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Railarian

What's your favourite assist unit?

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Hi,

Everyone knows how assist units are essential to combat (especially since Brood War w/ assist modules). These units destined to support troops can cost rather alot of resources in tech and Research orders. But they are powerful enough to turn the tide of a battle with a single card without having to be front-line!

What's your favourite assist unit(s)? Which are worth their price and which are not? Can there be some very good but too expansive to reach?

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Well, most assist units are just required to use well other units included in our strategy.  So you should rather ask "What's your favourite strategy?"

 

Well, I haven't tried Dark Archons and Medics yet, but from all other assist units my favourite are Science Vessels, Perhaps not as strong as High Templars, but fun when you are using their cards (especially EMP vs other assist). 

Zerg assist units are also nice, but I rarely find enough time/orders when playing Zerg to arm them in appropriate technology cards.

The most boring are Arbiters IMO. Stasis Field is purely defensive, Recall can be used occasionaly (but with Tassadar Warp Gate really makes sense), and Cloaking does not help in any way break through enemy lines (except saving your units for later).

I think Medics may become my no. 1 as soon as I buy BW.... ^^ They are cheap, fast available, life-saving when you are forced to fight against stronger enemy (Optical Flare, Heal).

 

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@cyb3k Stasis Field is purely defensive

No, I don't think so. gui%C3%B1o.gif

You need:

1 Reaver with the "Increased Reaver Capacity" (because of Collateral Damage)

1 Arbiter with "Stasis Field"

1 Enemy area with a base, installation or many workers mining (It doesnt' matters how many units are stationed here, but there should not be by a Science Vessel with EMP, a Dark Archon with Feedback or a Goliath with Charon Boosters. If he has a Templar with Hallucination you need a second Increased Reaver Card. Did I forget anything?). So against Zerg it is easily done, against Protoss mostly too.

Attack with both units and play your Combat Card and Reinforcement Card. Watch his base, installation or workers explode, retreat back to safety because you didn't managed to destroy his units. Done. Not the easiest way, but it is a safe thing when you need it the most.

  

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My favorite assist unit has got to be the queens. They can detect, make people play their cards face up if your defending, weaken troops, and best of all.....BROODLINGS! getting a free kill of of that expensive dragoon or seige tank or ultralisk is always funny. queens are also able to come out to the game quickly, being a teir 1 unit, and they have cheap techs, and they are very handy. They a fav in the p.c game and a fav in the boardgame!

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It's usefull, but (if i remember well) it doesn't give you any attack bonus, like e.g. Irradiate. Plague has Detector, but it is just a card... So, comparing with Queens and Vessels, Defilers are not so good Detectors. And, they are ground units (more ground splash cards is available).

You should be carefull if you plan to focus on Zerg assist during game (Zerg have overally weaker regular units, so they need lots of them).

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ofblack said:

Why not Defilers? The plague is a very nice technology.

I love Defilers happy.gif But they seem to require more effort to get on my part, Queens just arrive on their own mostly (as the Queen's nest will eventually be built anyway, if only for being able to build more units).

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High templars are the best because of the psi-storm. A very powerful card indeed and once you run out of them in your hand you morph into an Archon and continue with a ground/flying splash damage massacre

Dark Archons on the other hand are very questionable. They are quite expensive and feedback isn´t as good as it could be and Mind control is very difficult to apply and even then you get a unit with minor values because getting a proper card from the top of the deck is a pure luck
 

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