The latest New Terran units push StarCraft TMG beyond straightforward gunlines and into more specialized play.
Raven brings detection, automated defenses, and anti-armour support without becoming another frontline brawler. Meanwhile, Nova Terra arrives through two separate profiles built around stealth or close-range aggression. Together, Wave 3 gives Terran commanders more ways to disrupt plans, exploit openings, and support existing firepower. This is a summary of a community post found here.
Raven and Nova Add Detection, Assassination, and Flexible Support

The Raven is the game’s first airborne unit on a dedicated flight stand. Its role, however, is pure force multiplication. Rather than trading shots with enemy bruisers, it uses sensors, automated systems, and target painting to create better opportunities for nearby units. Advanced Sensor Array strips concealment from enemies inside its sensor radius, immediately exposing cloaked operatives and burrowed Zerg.

Consequently, armies depending on hidden movement cannot assume their usual defensive tricks will survive contact with a Raven. Additionally, Auto-Turret Deployment creates autonomous guns that establish dangerous Overwatch lanes. In practice, that can protect an objective, close an approach, or punish units crossing open ground.
Anti-Armour Missiles work differently by degrading heavy targets before the rest of the Terran army opens fire. That is particularly useful when Siege Tanks, Marines, or Marauders are ready to exploit the weakened target. Meanwhile, Seeker Missiles provide a heavier precision strike against fortified positions and clustered enemies. The Raven carries defensive guns as well, although its real value clearly comes from supporting the rest of the force. Interestingly, the designers faced a visual problem because the miniature visibly carries prominent autocannons. Rather than leave those weapons decorative, they gave Raven an attack while preserving its support identity. The flight stand also required special attention because ground models still need to move beneath airborne units. Therefore, Raven uses a high-clearance base designed to remain stable without clogging movement below it.

Nova Terra takes a very different approach by offering two independent Hero profiles instead of one customizable card. Stealth Mode represents the classic Ghost assassin armed with a C-20A Canister Rifle and specialized stealth equipment. Active Camouflage automatically cloaks Nova after any action, making long-range retaliation extremely difficult. Her rifle and Head Shot reaction then focus on removing important command assets across long sightlines. More importantly, eliminating priority enemies can recycle used tactical cards back into the active hand. That turns a successful assassination into additional tempo rather than simply removing one model.

Better still, Holo Decoy adds movement and team support by helping Nova reposition while exposing enemy vulnerabilities. Assault Mode abandons that patient style for aggressive close-quarters disruption. Phase-Reactor Blink lets Nova cross terrain and bypass hostile firing arcs before engaging directly. Her Hellfire Shotgun clears lightly armoured swarms, while the Monomolecular Blade threatens tougher enemies in melee. Likewise, Assault Nova retains Holo Decoy for disengagement, redeployment, and marking nearby targets. The two-profile approach came from earlier testing of a broader build-your-own-hero system. However, the designers found that open customization caused choice paralysis and created major balancing problems. Splitting Nova into focused profiles preserved her different campaign identities while making list building much cleaner.

For experienced miniature players, that distinction matters because each version asks a different question. Stealth Nova wants sightlines, priority targets, and reliable escape routes. Assault Nova instead looks for openings where Blink can bypass defensive arcs and deliver concentrated violence. Raven complements either version by exposing hidden enemies, weakening armour, and forcing opponents to respect additional firing lanes. Altogether, these New Terran units expand the faction without simply handing it larger attack values. They reward sequencing, combined fire, and choosing the right tool for the problem in front of you.
Final Thoughts
Overall, the New Terran units make Wave 3 feel like a genuine expansion of how the faction plays. Raven improves information, support fire, and target selection, which should make existing Terran units more effective. Meanwhile, Nova offers two sharply different Hero roles without burying players under endless equipment choices. Stealth Mode rewards patience and target selection, while Assault Mode turns mobility into immediate pressure. Most importantly, both releases reinforce the Terran identity of winning through preparation, coordination, and the right tool at the right moment.

