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I'll add one here too:
In low numbers, gateway units can defend against MM (even stim+concussive) fairly well. Use about even zealot/stalker numbers, maybe a sentry for GS if you have the gas. Make sure your zealots are in front so they are the only things being shot, and let your stalkers shoot from behind. As MM kites away from zealots, stalkers get in shots. As your zealots are about to die, pull stalkers back and warp in another round of zealots. Repeat.
Also, engaging far away from your base with this tactic can force stims, and over-stimming before medivacs really weakens his army.
This is the general tactic you want to use when doing the 1gate FE.
Good thread. Another tip, PvZ: If you are putting pressure on the Zerg expansion early in the game with your first zealots, make sure they are fighting next to mineral patches. When a zealot is between mineral patches this way, they can only be attacked by about 3 zerglings at a time instead of a full surround.
What Fish said. ^
I find myself wondering if "light" is really the right category here. Yes, having the colossus work on low-health units that don't have amor seems good, but I would think the most important thing is, since colossus attack is AOE, to focus the colossus on where small units are massed close together, rather than firing where each attack will only hit one or two units. Colossus attack does not do any bonus damage to "light".
According to http://sc2pod.com/wiki/Colossus, for the colossus attack, "Area affected is 2.8 wide by 0.3 long." So you want to position your colossus, and if you're going to aim it, aim your colossus, so that the greatest number of enemy units are exposed to the damage in that rectangle.
Edited by rockaday on 1/13/2011 10:11 AM PST
Psionic storm's duration is sometimes not enough to completely kill units so if it's a surprise attack, feel free to stack PSI storms (Don't cast both at same time, but overlap a little) To give that faster killing blow.
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