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.