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![[Post New]](/s/i/i.gif) 2013/06/14 01:40:38
Subject: Making the Flash Gitz Useful
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Flashy Flashgitz
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I would Take Flash Gitz out of the Regular Codex.
They go to a Freeboota Suppliment Codex and the Army List that can only be taken as an Allied Regiment
For Orks they are Battle Brothers, Treat as Orks to ally with any other 40k Army
HQ choices Kaptin Badrukk and 'Ordamasta
Elite choices: Flash Gitz, Ogyrn, Belchas, Mega Gitz
Troop choices: Flash Boys, Yoofs, Swabbie Grots
Fast Attack Defkoptas, Grot Bomba
Heavy Support Choices, Looted Wagons, Land Frigates (Battle Wagons) Big Gunz (Kannons Only)
Belchas are Burna Boys with Str 8 (-1 per turn) Burnas, They can trade for up to 3 Meks for free
Flash Boyz are 'Ard Boyz, that can take a Flash Gitz as a Boss and Plasma Guns instead of Big Shootas.
Yoofs are slightly weaker Ork Boyz (that can't upgrade Sluggas to shootas), that can take a Flash Boy as a Boss and Blunderbus instead of Big Shootas
Swabbie Grots are Gretchin, that can take a Yoof (with a Blunderbus) for every 10 Grots
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/14 03:32:32
Subject: Re:Making the Flash Gitz Useful
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Camouflaged Zero
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I'm not sure if this is exactly making them useful, as opposed to making them a faction in their own right.
IMO I don't really like the idea of supplement codices. It just feels that when people want a particular unit, but already have their current FOC full they want it in a supplement codex so it can be allied in for the 'free slots' since you cannot ally with the same army as the primary detachment. I can't really say much on the units proposed as I have no idea what they're like or what they'd cost.
What I will say is this: Flash gits shouldn't even be a unit. They should just be a kit out option for regular nobs. So for example if nobs were reasonably priced ~15pts, and you could give each of them a big shoota for +5pts, I'd probably consider taking a unit of 10 or so. Then have the additional options of shootier (S6) and blasta as additional upgrades in the nob entry. Of course this would also mean you could probably have nobs with sluggas which are blasta... sure, why not? But 250pts for 30 S6 shots with decent melee capacity seems reasonable to me (on surface value, haven't given it a huge amount of consideration).
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/06/14 05:08:09
Subject: Making the Flash Gitz Useful
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Flashy Flashgitz
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Orginally, the Freebooters used to give Orks access to Troops, weapons, and items from all the other Army list. Then they became just another clan called Blood Axes. When the 4th Edition Ork Codex was released, the Blood Axes were stripped of everything and the Freebooters just became a not-so Heavy Support unit called Flash Gitz.
Thing about it, maybe instead of the "free slots" they can list them as an additional HQ, Elites, Troops, Fast Attack, and Heavy Support. If an Ork Player only takes from the Freebooters list. They can be Battle Brother Allies with other Freebooters in other codexes.
Yeah giving Nobs the option to take a Snazzgun with Ignores Cover, More Dakka, Shootier, and Blasta - would eliminate the need for Flash Gitz all together. Throw in Badrukk as an optional boss or as an HQ would be more attractive.
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![[Post New]](/s/i/i.gif) 2013/06/16 19:14:44
Subject: Re:Making the Flash Gitz Useful
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Lieutenant Colonel
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IMO the reason Flash Gits in the current form do not work that well,is because they were made a Nobs unit.
Nobs are all about getting in close and bashing heads. So giving them fancy shootas just doesnt work that well.
HOWEVER , if they were made a Boys mob again , boys with kustom speshulz, heavy 1 36" range OR assault 3 24" range .Str 4 Ap D6
Boys 15 pts each, with the option for a Kaptin (Nob .)
The problem is the Lootaz sort of took the old role of the Flash Gits.
But making them a boys mob again makes them more sensible IMO.
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![[Post New]](/s/i/i.gif) 2013/06/16 20:00:21
Subject: Making the Flash Gitz Useful
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Yellin' Yoof on a Scooter
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Maybe Flash Gitz could have BS3 (I know, strange for Orkz) as well as costing 15 points per dude less, but the troop must absolutely take at least one upgrade.
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DS:90S+GMB--I+Pw40k11#+D+A+/fWD180R+T(S)DM+ |
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![[Post New]](/s/i/i.gif) 2013/06/17 02:01:31
Subject: Making the Flash Gitz Useful
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Flashy Flashgitz
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They are not Heavy Support - moving them to elite would do wonders for the unit. I don't see them as a Troop, but I do see Kaptin Badrukk as an HQ with the option of making them Troops. They are freebootas so I could see them (or justify why they) have a 3BS
But giving any Nob the option of a Snazzgun (ignores cover, +1 BS -1 WS) for 5 points with the upgrade More Dakka, Shootier, and Blasta - each 5 points. The snazzgun would replace both Slugga and Choppa. If they don't Make Badrukk a HQ, I would put him as a Nob boss option (except for warbike units). I would actually field a few in a nob squad and even take Baddrukk. I would also finally play my Pirate Ship on wheels (standing in for the battlewagon)
Automatically Appended Next Post: Oh yeah the expensive Pain Boy (55 points) with Flash Gitz and (50 points) with Nobs. I would make the Painboy like Baddrukk, Snikrot, and Zagstukk - for 30 points he's an addition to the squad not replacing a nob or Flash Gitz. So you would have 10 Flash Gitz, not 9 + a Pain Boy.
I still think all armies (except Demons and Tyranids) should have units that would be considered Freebootas. If a Primary Army has only Freeboota in it, they can Ally (Battle Brothers) with any other codex's Freebootas.
I would love to field a Freeboota army.
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This message was edited 1 time. Last update was at 2013/06/17 02:11:00
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/18 06:21:46
Subject: Re:Making the Flash Gitz Useful
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Disguised Speculo
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@SorataZ: Making Flash Gits 66% cheaper is a bit much. They'd be tougher than the same price of boys before their mandatory upgrade. And noone will run them without more dakka anyway.
Personally, I'd make them a "Freebootaz" unit with a few more options. Change them as little as possible but make the changes matter.
Freebootas
~ Elites Choice
~25 points per model
WS: 4, BS: 2 (3), S: 4, T: 4, W: 2, I: 2, A: 2, Ld: 7, Sv: 4+
Weapons
~Snazzgun [R: 24", S: 5, AP 1d6, Salvo 2/3]
Upgrades
~All Flash Gits have Gitfindas, that increase their ballistic skill by 1.
~Painboy for 30pts, and if you take a Painboy, you may take cybork on all models for 5pts
~May be led by Badrukk for +xxx points [cheaper than he is now though]
~Any model may exchange his Snazzgun for a Slugga and Power Klaw for +20 points. Snazzgun upgrade costs obviously do not apply to these models.
Your Flash Gits may take any number of the following upgrades, and may take the same upgrade as many times as they like;
~~Kustom Job: For 10 points, select any upgrade from the chart below to apply to your Freebootas. You cannot use Kustom Job to take the same upgrade a second time or more.
~~Mekboy's Special: For 4 points per model, roll 2d6 on the chart below to see what you get. If you get an upgrade you already have, re-roll it unless it says otherwise.
~~Not dat one yoo git!: For an additional 1 point per model, you may re-roll one Mekboy's Special.
2 ~ I'z got myself an idea...: The Mekboy has gotten a little carried away... roll a d6. On a 6 you immediately apply every upgrade from this table to all Gits in the unit once. Otherwise, remove one upgrade of your choice.
3 ~ Dis bit goes 'ere...: The Mekboy adds nothing useful to the weapon
4 ~ Longer Barrel: Add 12" to the range of the Snazzgun.
5 ~ More Barrels: The Snazzgun becomes Twin Linked.
6 ~ Shootier: Add +1 to the strength of the weapon.
7 ~ More Dakka: Add 1 to the number of shots of the weapon each time this upgrade is taken. More Dakka can be taken more than once, but only once from a "Kustom Job"
8 ~ Blastier: The weapons AP is improved by 1 level but it gains the "gets hot" special rule.
9 ~ Speshul Ammo: The whole unit is equipped with any one special ammo of your choice. Special Ammo can be taken more than once, but only once from a "Kustom Job"
10 ~ Supa Gitfinda: The Flash Gits gain the Ignores Cover USR
11 ~ Kustom Job: Take any one upgrade of your choice
12 ~ Dis, an' dis, an' dis...: Roll a d6. On a 6 you immediately apply every upgrade from this table to all Gits in the unit once. Otherwise, the Mekboy has gotten a little carried away... remove one upgrade of your choice.
Speshul Ammo
Snazzguns with the Speshul Ammo upgrade may opt to fire with that ammo type instead of their usual shooting attack. No upgrades apply to speshul ammo attacks, aside from Gitfindas and Supa Gitfindas. Zapp Ammo: The weapon may optionally be fired with the following profile; R: 12", S: 8, AP: 2, Assault 1, Melta, Gets Hot!
Buzzer Squig Ammo: The weapon may be fired with the following profile: R: 24", S: -, AP: 2, Assault 1, Fleshbane, Homing (Ignores Cover and 3+ to hit if fired within half range, but subtract 1 for the purposes of Gets Hot!) Gets Hot! (the Buzzer Squigs turn on the shooter!)
BOOM Ammo: The weapon may be fired with the following profile: R: 24", S: (as Snazzgun), AP: 1d6, Assault 1, small blast
Others?
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This message was edited 2 times. Last update was at 2013/06/18 06:31:51
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![[Post New]](/s/i/i.gif) 2013/06/19 10:37:50
Subject: Re:Making the Flash Gitz Useful
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Morphing Obliterator
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Dakkamite wrote:@SorataZ: Making Flash Gits 66% cheaper is a bit much. They'd be tougher than the same price of boys before their mandatory upgrade. And noone will run them without more dakka anyway.
Personally, I'd make them a "Freebootaz" unit with a few more options. Change them as little as possible but make the changes matter.
Freebootas
~ Elites Choice
~25 points per model
WS: 4, BS: 2 (3), S: 4, T: 4, W: 2, I: 2, A: 2, Ld: 7, Sv: 4+
Weapons
~Snazzgun [R: 24", S: 5, AP 1d6, Salvo 2/3]
Upgrades
~All Flash Gits have Gitfindas, that increase their ballistic skill by 1.
~Painboy for 30pts, and if you take a Painboy, you may take cybork on all models for 5pts
~May be led by Badrukk for +xxx points [cheaper than he is now though]
~Any model may exchange his Snazzgun for a Slugga and Power Klaw for +20 points. Snazzgun upgrade costs obviously do not apply to these models.
Your Flash Gits may take any number of the following upgrades, and may take the same upgrade as many times as they like;
~~Kustom Job: For 10 points, select any upgrade from the chart below to apply to your Freebootas. You cannot use Kustom Job to take the same upgrade a second time or more.
~~Mekboy's Special: For 4 points per model, roll 2d6 on the chart below to see what you get. If you get an upgrade you already have, re-roll it unless it says otherwise.
~~Not dat one yoo git!: For an additional 1 point per model, you may re-roll one Mekboy's Special.
2 ~ I'z got myself an idea...: The Mekboy has gotten a little carried away... roll a d6. On a 6 you immediately apply every upgrade from this table to all Gits in the unit once. Otherwise, remove one upgrade of your choice.
3 ~ Dis bit goes 'ere...: The Mekboy adds nothing useful to the weapon
4 ~ Longer Barrel: Add 12" to the range of the Snazzgun.
5 ~ More Barrels: The Snazzgun becomes Twin Linked.
6 ~ Shootier: Add +1 to the strength of the weapon.
7 ~ More Dakka: Add 1 to the number of shots of the weapon each time this upgrade is taken. More Dakka can be taken more than once, but only once from a "Kustom Job"
8 ~ Blastier: The weapons AP is improved by 1 level but it gains the "gets hot" special rule.
9 ~ Speshul Ammo: The whole unit is equipped with any one special ammo of your choice. Special Ammo can be taken more than once, but only once from a "Kustom Job"
10 ~ Supa Gitfinda: The Flash Gits gain the Ignores Cover USR
11 ~ Kustom Job: Take any one upgrade of your choice
12 ~ Dis, an' dis, an' dis...: Roll a d6. On a 6 you immediately apply every upgrade from this table to all Gits in the unit once. Otherwise, the Mekboy has gotten a little carried away... remove one upgrade of your choice.
Speshul Ammo
Snazzguns with the Speshul Ammo upgrade may opt to fire with that ammo type instead of their usual shooting attack. No upgrades apply to speshul ammo attacks, aside from Gitfindas and Supa Gitfindas. Zapp Ammo: The weapon may optionally be fired with the following profile; R: 12", S: 8, AP: 2, Assault 1, Melta, Gets Hot!
Buzzer Squig Ammo: The weapon may be fired with the following profile: R: 24", S: -, AP: 2, Assault 1, Fleshbane, Homing (Ignores Cover and 3+ to hit if fired within half range, but subtract 1 for the purposes of Gets Hot!) Gets Hot! (the Buzzer Squigs turn on the shooter!)
BOOM Ammo: The weapon may be fired with the following profile: R: 24", S: (as Snazzgun), AP: 1d6, Assault 1, small blast
Others?
I like this, characterful, fluffy and a lot of fun.
I would however, roll the Mekboy's Speshul option into the 2D6 list somewhere and allow the Ork player to roll twice on the list and choose which one he wants (re-rolling duplicates).
I would also allow the unit D3 rolls on the table as part of their basic points cost (call it the Kustomizin' or Tinkerer rule).
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/06/19 11:45:27
Subject: Re:Making the Flash Gitz Useful
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Camouflaged Zero
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I'm quite adamantly in the circles of orks should never be anything higher than BS2, otherwise its unfluffy in the extreme. Compensate for this by a higher density of shots.
As it stands I would rather have default ignores cover as it is now than +1BS and this is discounting 'fluff' preferences. If flash gits had base 2 shots and then you upgrade them to 3 for the usual +5pts, you should be getting 10 hits from a full unit. That would entail about 6.67 wounds on a standard MEQ, with almost a 50% chance you'll ignore their armour and thats not even with blasta added. So with ignores cover, half the time you'll be smoking 6 marines whereas with the extra BS, you're looking at doing 10 wounds from the same unit and they would probably have cover. This would be even more significant against GEQ as you'll normally be ignoring their armour so ignoring cover would be desirable as well. Just think of the ADLs! Keep the Ignores Cover, just increase base shots by 1.
And dakkamite I do agree about getting a klaw option in the unit and a cost reduction in badrukk. But for kustom job, do you mean that for 10pts you can upgrade the whole unit? i.e. 1pt a model. That would be a bit crazy, I'd probably take all of them at that cost. In general however I'm not a fan of these tables, it makes for additional book keeping and its annoying to verse as an opponent, (at least in my experience). Also the problem with rolling a 2d6 is you a very likely to get a 7, and not so much a 4 or 2 so its an uneven method for allocating upgrades randomly. The main one that stands out to me is the speshul ammo. This seems crazy, zapp & buzzer; not bad but an expensive unit to get some sub-par meltas, but BOOM... woah. Being blast pretty much discounts ork BS2 and its a lot of templates.
Following that I'd take:
10 Gits - 250
Kustom Job - speshul ammo (BOOM)
Kustom Job - long barrels
Kustom Job - Shootier
Kustom Job - Supa Git finda
Kustom Job - More Dakka
Total: 300pts
That chucks out 20 S6 Ap1D6 blasts at 36" which ignore cover. Instant Death to GEQs and wounds galore for everything else. If this was opposite my table edge, I'd probably just spew over my own army as that's what these guys will be doing anyway. However this based on my interpretation that kustom job was 10pts for the unit. If it was 10pts a model, I probably wouldn't take it considering its 5ppm at the moment.
My suggestion would be to take the base statline dakkamite suggested +1A since they're nobs and with the ignores cover rather than with +1BS. The addition of salvo makes them quite reasonable I think and the upgrade options should be the current shootier, dakka and blasta along with a range increase but of 6" rather than 12". No stacking of course, least you have 10 50shot lascannons with 92" range
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/06/20 01:59:35
Subject: Making the Flash Gitz Useful
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Flashy Flashgitz
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Dakkamite and rahxephon, great suggestions. But do you think making Flash Gitz more confusing is more attractive?
I still wouldn't take them, still useless. I think they need to be less. Still much better options and much cheaper.
Currently, the only Flash Git that GW sell has a targeting squig - it's just decoration.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/20 21:52:03
Subject: Re:Making the Flash Gitz Useful
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Disguised Speculo
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Come on Rah, if you look at my Mekboy special alongside Kustom Job its pretty clear its 10pts per model. I wouldn't make it 4 points per model for a random upgrade and 10 points for the whole unit to get any upgrade of your choice. The whole idea is to make a choice, random upgrades are cheaper but you can pay a premium for the ability to pick any one. While current upgrades *are* cheaper they're also *gak* so its not a fair comparison.
That said a unit-wide cost might be better than a per model cost. Give people a reason to take larger squads.
I also hate BS3, would be happy to drop that for a better option.
I reckon perhaps their guns should just always be blast? Though I'm having trouble reconciling that with an anti-MEQ/TEQ focus as AP3 blasts would also lay waste to weaker troops. A bucket of dice could also work
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![[Post New]](/s/i/i.gif) 2013/06/20 22:12:12
Subject: Re:Making the Flash Gitz Useful
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Camouflaged Zero
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Fair enough, I had originally thought it must of been per model, but when it was twice the amount the get the same things it currently is I thought perhaps it was for the whole unit. So you could get shootier for 10pts, then if you wanted it again it would be a random chance at 4pts per model, so you could possibly have S7 or something.
Overall, I still like my initial proposal. Base cost 20pts with same statline, comes with 'eavy armour and a big shoota default. Purchasable upgrades of shootier and blasta (which in this case makes their gun AP1d6 rather than straight Ap5). 36" is probably too good though, so I would reduce it down to 24" and then also have a longer barrels upgrade as well for another 6". All upgrades 5ppm.
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/06/20 22:24:11
Subject: Making the Flash Gitz Useful
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Disguised Speculo
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I like the idea of Nobs with Big Shootas man. Makes sense, and its something I'd put on the table.
I really like the idea of random stuff for the gits though. 6th edition is random table edition, is it not? And only Meks could rival Gits for the motley collection of junk weapons they carry around.
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![[Post New]](/s/i/i.gif) 2013/06/20 22:39:07
Subject: Making the Flash Gitz Useful
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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This thread is filled with awesome sauce.
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Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2013/06/21 05:31:55
Subject: Re:Making the Flash Gitz Useful
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Camouflaged Zero
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I find tables okay; as long as they're not too long. That chaos boon table I seriously couldn't even be bothered starting to read it. But if it's a table based on a d6, then okay. However, for proposed rules I always think its best to leave them out of it. Since in reality its not as though any of this is going to become official rules, you'd just be using it against whoever would accept it. In that situation its easier to say; hey these guys actually have big shootas with 1d6 pen than, I roll on this table before hand x many times to see what I get. It overcomplicates things and since it would probably be the opponents first time they've ever heard of it, simplicity is best. Makes it easier for them to remember and weigh up its fairness, otherwise fewer would be willing to verse it.
The main exception to this would be if you're running a campaign, then since its going to be a thing running over a few games with the same people its more likely they'd be sweet with it and it could fit in with the whole thematics of the scenario.
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/06/24 03:29:28
Subject: Making the Flash Gitz Useful
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Flashy Flashgitz
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I'm really liking the flash gitz as nobs. Or Nobs with Snazzguns. Nonbikker nobs taking Badrukk, if they want they can take or leave having snazzguns.
I would go one step further and add Meganobs in the mix of Nob options as well and you can mix and match as you see fit.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/07/10 15:09:28
Subject: Making the Flash Gitz Useful
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Growlin' Guntrukk Driver with Killacannon
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BadRukk as an HQ Choice..
Allows a unit of Flashgitz to be taken as The BadRukks Body Guard (outside the FOC )
No Change to Flashgitz themselves except
Elites instead of heavy
May Take a Looted Wagon as Dedicated Transport..
and SnazzGun Base Statline
~Snazzgun [R: 24", S: 5, AP 1d6, Salvo 2/3] as above and then voila Flashgitz are at least paritally usefull..
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This message was edited 1 time. Last update was at 2013/07/10 15:09:51
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
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![[Post New]](/s/i/i.gif) 2013/07/10 15:12:28
Subject: Making the Flash Gitz Useful
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Trazyn's Museum Curator
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Yes, definitely elites and not heavies. No idea why they were put in the Heavies section. If anything, the lootas should have gone there since they have heavy weapons, and their role of long range fire support is more faithful to the role of the HS section.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2013/07/10 20:16:20
Subject: Re:Making the Flash Gitz Useful
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Yellin' Yoof
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Just give the Snazzguns the same profile as the Deff Gun, and then change Lootas to their original profiles so they're actually fething looting weapons from the other codexes like they should be doing.
Flash Gitz then have a purpose, their intended purpose, and Lootas actually follow their own fluff, everybody wins.
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![[Post New]](/s/i/i.gif) 2013/07/10 23:07:03
Subject: Re:Making the Flash Gitz Useful
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Growlin' Guntrukk Driver with Killacannon
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Maurepas wrote:Just give the Snazzguns the same profile as the Deff Gun, and then change Lootas to their original profiles so they're actually fething looting weapons from the other codexes like they should be doing.
Flash Gitz then have a purpose, their intended purpose, and Lootas actually follow their own fluff, everybody wins.
Works for me as well ..
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'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
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![[Post New]](/s/i/i.gif) 2013/07/10 23:23:27
Subject: Making the Flash Gitz Useful
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Flashy Flashgitz
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yeah, certainly making another unit less useful and give them their weapon, will make me want to field them. No doubt turning them into the current Lootas (which I usually field) with 2 wound, with a painboy Cybork and feel no pain - plus adding Baddrukk, nice.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/07/11 00:27:32
Subject: Making the Flash Gitz Useful
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Disguised Speculo
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For friendly, homebrewed Zone Mortalis games I'm thinking of just giving Flash Gits the ability to buy multiple "More Dakka" (perhaps up to three), take a Power Klaw and perhaps kombi-weapon upgrades to the Snazzgun, and perhaps roll AP for each shot rather than the whole unit.
Just want to make them viable for a space pirate themed campaign I'm putting together. You guys reckon this would be balanced?
Also very much like Maruepas' suggestion. It wouldn't work here though because its all close quarters stuff, plus GW would never willingly retire their ugly Loota models in preference for our scratch building our own - thats just lost money to them!
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This message was edited 2 times. Last update was at 2013/07/11 00:29:08
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![[Post New]](/s/i/i.gif) 2013/07/11 02:08:34
Subject: Making the Flash Gitz Useful
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Dakka Veteran
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In our ork codex makeover the Flash Gitz are Elites, their snazzgun upgrades are cheaper, they can take a dedicated transport of either a looted wagon or trukk, they can have one boss pole and they can have a painboy. Ta-dah!
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![[Post New]](/s/i/i.gif) 2013/07/14 19:44:38
Subject: Making the Flash Gitz Useful
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Flashy Flashgitz
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amanita wrote:In our ork codex makeover the Flash Gitz are Elites, their snazzgun upgrades are cheaper, they can take a dedicated transport of either a looted wagon or trukk, they can have one boss pole and they can have a painboy. Ta-dah!
Making them Elites, would mean that are competing for a place in the army against, Nob and Lootas. At 25 points each, there is nothing about them that makes me want to field them over Lootas. Even if the upgrades were free, 15 Lootas for 225 is still much better than 10 Flash Gitz for 250 - but wait theirs more, Painboy and Cybork,adding 130 points. As for the DT, I would rather have a Nob unit because they get a Battlewagon/ Def Rolla. Their Painboy is 5 points cheaper take Waaagh! Banner and give them PK (even though I wouldn't). Also Nobs can be Bikkers, with a superior weapon and superior movement almost always being able to shoot first turn and the Painboy gets Dakkaguns as well.
So I would make the Flash Gitz Elites, cost 15 and keep the price on Snazzgun (that still Ignores cover) upgrade, but add a limit of 4 to "more dakka" at 5 points each. I would also give them the option to exchange their snazzgun for a twin-link Shoota (no upgrades) and a Power Claw for 25 points. As for DT I would give them a Land Frigate (Battle Wagon with a sail) it gets a ram, but not the def rolla.
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![[Post New]](/s/i/i.gif) 2013/07/15 00:43:21
Subject: Making the Flash Gitz Useful
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Dakka Veteran
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We made Lootaz Heavy Support. Flash gitz are for killin' up close and personal while on the move. Lootaz are pretty stuck once you place them, so just saying they are better for the points isn't looking at the entire picture.
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![[Post New]](/s/i/i.gif) 2013/07/15 11:05:19
Subject: Making the Flash Gitz Useful
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Flashy Flashgitz
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Flash Gitz are horrible up close and personal. Nobs are much better. Lootas are great as a cheap way to reign fire down upon an enemy, though Big Gunz are much cheaper. Lootas can also move and snapfire (only 6's instead of 5's and 6's) you'll find that moving them doesn't make any difference except slightly better shots.
Flash Gitz as a 25 point each elite is still not worth the points and I could take or leave the snazzgun, because it's not very useful because of its limited range.
Sorry I didn't explain this better.
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![[Post New]](/s/i/i.gif) 2013/07/16 03:56:54
Subject: Making the Flash Gitz Useful
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Flashy Flashgitz
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Again, making a unit less useful, Lootas to Heavy Support does improve Flash Gitz. But they are still up against Nobs, which are 5 points cheaper and you have much better options. Also in the elites, you still have Burnas, Kommandos, and Mega Nobs. All serve a purpose and all are a much cheaper and better option than Flash Gitz. The only unit that isn't a better option is Tankbustas, but if I had to choose between just these two, I would take the Tankbustas, because they are cheaper and the Looted Wagon is basically worthless as a DT option.
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![[Post New]](/s/i/i.gif) 2013/07/21 00:21:44
Subject: Re:Making the Flash Gitz Useful
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Speedy Swiftclaw Biker
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rohansoldier wrote: Dakkamite wrote:@SorataZ: Making Flash Gits 66% cheaper is a bit much. They'd be tougher than the same price of boys before their mandatory upgrade. And noone will run them without more dakka anyway.
Personally, I'd make them a "Freebootaz" unit with a few more options. Change them as little as possible but make the changes matter.
Freebootas
~ Elites Choice
~25 points per model
WS: 4, BS: 2 (3), S: 4, T: 4, W: 2, I: 2, A: 2, Ld: 7, Sv: 4+
Weapons
~Snazzgun [R: 24", S: 5, AP 1d6, Salvo 2/3]
Upgrades
~All Flash Gits have Gitfindas, that increase their ballistic skill by 1.
~Painboy for 30pts, and if you take a Painboy, you may take cybork on all models for 5pts
~May be led by Badrukk for +xxx points [cheaper than he is now though]
~Any model may exchange his Snazzgun for a Slugga and Power Klaw for +20 points. Snazzgun upgrade costs obviously do not apply to these models.
Your Flash Gits may take any number of the following upgrades, and may take the same upgrade as many times as they like;
~~Kustom Job: For 10 points, select any upgrade from the chart below to apply to your Freebootas. You cannot use Kustom Job to take the same upgrade a second time or more.
~~Mekboy's Special: For 4 points per model, roll 2d6 on the chart below to see what you get. If you get an upgrade you already have, re-roll it unless it says otherwise.
~~Not dat one yoo git!: For an additional 1 point per model, you may re-roll one Mekboy's Special.
2 ~ I'z got myself an idea...: The Mekboy has gotten a little carried away... roll a d6. On a 6 you immediately apply every upgrade from this table to all Gits in the unit once. Otherwise, remove one upgrade of your choice.
3 ~ Dis bit goes 'ere...: The Mekboy adds nothing useful to the weapon
4 ~ Longer Barrel: Add 12" to the range of the Snazzgun.
5 ~ More Barrels: The Snazzgun becomes Twin Linked.
6 ~ Shootier: Add +1 to the strength of the weapon.
7 ~ More Dakka: Add 1 to the number of shots of the weapon each time this upgrade is taken. More Dakka can be taken more than once, but only once from a "Kustom Job"
8 ~ Blastier: The weapons AP is improved by 1 level but it gains the "gets hot" special rule.
9 ~ Speshul Ammo: The whole unit is equipped with any one special ammo of your choice. Special Ammo can be taken more than once, but only once from a "Kustom Job"
10 ~ Supa Gitfinda: The Flash Gits gain the Ignores Cover USR
11 ~ Kustom Job: Take any one upgrade of your choice
12 ~ Dis, an' dis, an' dis...: Roll a d6. On a 6 you immediately apply every upgrade from this table to all Gits in the unit once. Otherwise, the Mekboy has gotten a little carried away... remove one upgrade of your choice.
Speshul Ammo
Snazzguns with the Speshul Ammo upgrade may opt to fire with that ammo type instead of their usual shooting attack. No upgrades apply to speshul ammo attacks, aside from Gitfindas and Supa Gitfindas. Zapp Ammo: The weapon may optionally be fired with the following profile; R: 12", S: 8, AP: 2, Assault 1, Melta, Gets Hot!
Buzzer Squig Ammo: The weapon may be fired with the following profile: R: 24", S: -, AP: 2, Assault 1, Fleshbane, Homing (Ignores Cover and 3+ to hit if fired within half range, but subtract 1 for the purposes of Gets Hot!) Gets Hot! (the Buzzer Squigs turn on the shooter!)
BOOM Ammo: The weapon may be fired with the following profile: R: 24", S: (as Snazzgun), AP: 1d6, Assault 1, small blast
Others?
I like this, characterful, fluffy and a lot of fun.
I would however, roll the Mekboy's Speshul option into the 2D6 list somewhere and allow the Ork player to roll twice on the list and choose which one he wants (re-rolling duplicates).
I would also allow the unit D3 rolls on the table as part of their basic points cost (call it the Kustomizin' or Tinkerer rule).
I like the stat line, the addition of salvo to the snazzgun whilst retaining the variable AP and range, and the painboy and Badrukk make sense too. Not sure about the slugga and choppa, I guess it's about taste, for me personally I'd take the powerklaw on a standard nob for five points more as I keep the init 3 and the 3 attacks, others may prefer the additional armour though I can see that.
Can say I like the kustom job and ammo rules though. It would just get too messy and outside of the semi-unwritten design rules of 40k - your shootier rule for example. If I can take it as many times as I like - someone could take it 8 times to make the gun STR 14 - auto pens on everything basically for 80pts. Why not mix that with 50 points worth of more dakka to make that a ridiculous number of STR 14 shots...maybe you could take your squid ammo kustom job so they can get AP 2 STR 14 shots...it just isn't really viable in my opinion.
Potentially, (and correct me if I'm misunderstanding this man) as you can take a kustom job for your entire squad for 10 points, and you can any number of them, each as many times as you like...well you can grab yourself 5 flash gitz, for 125pts, and then load up on the other options for 110 points (50 for 5 shootier, 50 for 5 more dakka, 10 for the ap 2 ammo) and grab yourself 35 to 40 STR 11 AP 2 shots...that's just game ending really? You've spent 235pts for that...
As I said though, I think your stat line itself and the addition of gitfindas, salvo etc is good and would certainly make them more useful than they are now  .
Automatically Appended Next Post:
Dakkamite wrote:Come on Rah, if you look at my Mekboy special alongside Kustom Job its pretty clear its 10pts per model. I wouldn't make it 4 points per model for a random upgrade and 10 points for the whole unit to get any upgrade of your choice. The whole idea is to make a choice, random upgrades are cheaper but you can pay a premium for the ability to pick any one. While current upgrades *are* cheaper they're also *gak* so its not a fair comparison.
That said a unit-wide cost might be better than a per model cost. Give people a reason to take larger squads.
I also hate BS3, would be happy to drop that for a better option.
I reckon perhaps their guns should just always be blast? Though I'm having trouble reconciling that with an anti- MEQ/ TEQ focus as AP3 blasts would also lay waste to weaker troops. A bucket of dice could also work
Just seen this, ignore me!
Still think it would be unwieldy because you could end up with 10 lads all with different weapon stats, but for home games hey it's your table your choice.
~~Kustom Job: For 10 points, select any upgrade from the chart below to apply to your Freebootas[b] This is a little ambiguous, but the guys who right the bloody rule books do that themselves so I can't have a go lol!
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This message was edited 3 times. Last update was at 2013/07/21 00:25:47
Back in the day, we were epic Space Vikings with horns, and beer, and stupid mockney accents, and we didn't have any truck with this flying around like a pansy shizzle. We certainly didn't surround ourselves with mangy animals.
Now we're basically the Bestiality Chapter.
We also now ride chariots and employ daemonic dreadnoughts...also, we fly and teleport with abandon. With wolves. |
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![[Post New]](/s/i/i.gif) 2013/07/21 06:23:20
Subject: Making the Flash Gitz Useful
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Disguised Speculo
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Yeah I had way too many upgrades there. For some reason was hellbent on 2d6 rather than d6.
Every model in the unit has to get the same upgrade. If you were to purchase a random upgrade, you roll once and apply it to the whole unit.
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![[Post New]](/s/i/i.gif) 2013/07/22 17:14:51
Subject: Making the Flash Gitz Useful
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Speedy Swiftclaw Biker
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Dakkamite wrote:Yeah I had way too many upgrades there. For some reason was hellbent on 2d6 rather than d6.
Every model in the unit has to get the same upgrade. If you were to purchase a random upgrade, you roll once and apply it to the whole unit.
Ah have to be honest I didn't notice it was random. If it was me I'd limit it to 3 at most , and make it clear in the wording that it is 10pts per model in the unit per upgrade.
I love home rules myself.
I've been toying with a rule I call 'Do It Ramirez!' (had to be done!). If a guard squad is reduced to 1 man, once per game at the start of your player turn you may use order 'Do It Ramirez!', following the usual orders rules.
The guardsman gains a wound, +1T, +4IN, +2A, and the Feel No Pain & Rending special rules. So he can...drum roll...DO IT RAMIREZ!!
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This message was edited 4 times. Last update was at 2013/07/22 17:16:47
Back in the day, we were epic Space Vikings with horns, and beer, and stupid mockney accents, and we didn't have any truck with this flying around like a pansy shizzle. We certainly didn't surround ourselves with mangy animals.
Now we're basically the Bestiality Chapter.
We also now ride chariots and employ daemonic dreadnoughts...also, we fly and teleport with abandon. With wolves. |
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