tear the zerg's defense apart. Even though he may have spines at his base zealots can easily wear this down. The whole point is to delay so you can establish your 5th base and build up towards your death army. On a map like Ohana, huge zealot warp ins will force the Zerg to pull back a significant chunk of his army, which can open up a window to snipe the Zerg's 5th and possibly even his 4th. During this time high templar should be built for feedback and storm, mothership should be building up energy, 3-3-3 should be near completion, and air attack upgrades can begin. The key is to never engage the Zerg army until you have an unkillable army.
5. The Final Army:
+ Show Spoiler +
+ Show Spoiler +
High Templar for storms and feedback are the absolute key to this stage, whether or not carriers are out or not. Pure infestor broodlord can be destroyed by feedbacking the infestors and using storms to zone the broodlords and infestors to get the necessary engage. During the super late game stage use the storms to chunk away at the corruptors and allow your carriers and couple of voidrays to rape face. Warp prisms can destroy Zerg's tech and economy at this point as dark templar are feasible.
The Build:
+ Show Spoiler +
17 nexus
Forge
Pylon
Gate
Cannon
Double gas @ half Gateway completion
Cyber @ Gateway completion
Zealot (Use this zealot in order to clear watchtower to wittle down the zergling count and clear a path for the stalker)
Note: By this point all crono should have been continually used on probes.
Stalker Cronoboosted (Pressure with Zealot Stalker and continue sentry production out of gateway)
Robo
Robo Build Priority: Warp Prism, Observer, Immortal, Immortal, Immortal, from this point continue immortal or warp prism production
2 gas
3 gates
Note: 2 sentries made out of gateway and 3rd warped in at natural
3 Sentry Zealot Warp Prism Push (Push should be leaving base 7:50-8:10 depending on crono use)
Add 3rd and 2-3 gates (3 if necessary to wall 3rd)
Get up sentry count (4-5)
Twilight -> Blink/+2
3-4 Immortal Stalker Pre-Hive Death Push
Establish 4th and continue tech as needed
Additional Notes:
+ Show Spoiler +
2 Observers are vital for scouting the exact hive timing of the Zerg as well as when the Zerg decides to take his 5th. Having constant vision of the army allows you to do large warp ins of zealots in order to take the main army of the zerg out of position and snipe his 4th/5th or catch broodlords/infestors out of position. While harassing with zealots you must build up your high templar count while building up energy on your mothership. Having a low stalker count is necessary in the super late game as any stalker count you have should end up being sacrificed in order to do some sort of economic or army damage to free up supply while teching towards carriers. Cannons at your 5th on a map like daybreak are vital to avoid taking damage from the zerg clearing up supply. In the super lategame you should also be double upgrading air armor and weapons, while already having shields maxed out. Your high templar and mothership timing while harassing with zealots makes it impossible for the Zerg to attack with infestor broodlord without risking the game.
Replays:
+ Show Spoiler +
Rain vs Idra Daybreak:
+ Show Spoiler +
http://drop.sc/277200
In this game Rain only pushes with 2 sentries because his timing was slightly off. You are able to warp in the 3rd sentry at home but it would have delayed his push, and as he killed Idra's 3rd, Rain obviously made the correct decision. This is the best case scenario for this push. After this point Rain stuck to his plan and hit the pre-hive timing to get Idra's 4th and saw that he could push the advantage and end the game.
Rain vs Sen Ohana
+ Show Spoiler +
http://drop.sc/277207
Rain opened with a stargate in this game, however I am attaching this game because of his excellent use of warp prisms, spreading out the Zerg, and attacking at multiple fronts to wear him down. Rain's choice to go for colossus in his games is very specific to what the Zerg is doing and I may end up making a guide on Rain's stargate play as well as the games to go for colossus because of the extremely precise things he has to see in order to do so.
Rain vs Killer Daybreak:
+ Show Spoiler +
http://drop.sc/277169
During this game Rain scouted Killer in order to tell that he should go for colossus and killed multiple of Killer's bases. From this point he could easily bring it to super late game where Rain has the advantage. This replay is a must see for people who believe that infestor broodlord is impossible to deal with. The fact is that at super late game nothing of Zerg can kill a well microed toss deathball, with the correct unit composition. Rain rolls over Killer in the final battle while losing only a couple of units.
Note: These replays are all from BWC 2012 as I was unable to find any other replays from Rain. If anyone finds additional replays I would be happy to update the guide and make adjustments as necessary.