no, it doesn't say if the game is getting repetitive or not, that's where i was confused
it actually says whether the unit roles are repetitive (for example, having more than one unit fulfilling the same role), as i quoted
there are some melee and some range which is where i'm getting a little confused
isn't 'spamming shit' the majority of what rts breaks down to? getting more units than the other player? i hear doing that can win most games
not all spellcasters buff stats, they provide spells which benefit your army or disrupt the enemy army
if we have a look at the heretic, there is a spell for detection (just like the Troll Witch Doctor), followed up with a spell to heal mechanical units and buildings while boosting their armour temporarily, finishing off with an anti-caster spell that makes it difficult for the other army to cast spells
as for the incubus (which I'm having a bit of difficulty remembering), there was the Thorns spell thing that added a Spiked Shell type of effect to a target unit temporarily (which is a buff). There was also Stimpack, which could be used on enemy or allied units, boosting their health to 100% instantly but causing them to lose health over time. But I forgot what the other ability was for them.
The hero's aura only boosts melee attacks as far as i'm aware, and the stats aren't any different to that of Trueshot Aura, only that this one is for melee units while Trueshot Aura is for ranged units
Sky Barge can attack buildings with a siege attack
The same could be said for any siege unit, really, but I'm sensing a lack of imagination in how to use these units
Imagine having a siege unit you can bring up the rear of an enemy base, for example, and do hit and run with from the skies. Additionally, you can drop some units in to do a bit of poking and prodding.
Then there's the Hellions (which I think are one unit you liked), that can do drops at any time you desire behind an enemy army.
Brutes were designed to be tanks, where they hold units up. Their ability to slow enemy units on attack makes them more effective in this role.
Fiends cause massive damage at range, and can be upgraded with a Chaos attack type to tear through enemy units.
Phase Tanks can turn invisible, allowing them to ambush enemy units at the cost of some extra shielding.
Hellhounds were fast attack but not much else (can't really use them for much other than that, they're a simple unit to use, sort of like the Knight).
Mobile Generators are there to benefit mechanical units in the race as well as buildings, basically serving as the perfect utility unit.
Horrors are for the obvious busting open units which are too close together and causing your army problems.
If you have any other questions regarding unit roles, I will try to answer as best I can, but it has been a while since I've looked at the race so I'll need to refresh my memory
