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Old June 17th, 2008, 06:41 PM
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Unit Strategy Review: How to use Ne-Gok-Sa

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Unit Strategy Review
Unit: Ne-Gok-Sa
Author: Bloody the Marro Stinger (Bow down to my lord, who had his fellow scribes help me with this sacred text)

Ne-Gok-Sa is a name feared and hated throughout the ranks of the allied Valkyrie Generals. He is by far the most well known of Utgar’s generals, being on the lines of battle since the start of the war - only Crypien even comes close to his notoriety and infamy. Those commanding generals who find themselves tasked with leading Ne-Gok-Sa can find that he can be confusing to use, hence why this tome exists… Ne-Gok-Sa hates it when he’s misused, after all.

First, a look at Ne-Gok-Sa’s stats:

Analyzed Statistics
Cost - 90 - Bishop Class Unit
Size - Medium 5 - Concealable
Life - 5 - Average
Move - 5 - Average
Range - 1 - Melee
Attack - 3 - Average
Defense - 6 - Enduring
Mindshackle 20 - 5% chance of turning an adjacent Unique hero or squad to your side. - Longshot

In-Depth Analysis
Each unit is complex, and must be carefully analyzed to be truly understood. For Ne-Gok-Sa, let us begin with his cost. By cost, we refer mostly to their value in points, but also to their importance in your army. To simplify analysis, Agatagary has created several categories of cost, based on chess pieces, for comparison and nomenclature. For reference:

Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)

Class
Despite being a well known and feared general, Ne-Gok-Sa is a Bishop Class unit. He is by far one of the most useful defensive units in the game, sporting an overall impressive defensive spread for a bargain of 90 points. Ne-Gok-Sa really doesn’t mind if you throw him into the fray as long as you pick his fights well - if he’s frustrating something to the extreme, walling their every move, or more simply put, deterring them from attacking anyone else, he’s doing his job. Despite his ability to Mindshackle, you can quite literally throw him into a crowd of units that would otherwise hinder your offense and not place another order marker on him again.

Offense
Ne-Gok-Sa primarily relies on his impressive defense to serve as an asset to his troops, and it shows. His attack of 3, while somewhat good, will often fail to harm his primary walling targets - Unique Heroes. He even has trouble harming some Unique Squads (his other primary walling targets), most of them sporting Defenses of 3 or higher along with abilities that will deter him from trying to get near them. In short, if you’re using Ne-Gok-Sa for offense, you’re using him wrong.

Survivability
This area is where Ne-Gok-Sa shines. For a mere 90 points, you get a 5 Life 6 Defense unit that can take most any hit in the game and live. Even new players to the game can tell this is an absurd defensive spread for the points. Compared to Warden 816, he has a much better overall staying power due to his added three life with no decrease in defense, and compared to Crixus, Ne-Gok-Sa can survive squad figures too with his impressive defenses, not just powerful heroes - plus, Ne-Gok-Sa’s ability has a psychological factor on the opponent that will convince the opponent that needs to die, causing them to waste attacks on his near impervious defenses, while neither of the other two can do that. In short, Ne-Gok-Sa beats the OTHER highly defensive 90 pointers in overall defense.

Tournament Readiness
Ne-Gok-Sa does his best against armies of unique units- not because of Mindshackle, although that is a reason - but because he can be taken out or at least boxed in by hordes of commons. The Deathreavers do a better job than he does at walling enemies in many situations, making them a better draft choice at times.

That said, he is fairly inexpensive and takes up only one space. He also bonds with both the Grok Riders and the Roman Legionnaires, and thus has indirect synergies with Me-Burq-Sa (through the Groks) and with all of the other Warlords in the game (via the Romans). Strategies using him and those units with which he bonds still leave enough points for other units. The Romans and Grok Riders he bonds with do take up some space, however; though you should still have plenty left over if you don't plan on too many common squads. He is somewhat limited in that he practically has to be drafted with one either the Romans or the Groks, but on the other hand, his strategies are flexible enough to make those synergies work in most games. Just be sure to follow the somewhat subtle strategies herein to make the most of him.

As an aside, one fairly popular tournament variant (especially in Gencon) is one that requires you to bring Ne-Gok-Sa or Ke-Mo-Shi in your army, and if the one you bring dies/get mindshackled, you lose. If you are going to these tournaments, be prepared. Bring a unit that can defend Ne-Gok-Sa, as even he can fall to repeated attacks. You also want a unit that can blow past his high defense to kill enemy Ne-Gok-Sa - units like Sujoah, Zetacron, and Wo-Sa-Ga are all useful for this purpose.

Strategy
As stated before, Ne-Gok-Sa is an amazing wall. His defensive spread is an impressive one most units would love to have, let alone the fact that Ne-Gok-Sa is only 90 points. He doesn't have much defensive power, but not to worry. Ne-Gok-Sa’s strategy is straightforward - you’re going to rush him into the opponent’s Unique Heroes and Squads somehow and wall them so that your squad units can lay the smack down on your opponents. As for getting to the enemy, Ne-Gok-Sa has plenty of ways to do that. Read on!

Mindshackle might seem like a big part of Ne-Gok-Sa's strategy, but remember - it's a longshot power. You should still use it to instill fear in your opponent, but don't rely on it. Ne-Gok-Sa's main use is to wall your opponents, making them afraid enough of his power to try to eliminate him - a difficult proposition when he has a Defense of 6! What is walling? That means sending in a unit that is hard to kill, doesn't have too much offenseive power per se, but has a significantly frightening power (Mindshackle) that your opponent will feel it necessary to try to eliminate the otherwise relatively innocuous unit. As long as you can scare your opponent into wasting his attacks on Ne-Gok-Sa's high Defense, your real threats - your offensive units, such as the Marro Stingers - will be safe until they can reach your enemy and do some damage. Just be sure to place a few order markers on him once you get him to the enemy. Don't just use the X; your enemy will get wise to this, and come to relax around him. If you have Grok Riders or Roman Legionaires, this problem takes care of itself.

There are several ways to get him to his enemies, but will discuss the best two. The first way to is make them come to him or shoot at him by placing him on a glyph. He is a great glyph holder, and if that glyph happens to be in a bottleneck or other important traffic area, he does double duty by blocking your enemy's movements. Since his primary purpose is to make your opponent want to take him out, you do a great job of this by placing the resilient Warlord on an important glyph, like Crevcor. Remember, you are relying on your more offensive units to actually take out your enemy's units! The only drawback to waltzing him up to a glyph is that he might have to take a leaving engagement strike on the way. Also, his Move of 5 might mean that he takes more than one turn to get there. Without the Grok Riders or the Roman Legionnaires, this can be order marker-intensive.

What if there are no glyphs, as in many games? Ne-Gok-Sa works equally well if you simply walk him up to the enemy - put him in the face of unique units, and they will be scared into attacking him to avoid being Mindshackled. They will be wasting their attacks just as effectively as if he was on a glyph, allowing your offensive allies to move in.

The second strategy is more reliable, and frankly, easier to accomplish. However, this comes at the price of an increased cost to your army - to accomplish this strategy, you need Brunak or Theracus, raising your total points just from one of those two and Ne-Gok-Sa to 200 and 130, respectively, which is limiting to your overall options. However, if you prefer reliability, this strategy is for you. The gist of this strategy is to use one of the previously mentioned carriers to be Ne-Gok-Sa’s noble steed, bringing him into the midst of deadly combat. This strategy, while limiting in the point department, is amazingly versatile in actual gameplay, as with Theracus or Brunak, your Warlord has free reign over whom he walls and when he walls, and your opponent can do little about it. Saylind the Kyrie Warrior is a less reliable but still viable variant on this strategy, and her cost is roughly between Brunak and Theracus at 80 points.

Ne-Gok-Sa’s walling potential is wasted if you don’t use the opportunity he gives you to attack with your other units. There are various units you can use in your offense that can use Ne-Gok-Sa’s period of walling well. The Marro Stingers can take advantage of the distraction the Warlord provides to close in and attack with relatively low opposition, since Ne-Gok-Sa gets the opponent to focus his/her attacks on him, migitating the drawbacks of the Stingers' Range of 5. Fragile squad units such as the Ashigaru Yari and Ashigaru Harquebus will also very much appreciate the amount of time Ne-Gok-Sa can buy them.

The best units to use with Ne-Gok-Sa, however, are those who bond with him. When using him with units who bond, don‘t use Theracus or Brunak, since it‘s much easier to get turns with the unit you bond with AND Ne-Gok-Sa. The units who bond with him are the Roman Legionnaires and the Grok Riders. The Romans support Ne-Gok-Sa’s walling play style heavily, being impressive walls themselves while under the influence of Shield Wall. It can be hard to pierce the defense of Ne-Gok-Sa’s Legionnaires, and the strategy is easy to use. However, explosion type attacks will be rid of the Legionnaires quickly, and they aren’t exactly offensive powerhouses.

On the other side of the coin are the Groks, menacing cavalry equipped with scathing whips. Ne-Gok-Sa can easily pair up with the offensive-minded Groks, but there’s a catch - the Grok Riders have little to no defensive capability. Ne-Gok-Sa counters this by walling anyone who would dare interrupt the Grok’s rampage. Send him forward, with the Groks riding on the outskirts. Let Ne-Gok-Sa outrun the Groks to get him engaged - the Riders can easily back him up with their Move of 7 when he does get up close and personal. Then attack the unit Ne-Gok-Sa is walling with your elite cavalry, as their Attack increases to insane levels when attacking a unit a Marro Warlord is next to - in this case, Ne-Gok-Sa. Use this strategy to move around quickly and terminate the enemy.

With all this talk about using him as a distraction, don't forget the Mindshackle is a real power! If you place Ne-Gok-Sa next to powerful unique units, your opponent will become even more afraid. If he is adjacent to several different units, you can choose which one your opponent will fear to lose. If you have the luxury to attempt to Mindshackle more than one unit (don't go out of your way to do this if you can put Ne-Gok-Sa in a better walling position elsewhere as described above), choose either the most powerful unit available, or a unique squad member whose fellows are in good positions. After all, if you Mindshackle one Krav Maga Agent nearby, the other two on the castle wall are yours as well! In any case, remember that wounded heroes and squads with members that have been destroyed are generally less useful to you than intact units. While we are on the subject of Mindshackle, it doesn't hurt to have Su-Bak-Na in your army. Boosting Mindshackle by itself is a poor reason to spend another 160 points, but if you have Marro Stingers or other units that can benefit from Hive Supremacy, then you have an edge with Ne-Gok-Sa as well.

Of course, not every Unique is easy to Mindshackle. Braxas and other instant kill units, as well as Crypien, are to be avoided (see below), but there are others you also need to know how to deal with, as they are not quite on the same threat level as they are. Deadeye Dan is in a class all by himself, since he has two options for dwindling down Ne-Gok-Sa. Since it will usually take Ne-Gok-Sa at least two turns for him to reach Deadeye, Deadeye has at least two shots at his Sharpshooter, putting Ne-Gok-Sa's life in danger. If your opponent prefers the reliable route, he can use Ullar Enchanced Rifle Special Attack instead, causing one wound 50% of the time per turn. If you're using the Grok Riders, do yourself a favor and send them at Deadeye first - they can reach him quickly with their 7 move, and the fact that they are large all but forces Deadeye to use Sharpshooter, and with only 2 defense Deadeye won't last long.

In fact, if you have the Groks, you should remember that there aren't a lot of units who can cause instant wounds that can also do it to large units - as such, the strategy used on Deadeye can actually work on other units of that type as well. One of the only exceptions is Crypien, as Chilling Touch has no restriction other than the fact it can only target Soulborgs. Keep Ne-Gok-Sa far, far away from Crypien at all times - though this is isanely difficult to do (to see why, look below).

Above all, using Ne-Gok-Sa takes patience. Don’t expect him to dominate on his own, as Ne-Gok-Sa’s job is to provide an opening for your more offensive troops to exploit. Mindshackle is a neat bonus, but it is not the main reason to play Ne-Gok-Sa. Play him as though he is a moving wall, and he will do you well.

Optional Strategies
Soul Shackling Nightmares - If your opponent is busting out a unique-heavy army, bust out an army based on this tactic in turn to make them quake in fear! The main point of this strategy is to use Ornak to move up Ne-Gok-Sa and the dreaded Warwitch Kee-Mo-Shi. With those two zipping around the battlefield, it becomes nearly impossible for your opponent to stop his Unique Units from becoming brainwashed! As if that wasn't enough, adding the Shades of Bleakwoode to the army gives you capable glyph grabbers that leave your opponent in even greater fear of brainwashing! If you already have Ornak, you might as well get two squads of Blade Gruts as well, if you can afford it (maybe even another Utgar hero!).

Units to Avoid
Instant Destroy/Wound Units: You saw it coming - Ne-Gok-Sa’s number one counters are those units who would bypass his impressive defenses. Of these, only Morsbane should be tackled by the warlord, as Ne-Gok-Sa’s main purpose is to wall the enemy, not Mindshackle. Sujoah, Sudema, and Grimnak, however, are a threat - counter them by sending in other units to do your dirty work. Braxas is the chief offender here, having two options to kill Ne-Gok-Sa - Acid Breath, which she can use on two other unfortunate souls as well, negating Ne-Gok-Sa’s reason for being, or just outright demolishing him with her Attack of 5. When facing Braxas, pray you’re using a Grok Rider based army, as that in turn negates Braxas’ reason for being (as she cannot spit acid on Large units, for whatever reason). If not, engage her and kill her as soon as possible, or better yet, Mindshackle her... if you don't die first.

Crypien Esenwein: Crypien Esenwein is the worst nightmare of a lot of things. Unfortunately, Ne-Gok-Sa is one of them. Chilling Touch has a 5% chance to kill Ne-Gok-Sa instantly, and with Sonya Esenwein that skyrockets to a 15% chance! Even if it fails to kill him instantly, it can leave him near death - Crypien Esenwein has a 10% to cause three wounds, 10% to cause two, and 15% to cause one, with only a 60% chance to fail (the chance to fail becomes even lower with Sonya Esenwein, being only a 50% chance with her!). Not only that, but the dreaded vampire easily removes any wounds he gains from fighting Ne-Gok-Sa with his Life Drain. To make matters worse, he doesn't even have to fight Ne-Gok-Sa anyways, as he has Stealth Flying. Crypien can also easily cut swathes through the Grok Riders, catching up to them with his Move of 8 and Stealth Flying and getting off both Chilling Touch and a normal attack. If you end up facing Crypien Esenwein, kill him with other units instead, as facing him with Ne-Gok-Sa is pratically suicide.

Cheap Common Units: Ne-Gok-Sa’s other counters are in the form of common squads. Most of the ones that are effective against him are melee, but that doesn’t make them any less dangerous. The Deathreavers are the #1 counter to Ne-Gok-Sa, turning the tables on him by preventing him from blocking and harrasing far better targets. The Knights of Weston are also high up on you list of units to avoid, skewering Ne-Gok-Sa with their many attacks while walling Ne-Gok-Sa easily with their 4 defense. Your best bet if facing a melee heavy army is to send up your ranged units first, thinning the ranks of melee. This way, you have less to kill when they come knocking on your door.

For additional information see The Book of Ne-Gok-Sa

The user formerly known as Bloody the Marro Stinger!

Last edited by Malechi; June 18th, 2008 at 08:27 PM.
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Old June 17th, 2008, 07:39 PM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

Good job, Bloody!

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Old June 17th, 2008, 07:53 PM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

Bloody good job!
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Old June 17th, 2008, 07:56 PM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

He Bloody well deserves it!

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Old June 17th, 2008, 08:05 PM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

I thought Chilling Touch can't target Soulborgs?

Seriously though, good article.

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Old June 17th, 2008, 08:09 PM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

Quote:
Originally Posted by Ty the Awasome View Post
I thought Chilling Touch can't target Soulborgs?

Seriously though, good article.

True - now where exactly did he state otherwise? Please pinpoint in the guide for us! Thanks.

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Old June 17th, 2008, 09:01 PM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

Quote:
Originally Posted by Taeblewalker View Post
Quote:
Originally Posted by Ty the Awasome View Post
I thought Chilling Touch can't target Soulborgs?

Seriously though, good article.

True - now where exactly did he state otherwise? Please pinpoint in the guide for us! Thanks.
Quote:
Originally Posted by Bloody the Marro Stinger
One of the only exceptions is Crypien, as Chilling Touch has no restriction other than the fact it can only target Soulborgs.

But, other than that mistake, a very good article!

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Old June 17th, 2008, 09:41 PM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

Bloody,

Thanks for the great Strategy Review article.
+ rep for you.

Nice insights on effective use and what to avoid.

One small typo I noticed - under Strategy you state "He doesn't have much defensive power, but not to worry."
I believe you mean to say offense.

Thanks again for your VERY useful insights.
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Old June 17th, 2008, 10:10 PM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

We didn't catch those in the review. Thanks! Of course, Bloody meant to say "its only restriction is that is doesn't affect Soulborgs;" and "offensive power."

It seems you guys know what we mean, even when it's not what we say!

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Old June 19th, 2008, 12:07 AM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

Keel.
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Old June 19th, 2008, 05:26 PM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

Nice!

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Old June 11th, 2009, 07:44 AM
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Re: Unit Strategy Review: How to use Ne-Gok-Sa

Quote:
Originally Posted by Taeblewalker View Post
We didn't catch those in the review. Thanks! Of course, Bloody meant to say "its only restriction is that is doesn't affect Soulborgs;" and "offensive power."

It seems you guys know what we mean, even when it's not what we say!
The soulborg-chilling touch thing hasn't been corrected yet, I didn't notice the offensive power part though.

And Cyprien is spelled incorrectly throughout the whole thing.

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Last edited by Tai-Pan; June 11th, 2009 at 08:09 AM.
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