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Nohgri do semi-decent damage against non-vehicle heroes. I only had Obi-wan as a test point, but a squad of Nogrhi chunked his health a fair amount, and stranger still, he didn't seem to be deflecting their bolts. Not sure if it was a bug.
The Juggernaught can carry dark troopers of any phase. This is especially handy for third phase dark troopers, since they are fairly slow outside of jetpack jumps. You may also want to mention the Juggernaught's ability to shoot down missiles with point defense. Incredibly useful against opposing artillery, particularly consortium, since their rof is slower. Once you see a bombardment starting, click it on, and the juggernaught can usually stop anything short of multiple groups of artilliary firing at once. Veers + Juggernaught + Phase 3's filling out the rest is a fairly solid deathball based on my testing.
I appreciate the enthusiasm that you have for the game too. It makes me feel bad because I feel as if I haven't been able to adequately meet it since this guide published, and since this game had a rebound in popularity some time after it was published. Efforts like these are the threads which really do keep the community sewn together. When time comes to add the Noghri, I'll more than certainly be indebted to you for the information on them.
I have yet to test them against enemy heroes, mostly because I have either not had Nohgri in the battles when fighting enemy heroes, and because I've also mostly tried to kill ground heroes in space to avoid the trouble of dealing with them on ground. If I do get the opportunity to test it, I'll let you know of the results.
If you're considering adding Noghri to the guide at some point, I hope this helps!
Not sure if it's a bug, but with AI being able to constantly move units, it's a pain for Phase 1's to keep up with Rebel infantry since it seems like the second that they get in range the Rebels start moving erratically, getting just out of range so that the attack animation doesn't finish. Phase 1's are definitely powerful against infantry, but they have to be able to make physical contact with said infantry and if they AI (or opposing player) knows how to micro their infantry in the right way, one squad can distract the Phase 1's while they get cut down by something else with basically zero losses. Noghri on the other hand can just start blasting once the enemy gets in range.
Cons:
- Can only be produced on one planet (as opposed to the Arc Hammer producing them wherever)
- Vulnerable to anti-infantry weapon (esp anti infantry turrets or artillery)
- Low vehicle and building damage
- Can be slow compared to some vehicles
Pros:
- Cheaper than Phase 1s (In my current campaign all units are discounted, but the current prices are 450 for Phase 1s and 270 for Noghri)
- Can capture build pads (unless I'm mistaken, Phase 1's can't)
- Can outrange turrets
- Incredible range for infantry (almost to the edge of vision)
- Blaster one shots all standard infantry, so they can cut through most infantry pretty quickly
- Cloak allows for either scouting without taking damage (good for sneaking right into the middle of the enemy base and call down a bombing run), or to get out of sticky situations
- Not exceptionally vulnerable to Plex missiles, unlike other Imperial anti-infantry units
A while back I asked about Noghri, and you mentioned that you hadn't tested them much. I've played them a decent amount, so I may be able to save you some of the trouble of testing them if you wanted to add them to the guide later.
I've realized that the best thing to compare the Noghri to is the Phase 1 Dark Trooper. Both have the same unit count per squad and fill similar roles, but I've reached the point of preferring Noghri over Phase 1's.
Thanks again!