I can definitely vouch for for the plasma rifle. It's a rapid fire rocket launcher. Nothing in the game wants to go f2f against it. Q-drone with Plasma rifle will deter any short range attacker without a smoke trick.
Only just seen this I like Musashi, but I don't think the two are used in the same fashion. Nor do I think Musa is as good because of a few things. You'd probably use smoke with Musa, whereas Impersonator on Nourk which has more utility and an easier delivery. The body guards you can give Nourk are more expensive, but they will keep up with him easier, and have a better weapon spread and they're much harder to kill. This plus the rather amazing ability for them all to super jump 6' around the table. Then you have the ability for Nourk to hack, be a specialist and gain wounds from smoking fools. Also a breaker rifle, 15's dodge, NCO, +1B cc attack , not being irregular, better armour & a higher chance of winning CC. I have a lot of games with Onyx and I own the JSA, what I'd say the JSA are missing is a sit back and shoot piece, comparable to a Unidron with sniper/ML. Which often means the opp is in full cover, something I've found (Albeit in limited games in JSA N4) Not something the enemy tend to do against my JSA. So with that in mind I find it easier to push Nourkias up due to lack of ARO's Overall the fella is a tricky piece to get used to, and people don't like swinging more that 10% of their list into a model that can drop to a stiff breeze, but with a 15 cap, and an ability to take the 33 points for 5 orders it's counterbalanced. He isn't something you can call overrated. I think he is understandably rated highly. Plus his model is better! Peace. x
Well, I don't disagree with the utilities of Nourkias as a specialist and a marker state, there're some important things to correct here: The bodyguards of Musashi are almost just as fast of him (6-2 vs 6-4) Musashi dodges on 14's so the difference is not major but his PH14 is BETTER when it comes to CC Musashi have MA5 so he ALWAYS have B2 in CC, whereas Nourkias will NOT have that +1B in his reactive turn Musashi has the same chances of winning CC as Nourkias due to same level of CC and B2 in CC Musashi has a significantly higher chance to kill what ever he is touching because he has PH17, CC Attack: AP and EXP ammo (sometimes this depends on the target though due to ARM vs BTS) Musashi's FTO profile is Regular Musashi vs Nourkias is basically a cointoss but technically speaking, Musashi would always defeat Nourkias in his active turn in CC, while Nourkias would still be stuck with a coin toss in his own active turn due to the fact that Musashi keeps the +1B in ARO This isn't to jump in and sell Musashi as the next best thing, but I don't see how on earth I could bring myself to pay 23-27 points more for a situationally minor upgrade of basically Musashi, with bodyguards I don't even think are good to begin with.
its a good rule of thumb in infinity that any CC-focused unit to be good should have some of these - smoke/eclipse to close gaps - marker state to close gaps - forward deployment/airborne skills to not waste time closing gaps - good gun/mods so it can do things while closing gaps and not be just an investment in CC Nourkias starts in deployment, has a close range gun (not very good at using it either) and cybermask is trivial to be discovered Models like him mostly perform well when the game has been won for them by other units - so they just clean house afterwards but, well, onyx cracks open closed DZs way better with Fractaas and Griefs and Ko Dali
Nourkias is an excellent sweeper, you can't really project his damage well on turn 1. But you can set him up in a hard to reach spot, in cybermask on turn 1 so that you can threaten a big area on turn 2. If you can use him in the correct settings, he has overwhelming odds and is one of the biggest snowball trooper in the game. You can tank missile ARO as long as you reach another trooper. You just nees a bit of setup to find and create those settings. As always, troopers value are mission-based, ans that doesn't just mean specialists. He's particularly good in a mission where your opponent is forced to advance multiple troopers to the midfield. (Biotechvore, Frontline, Panic Room, Armory, etc.)
Played a TTS game yesterday with oppressive and noninteractive pitcher list. It also had Nourkias. During 2A it ate 3 varangian guard and Cateran one by one while the others watched the entire ordeal.
Having a specialist that can move quick, get better as the game progresses, kill hackers through repeaters quite easily, control TAGs very well and enter marker state is not really that situational imho. Mobility wise it's the super jump that can make a huge difference between the 2. We all know those little extras can make the difference between dead and alive! :) Unless he is facing a NBW, situational, but because Nourk has it in profile it can't be negated On that note, against a beserk, model Nourk can tank all the hits and still live due to Proth In my experience with Nourk the Dmg 15 EM is more than enough to kill what he targets, Mush is maybe better at smashing the big bois though. This has never really been a point about the two fighting each other though, I'd say it's easier to avoid Mush with Nourk than Nourk with Mush.
I disagree (Obvs) He might start in deployment but he isn't really an alpha striker, he has high move super jump and marker state. Trivial or not if he's in marker state you can't shoot the guy. He is such a great model for smashing in the midfield, then jumping to (Relative) safety. He is a threat that can't be dismissed. I love Ko-Dali, when she came to Onyx I was pumped, she or a Fraacta are usually my T1 cheer killers, but she aint pushing no buttons, nor Greif, nor Fraacta unless you get possessed by the devil and take a 32 point WIP 12 hacker :)
Not nourkias related, but is the raicho in your 2nd group just so you can throw it at whatever sticks its head outside of cover, or is there another reason? (and I'm pretty sure you answered a similar question in another thread but I can't find it)
Pretty much yup. I don't get a lot out of pushing ten orders through a TAG turn one usually, enemy asymmetric defences are usually still too intact. But I do want it to be able to spend a few orders putting rounds into anything standing on long-range overwatch so the fast dangerous stuff can get forward. It's also the better group for it to be in when it has to act as a big distraction/ARO piece. Sometimes something just has to do that and if I end up losing it, group two can take the order loss better than group one.