Ah yes the shelf clogging Nakita; they are easily my favorite squad. I have played the snot of the Nakita, probably more so than most can imagine. They are a blast to play but they are not that durable and not that reliable; two traits that make them very iffy for sustained competitive play. They can do so much for so many or yet nothing at all. They can be a huge liability in one match up and then a huge asset in another. This is because their best ability, Smoke Powder, does not work against special attacks. A short coming for sure. It is also because their 2 defensive abilities rely on the D20. Unlike the Krav, who are universally good against most anything, the Nakita are specialized and complimentary and, unfortunately, easily countered. Nonetheless, I still find myself using them more and more. Maybe it is the release of Agent Skahen or just my current infatuation or maybe it is my desire to scratch out a little more respect for them. Whatever the reason, I find myself working them into almost any army for nearly any variant.
The Nakita uses are numerous and their specials make it all possible. They are one of the most misunderstood units in the game and fly in the face of conventional synergies.
On that front, the Nakita have been out a while, but they just don’t get as much play as other units. Make sure your opponent (and you) know how they work. Also, talk about what is happening during the game; communication with your opponent is the most sporting way to play the Nakita. When my opponent is taking a turn and I have Nakita in play, I usually just pick up the D20 as a subtle reminder that their may be some preemptive rolls. Be prompt and informative. It will make it easier for you and your opponent to enjoy the game and appreciate what the Nakita can do.
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Next up, I will get into some details on Drop tactics for the mighty Airborne Elite.
The Nakita uses are numerous and their specials make it all possible. They are one of the most misunderstood units in the game and fly in the face of conventional synergies.
- Smoke Powder 13: When any Nakita Agent you control, or any figure you control that is adjacent to any Nakita agent you control, is targeted for a normal attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll a 13 or higher, all Nakita Agents you control and all figures you control that are adjacent to those agents, no longer have any visible hit zones for the duration of the targeting figure's turn. - What a freaking mouthful! This is probably the most complicated and most misunderstood special in the game. It’s up there with Juton’s throw, but even more misinterpreted. It is basically this: A Nakita agent (you control) will roll for Smoke Powder every time they or a figure you control adjacent to any of your Nakita is targeted for a normal, non-adjacent attack. Once it hits, if it hits, then all your Nakita on the board and the units you control adjacent to them no longer have visible hit zones against non-adjacent normal attacks for the rest of the targeting figure(s) turn. You roll for every attack not once per turn. You’d be surprised how many do not have it straight. Their value lies in this special more than any other, make sure you know it’s proper application and that you are using it to it’s fullest each defensive turn. The ability to suddenly just negate range fire for the rest of the turn can be huge. Position your Nakita as best you can to take full advantage but keep in mind that the Powder will fail you, it is supposed to.
- Engagement Strike 15: If an opponent's small or medium figure moves adjacent to a Nakita Agent, roll the 20-sided die. If you roll a 15 or higher, the opponent's figure receives a wound. Figures may be targeted only as they move into engagement with a Nakita Agent. - What a great special to compliment Smoke powder. You want to get around smoke powder? Without a special attack, you have to engage the Nakita but then you risk Engagement Strike. So very cool . Also, each Nakita gets a strike every time an opponent’s figure moves into engagement with them. So, if an opponent’s figure manages to engage all 3 Nakita at the same time, you roll Engagements Strike 3 times. That is a point many forget or misinterpret. For me, the biggest application of Engagement Strike is when playing the Nakita in combination with either the Krav or Skahen or both. Engagement Strike makes the opponent think twice about basing one of your Stealth Dodge agents. It is fairly easy to position a Nakita so that no matter how they try to engage a Krav, they will have to sustain at least one Strike. Pretty sweet, especially when it hits. I have seen the threat of a Strike deter players enough to test their luck with Smoke Powder. It is a tough call; Smoke Powder doesn’t kill but losing attacks is nearly as bad. A little hint, if the Nakita have most everything covered, you should take your chances with Engagement Strike. It is less likely to hit and if it doesn’t hit the Nakita or Stealth Dodge agent will probably fall.
- Gorillinator Movement Bonding: Before taking a turn with Nakita Agents, you may move 3 Gorillinators you control up to 7 spaces. - It is just a move bond, the Gorillas do not get an attack. Overall it is pretty cool and definitely fun. If only it was a bit more useful. Make no mistake the Nakita do significantly help the gorillas it is just that the gorillas suffer from the same Achilles heal as the Nakita: Special Attacks. Playing them together compounds and amplifies this weakness. However, the combo can be great if you are not facing a special attack. I have seen the combo dominate some squad based armies that were without a special attack. I have also seem them get obliterated when going up against Q9 or Nilf or to a lesser extent, Q10. Still, it is pretty fun ability and it gives the gorillas a chance to be fun.
On that front, the Nakita have been out a while, but they just don’t get as much play as other units. Make sure your opponent (and you) know how they work. Also, talk about what is happening during the game; communication with your opponent is the most sporting way to play the Nakita. When my opponent is taking a turn and I have Nakita in play, I usually just pick up the D20 as a subtle reminder that their may be some preemptive rolls. Be prompt and informative. It will make it easier for you and your opponent to enjoy the game and appreciate what the Nakita can do.
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Next up, I will get into some details on Drop tactics for the mighty Airborne Elite.