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First off,
Laser Squad: Nemesis
As most of you who read
Mark4's BR know that Laser Squad: Nemesis is a tactical,
turn-based/real-time 1v1 game where battles are played out over 10 second
increments. Translation: Each turn (where orders are given for each)
are 10 seconds long, but the action that occurs is real-time as units
carry out the orders they have been given. As Mark4 stated there are
3 races in this game (with a 4th being introduced sometime soon), that
roughly equal to Terran (Marines), Protoss (Machina), and Zerg (Scourge)
of StarCrafttm.
Marines
The Marines are similar to
the Terrans in that they consist solely of ranged units, but the units are
all infantry with none of the heavy armor. The Marines gameplan is
more of a mobile, hit-and-run type offense rather than a powerful attack
due to the fragility of their units and the easy healing provided by the
medics.
Unit
|
Unit Description
|
Grunt (1) |
The basic
ground unit of the Marines has low hitpoints but a very high firing
rate. The low cost makes them worthwhile to have even with
their poor accuracy. |
Grenadier (2) |
The area
destruction unit. It carries 8 grenades which are fired like large,
bouncy water balloons. Watch out, because there can always be a bad
bounce that brings them back. |
Sniper (2) |
The long
ranged unit obviously. It is very good at picking off units at
long-range which is good because this unit can take very little
damage (even less than the Grunt). |
Medic (1) |
The
healing unit. This valuable unit can heal all of the Marine infantry
units with time and even carries a cute little pop gun. |
Commander (3) |
The
biggest, baddest Marine of them all. What big, bad Marine
would be complete without a big honking gun? A slow firing rate is a
problem but this guy makes his shots count with higher accuracy and
more damage. |
Headquarter (1) |
The
immobile supply depot. All infantry units can resupply their ammo
here, but if those explosives inside go off it's a killer. |
Machina
The Machina consist of
very powerful units targeted by superior scouting units. Sensors
that can see through walls and fast, light hover units help large powerful
tank units to destroy opposing units, with strong generalized infantry
units making up the bulk of their army. Machina armies number the
fewest of all the races, but can make up for it with their weaponry.
Unit (Point cost)
|
Unit Description
|
Scanner (2) |
The best surveillance equipment
money can buy. This unit can see through walls and forests to
spot enemy units, but carries no weaponry and has a high point cost
which could be spent on combat units |
Hunter (1) |
A fast, flying scout unit. This
unit can fly over low walls and cover large distances and even snipe
units (typically in the back) with its little gun |
Exterminator (1) |
The backbone of the Machina army
is basically a better Grunt (physically) with a slower gun.
It's good cost effectiveness usually warrants at least a few of them
on the battlefield. |
Missile Tank (4) |
The area destruction unit.
This powerful unit can smash walls and has a wide splash
radius. This is a blessing against units far away and a curse
when they are near. The small ammo capacity and slow-movement
rate shackles the Missile Tank to remain nearby it's HQ or be
rendered impotent while it races home to resupply. |
AI (4) |
The short-ranged
destroyer. This unit is essentially an armored shell with a
large, fast-firing gun which mows down enemy units nearby, but gets
inaccurate over long ranges. Distance is it's enemy against
more accurate units. |
Headquarter (1) |
Same purpose as the Marine
Depot, it supplies ammo but explodes when destroyed |
Not significant for this game
Scourge
The Scourge are the Zerg
of the game with the most numerous of units, and a dangerous recycling
ability. The Scourge have cheap, strong units which are penalized
with melee attacks and two types of slow ranged units. The
regenerative ability of the Scourge is based around the Queen unit which
can consume dead Scourge and Marine units to produce eggs which grow into
additional Scourge units. Destroying bodies of the dead or the eggs
is preferable to fighting a renewed enemy supplied by your own combat
success and losses.
Unit (Point cost)
|
Unit Description
|
Buzzer (1) |
Fast, flying air unit. This
durable melee unit can quickly fly over low obstacles and through
windows to surprise and overwhelm enemy units. Usually used in
flanking attacks (en masse) to target vulnerable units in the rear
or for quick scouting jaunts. |
Drone (1) |
The mobile ground-melee unit of
the Scourge. This unit is very strongly armored for its point
value and when approaching in waves can overrun stronger/ranged
units. Packs are vulnerable to explosive weapons
however. This unit is immune to the effects of Goo. |
Goo Spitter (1) |
Unit/area immobilizing unit. This unit fires grenade-like projectiles (also can
bounce) which after exploding sprays ooze which immobilizes enemy
ground units inside its radius and does minor damage over
time. The goo dissolves over time or can be
"blown" off with explosives |
Spiker (1) |
Scourge ranged unit. This ranged
unit is slow and has only average accuracy and damage, but is low
cost. When the Spiker runs out of ammo it dies and can be
consumed to create another Scourge unit. |
Splatter (1) |
A suicide bomb unit. This
unit is well armored and if it gets close to enemy units, can do a
great deal of damage. The unit explodes regardless of whether
it dies voluntarily or not, so any unit nearby needs to be
wary. The simple appearance of a Splatter usually causes
changes in enemy tactic just to deal with this dangerous unit. |
Queen (4) |
Big, slow recycling unit.
The Queen is the best unit for cutting through walls and can consume
organic bodies to lay eggs for new (low level) Scourge units.
The Queen is heavily armored and has a strong melee attack, but
should avoid direct combat to avoid a devastating loss of future unit
production. |
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