Spike and Maul
Sent in by [ZealEmp]Duke, thanks!
Build a force of 5 arbiters, 3 corsairs, 7 scouts, and 2 carriers, as well as 4 shuttles. Make 16 dark templar and send them into the shuttles. This works best with 1 entrance bases. Make three groups. two of them will be arbiter, and 2 shuttles. Send these two groups to the left and right of your primary fleet. Send in the primary fleet's corsairs to kill off the computer, or other players' non-unit defenses. Then used the arbiters stasis field's to put the unit defenses, such as siege tanks, and marines on "ice". then send 1 shuttle group from the side to unload right inside their base, the arbiter's will keep them cloaked. Then send in the other group of an arbiter and two shuttles to offload where your enemy will send troops. Offload ASAP and send the 8 dark templar there. Once the other group of dark templar finishes off the front defenses, send them to wreck the base. while sending the fleet closer slowly. After killing their only unit production centers, engage in a full fledged attack. I tried this tactic and it worked 12/12 times. good luck obliterating any non [ZealEmp] clanmember with this. (they all know it)
CreepColony's Opinion: I don't really think that many arbiters are necessary.