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Powder Puff Girls

Posted October 31st, 2008 at 06:30 PM by Rˇchean
Updated January 3rd, 2015 at 08:54 PM by Rˇchean
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.
  • 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. Itís up there with Jutonís 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. Youíd be surprised how many do not have it straight. Their value lies in this special more than any other, make sure you know itís proper application and that you are using it to itís 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 opponentís figure moves into engagement with them. So, if an opponentís 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 doesnít 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 doesnít 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.
Adjacency and positioning are huge for the Nakita; at times, even more important than their attack. Here in lies part of the problem with them. They have some offensive punch but to get the most out of them, you may have to occasionally forgo a good attack just to have them on the best hex. The Nakita can compliment most any army but they also require special attention and care. By attention, I mean you need to be paying attention. The two D20 powers both take place on your opponentís turn and their affects will have a bearing on the opponentís decisions as they progress through the phases of their turn. Show the opponent some courtesy and be punctual with your power triggers. Make sure you are getting all of your D20 rolls in when they are supposed to be occurring. It is so not cool to start rolling Engagement Strike after the opponent has already started attacking. Stay on top of things. The Nakita can be annoying because their specials are preemptive but you have to play them diligently to get their value. They are not as bad as deathreavers, but players can lose patience when they are taking wounds and losing attacks on their turn. You donít want to be slowing the opponent down or making them reroll attacks or having to take back moves because you were late in reacting to or notifying of the situation.

On that front, the Nakita have been out a while, but they just donít 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.
Total Comments 6

Comments

Old
Jexik's Avatar
The Nakitas can definitely be pretty gnarly- I think the guy in 3rd place had them at TTO IV. With the right setup, they can actually hang with the 4th Mass and other popular ranged squad armies pretty well. Nilfheim is definitely good against them since he's immune to both powers. Swog Riders and even Deathstalkers are actually good too because they are quick and immune to the engagement strike.
Posted October 31st, 2008 at 09:09 PM by Jexik Jexik is offline
Old
nyys's Avatar
I think I just learned something.

Quote:
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.
So when rolling for Smoke Powder, even if it was Nakita A (for instance) or a figure adjacent to Nakita A that was targeted, if Smoke Power is successful then the hit zone also disappear for Nakitas B & C (and the units adjacent to them) as well?

I've yet to use the Nakitas at all, but I was thinking about taking them to the Marlboro Fall Brawl in a couple weeks.
Posted October 31st, 2008 at 11:54 PM by nyys nyys is offline
Old
Hahnarama's Avatar
As much as I love the gurls I think Mojo Jojo is my favorite, though Miss Sara Bellum is a HOTTIE!

Oh wait you said powder puff, not powerpuff girls. My bad.
Posted November 1st, 2008 at 10:37 AM by Hahnarama Hahnarama is offline
Old
Eirikr's Avatar
Great Blog. This series is my favourite read of the Blogs. Thanks Rˇchean.
Just one thing. In your description of how the smoke powder power works you state that "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." My understanding was that they simply had no hit zones regardless of the nature of any future attacks that turn. Adjacency is not affected by hit zones but as I understand it if your figure targeted a Nakita with a regular attack and the Nakita roles a successful D20 then you cannot target any Nakita or it's neighbour with any ranged attack, special or otherwise. Was I mistaken?
I also think it worth mentioning that after the Smoke Powder successfully goes off, the attacking figure can then target a different figure for it's attack. It does not forfeit its attack for that turn.
Thanks again.
Posted November 3rd, 2008 at 07:18 PM by Eirikr Eirikr is offline
Old
Jexik's Avatar
I'm not sure about the official answer, but that definitely sounds technically right, Eirikr; if you Smoke Powder goes off successfully, the figure has no more hit zones for the duration of the turn. The only catch is that so far there is no figure that can make normal ranged attacks and special ranged attacks on the same turn.
Posted November 4th, 2008 at 12:23 PM by Jexik Jexik is offline
Old
Rˇchean's Avatar
Thanks Eirikr; that was worth mentioning. Yet another reason to be prompt with the Nakita abilities.

You also make a good point about the wording I choose to use. Adjacency is not affected by hit zones and Smoke Powder is only applicable to normal, ranged attack. There was some debate about whether or not a player could call out a normal attack on a Nakita but then switch to a Special Attack if the Powder hits. I don't think there was ever a ruling on that, but switching from a normal attack to a special attack once you already called out and triggered abilities seems like an exploitation of sorts.

Thanks for reading!
Posted November 4th, 2008 at 12:31 PM by Rˇchean Rˇchean is offline
 
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