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porsh111

Hallucination

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Ill be short.

So when hallucination is played, the oponent must discard FLUcombat card and replace it with new from his hand or draw top of the deck.

1. If oponnent knows , the Hallucination is the only tech you ressearched for Templars, it can be quite exploitable.

2. Lets say there is a skirmish with prottos having templar as support  with hallucination vs some random enemy unit. Lets say the protoss kills the enemy unit, and does not lose his own unit. But when hallucination is played, enemy can then switch his combat card and swap it with some, that he actualy kills protoss unit.. We all know there are defensive and offesnive combat cards, like zealot 5a7h and 7a5h. So do you see where is problem?

 

Rules doesn't say anything specific about this, meaning that Hallucination must be played, and Protoss player can not decide either he plays it or not. Although would be great, if protoss player could decide, if he wants to play Hallucination or not. If hes succesfull in skirmish (kills enemy unit, does not lose his own) then he can just discard the card, if hes not , then he plays it. Is there a houserule on this? Otherwise this tech seem just a waste of resources, untill you have PSI storm ressearched too, to mix it up.

 

What do you think?

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The opponent only knows whether you played a reinforcement card if you're the attacker though, and if you're the defender, you can still place an invalid card that pretends to be Hallucination, to discard it later and confuse the opponent (although it must be a reinforcement card then). A +1 health card will do fine, too happy.gif

Another side effect of Hallucination is that it drains your opponent's hand of the cards he needs, so he'll need more research orders later. If he keeps his units, but used 2 hand cards for it, it might well be worth it as he might not have that second card in the next combat where he'd really need it to protect his base. This is particularly true if he fights with units that have only few combat cards available.

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It works similiar in video game - a smart enemy can quess what units are hallucinations and ignore them. In board game, your oppotent has the possibility to outsmart you instead. But, as haslo mentioned, you may do it too, even easier.

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Vladus said:

guys...with all due respect, hallucination isnt the only research available for high templars....there is psionic storm too

Nobody doubted that, the question was about whether Hallucination was useful even before Psionic Storm was researched or not happy.gif

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I really like "Hallucination" card, because you may lure easily your opponent.

As my opponent knows that I have researched this technologie and he will loose his combat card, he didn't play the best card he has. Finally I didn't play my hallucination card but a +1 health card, and he loses the battle.

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 psy storm smashes face.  hallucination is much more subtle.  BTW if you hallucinate a "return to tech deck" combat card like increased carrier capacity or something does it go back to the tech deck or just get discarded?

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Anyone NOT researching Hallucination is missing out on a serious advatage.  Even if you never use it, it will always have your opponent on edge.  And in a big battle, there are not alot of cards to trhow around.  So that Halli. card is a clutch addition.  I use it all the time to counter Chitnious Plating, Nuke, Carrier Cap., and Yomata Gun. 

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To me, it's just one of those "Why Not" cards?  It is cheap (excluding the Oppritunity Cost of having to Research it) and just makes your assist units that much more versitile.  I feel like If you are going to use any assist units, you should research most, if not all, of their teches.  With the Brood war Assist module addition, they are that much more dangerous with more spells.  Albeit, I have never researched Consume. I know it can be an easy bail out if you don't have the cards you need, but I have never researched or used it.  : /

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