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Hit Points: 60
Size: Small
Supply: 1
Cost: 50 25
Build Time: 30
Trained at: Barracks
Requires: Academy
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Energy: 200 (Upgrade to 250)
Ground Attack: None
Air Attack: None
Range: None
Sight: 9
Armor: 1 (Upgrade to +3)
Dropship Carries: 8 Medics
Production Hot key: C
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The Medics of the United Earth Directorate follow a time-honored tradition of selflessly
marching into combat zones to aid their injured brethren. These fearless women, aided only
by protective shielding, are highly skilled healers capable of restoring the health and
vitality of wounded soldiers. Medics can even cure various Zerg infestations such as
Parasite or Ensnare.
The Medic's primary function is to support combat units by healing Terran infantry units. The Medic's secondary role is to
remove harmful and annoying special abilities and occasionally harass the enemy with Optic Flares.
Controlling Medics with other Troops
You may find that Medics sometimes charge into the enemy and die rather than healing your combat troops... or do they? The
key to controlling Medics with Marines, Firebats or even Ghosts is keeping the Medics in the
rear of your formation. If you send the Medics in first using the attack move command, they charge right into the enemy
or past them (depending on where you clicked) and only return when the following Marines and Firebats become
damaged. By the time the Medics double back and attempt to heal your Marines and Firebats, those units may be dead.
If you keep the Medics in the rear, the Marines and Firebats will reach the enemy first, take damage, and
the Medics will step in to heal. Formation is key when using Medics in conjunction with other troops.
When Medics are grouped with other infantry and the Attack Move command is used, target the Attack Move slightly in
front of the enemy instead of behind it. This will help prevent the Medics from charging too far ahead after their escort
stops to fight.
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Invasion Forces
Medics are a great addition to an invasion force of Marines traveling in Dropships. Fill up Dropships with a mix
of Marines and Medics then land in the enemy mining operations.
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High Ground Assaults
A good mixed high ground assault force includes Siege Tanks, SCVs (to repair the Tanks and build Missile Turrets and Bunkers),
Marines (to attack air targets), and Medics (to heal the Marines and SCVs). In this picture a force of 3 Dropships
takes the high ground on Level 3 of the Terran Campaign in Brood War.
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Heal -
Cost: 1 for every 2HP healed
Range: 2
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While expendable, the massive losses of Terran Marines during the Great War began to
become cost prohibitive. The Medic's use of chemical modifiers has greatly enhanced the
survival rate of UED forces, lengthening the expected battlefield life expectancy to over
nine seconds.
The Medic starts with this ability and may use it to heal damage done to any
ground units, including the Protoss Zealot, Dark
Templar, High Templar and all Zerg ground units.
Medics heal automatically. If a ground unit that requires healing comes in range, the Medics
will automatically move to heal them unless you instruct them to do otherwise.
A damaged unit can only be healed by one Medic at a time. Commanding multiple Medics to heal the same damaged
unit will not increase the speed of recovery.
Having Medics in the field can allow both Marines and Firebats
to use their dangerous Stim Packs much more liberally.
Normally Marines can only use 3 Stim Packs. If you have Medics healing (1 per Marine) they can increase the
amount of Stim Packs making their use unlimited provided the Marines are not being hit by the enemy. If the
Marines are taking a lot of damage from the enemy, just add some more Medics. If you have
enough Medics and Energy you can use unlimited Stim Packs as long as the Medics are healing the damage
from using Stim Packs and damage from the enemy.
The Medic/Marine combo attack is one the most effective uses of Medics. This combination can allow
you to destroy larger more costly groups of enemy units. Stim Pack the Marines and allow the Medics to heal
them, then repeat. If you have enough Medics, you can not only keep all the Marines healed but also heal any
Medics that are damaged during the battle. The same can be done with Firebats and Medics, or a mix of Firebats and
Marines depending on what type of enemy you are facing. (Use more Firebats against Zealots and Zerglings)
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The Medic can also heal SCVs. Place a few Medics around SCVs mining Minerals and Vespene Gas
so that they will heal any SCVs that take damage during an attack.
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Medics can automatically heal allies' ground units.
Medics are effective when used in combination with Zerg Hydralisks and even more so with Zerg Ultralisks. They
can also be used with Protoss Zealots although they won't be able to recharge damaged shields. Put Medics around
allies' to help them survive surprise attacks.
Spread the healing to everyone!
Medics do not heal units inside of Bunkers or Dropships. To heal units inside Dropships or Bunkers you must remove
them.
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Research Restoration
100
100
Cost: 50
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With the introduction of nano-conveyed anesthetic and attenuated laser technology, surgery
has made amazing advancements. The death rate resulting from the emergency removal of foreign
objects or alien viruses is at an all-time low, making such treatment in the field routine.
The Medic may use this ability on any unit to remove harmful effects
such as Lockdown, Optic Flares, Irradiate, Devourer Acid Spores, Plague, Ensnare and Parasites
(does not affect Stasis Field).
Restore is useful in removing permanent and damaging effects. Removing Parasites is one of the best uses
of this ability as Parasites give away critical strategic information. Removing the effects of Optic Flare is another
very good use of Restoration. Terran opponents might be less inclined to use Optic Flare against you knowing you have Medics
of their own, but if they do use the ability, Restoration is available to quickly counter it.
Restore does not affect an area effect, meaning that affects a single target per use.
If you want to counter the effects of an area effect abilities (Plague, Ensnare, Maelstrom) you must
do it one unit at a time.
Unlike Healing, Medics do not restore automatically. This is by design. You must direct the Medic to
Restore the affected targets.
Restoration is the best counter to Lockdown. For only 50 energy you can instantly remove the effects of Lockdown. Because
Medics are ample, much more so than Ghosts, this is a very cost effective counter to this particularly disabling
effect. Having Medics might discourage enemy Terran players from using this ability against you.
Restoration can instantly remove the effects of Irradiate. This is a little known fact that you can use to
your advantage if you are provided the opportunity (i.e. having Medics near to cast Restoration)
Restoration can remove the Devourer's Acid Spores. Use Restoration to prevent the enemy from
using Devourers to their advantage.
If you have enough Energy, Medics have the potential to remove the effects of area attack effects such
as Plague, Ensnare and Maelstrom. If you are going to try this, target larger and costlier units first then work your way
down the rest of the units. Unless you're under attack, it's easier to wait until the effects of Maelstrom and
Ensnare wear off. Plague, however, does serious damage to units so remove it as quickly as possible.
You cannot use Restoration on Defensive Matrix or Stasis Field.
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Research Optical Flare
100
100
Cost: 75
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The sole defensive armament of the Medic is the A-13 Flash Grenade Launcher. Originally
designed as a way to provide illumination to the battlefield, both the delivery system and
the projectile have been modified to discharge a maximum burst in the visible white light
as well as ultra-violet spectrum. This has the side effect of severely damaging the retinas
or photo-optic receptors of any targeted unit.
The sight range of the targeted unit is permanently reduced to 1 matrix, unless the condition is
Restored by a Medic. This also removes any detection ability that unit may possess. The affected unit will display a
'Blinded' tag in its information box when selected.
Often dismissed as being "silly", Optic Flare does have its uses. Optic Flare
reduces the sight range to 1 but it doesn't prevent the unit from firing on anything normally within range
if it can be seen. If another unit is around to spot for the Blinded
unit, the Blinded unit can still attack normally. Therefore, to get the full effect of Optic Flare you must
Blind all of the units in a given area, or a single unit while it's off on its own.
Because Terrans can Restore Optic Flare with their own Medics (if they have it researched), Optic Flares
are sometimes less effective against other Terran players. If your opponent doesn't have Restoration, you can Blind
Siege Tanks, Battlecruisers, Dropships and Science Vessels.
The Zerg and Protoss cannot remove Optic Flares so this is much more damaging to them. They can however
Restore damaged units with Terran allies but this requires good communication between the allies. Protoss players
might be able to steal a Medic (and hope it has Restoration) or build up to Medics by stealing a SCV using the Dark Archon's
Mind Control ability. These situations, however, are rare.
Optic Flares are especially good to use on expensive units such as Zerg Guardians, Queens, Lurkers, Devourers and especially
Overlords. Optic Flare is also effective against Protoss Carriers, Arbiters, Observers, Dark Archons and Shuttles.
High Templars, Dark Archons, Queens and Defilers are greatly damaged by Optic Flare because they will now require a unit
to spot for them before they can use their abilities.
Optical Flare removes the detecting ability of Overlords, Observers and Science Vessels, although Terrans can simply
use Restoration to fix their Science Vessels. Observers are cloaked so often it is usually
easier to destroy them than blind them. But Overlords are common and easily caught, especially before
evolving Pneumatized Carapace for faster Overlord movement. Optic Flares are very handy against
Overlords as Zerg often only have a few Overlords supporting their offensive troops. A Zerg player cannot remove
the Optic Flare so they are forced to send in a fresh Overlord. If you keep this strategy up against
Zerg players it can be quite annoying and damaging to them. The Computer AI uses this strategy
very effectively in single player missions.
This strategy does not work well for commonly available units that usually attack
in groups such as Hydralisk, Zerglings, Zealots etc.
If you Blind one Hydralisk the Overlord and other Hydralisks (or other ground units) can spot
for the blinded Hydralisk.
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If you Blind an Overlord the Zerg view of the battlefield is greatly reduced. The Overlord can no longer spot
cloaked units, making the attack force vulnerable to Dark Templar, Cloaked Wraiths, and Lurkers. The Overlord
is now only useful for providing supply and transporting (but now requires units to spot for it).
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