Just had a rather nice victory over a rather ill mannered chap. Couple of nice blink trains
I would be greatly obliged if you took a look at the replay
here, and help me improve! Forge fast expand worked for me for once
Well done

. You outplayed your opponent by such a large margin I felt sorry for him. He didn't seem to have any idea what he was doing - no warp gates, 3 gateways mass zealot into an expo (at a place other than his natural

). Then mass void rays while not using a single chronoboost the whole game lol. Didn't saturate any of his mineral lines properly. He buys multiple observers but doesn't even scout with them....
As for criticism of your play, you did a lot better. You did things in a fairly logical order and didn't really miss anything crucial. There are just a few easy tweaks you could work on which would improve your play hugely. Here's the list of things I came up with while watching the replay:
- scouting/map vision: you should always get an observer or two and scout his base to see what he is up to. Also, it's totally ok to sacrifice a probe now and then into the front of his base to see what his army is. What I like to do after I get my 3rd base started is to set a worker or 2 patrolling between all the unused expos of the map to see if he's got any ninjas. If you'd done this you could have killed all his expansions before his army had time to respond.
- production buildings: once you get your natural reasonably saturated, you should have more than 4 gates/1 robo. Six or seven gates is a more standard number and would have helped you keep your money from building up. (I know you did throw down more gates, you just needed to do that a bit earlier

)
- chronoboost: in the early game, concentrate on chronoing probes, but after that the forge should be your focus. If you've genuinely got too much chronoboost that you can't spend it, just use it on your warp gates to get a bigger army faster.
- army composition: blink stalkers are good, but you should have a more varied composition since you didn't know he was going voids (you were lucky the stalkers turned out to be the perfect counter). If he'd been massing up immortals you'd have been screwed. Also keep an observer with your army at all times, in case of DTs but also so that he can't have an observer of his own following it around giving him intel.
- upgrades: once you're on 3 bases, always get a 2nd forge and get double ups. You can afford the gas. Chrono them both constantly too.
- HOTKEYS!! This last point is potentially the most important. At the very least, you should have 3 hotkeys - one for your army, one for your nexuses and one for your robos. Ideally, you should have a seperate hotkey for the casters in your army, as well as a hotkey for your forges so you don't have to go back to base to select them. When I play P, this is my setup:
1) main army - stalkers, zealots, immortals, colossi etc. Anything which can be a-moved. If for example I need to micro colossi, I will a-move my army, then ctrl+click on a colossus and micro them separately.
2) casters - sentries, HTs etc.
3) spare slot. Used for my initial scouting probe, then things like warp prisms if I'm dropping, or scouting observers.
4) nexuses
5) warp gates
6) robos
7) stargates
8) forges, twilight council, cyber core, fleet beacon.
Those are the aspects of your play which struck me as the most deficient. Overall you played pretty well though, and I could make a similar list for anyone below GM lol. There are a few other nitpicks, such as transferring probes to your natural earlier, or making sure you get your vespene geysers at the right times, but really these are unimportant and are the kind of things which you will iron out just with experience. GLHF
EDIT: also that was the worst BM I've ever seen
