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![[Post New]](/s/i/i.gif) 2009/04/07 02:31:49
Subject: Yes, those darn Flash Gits
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Arch Magos w/ 4 Meg of RAM
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Flash Gits. Yes, the ork's untouchables. A problem being, I fell in love with Kaptin Badrukk (no, no, stop thinking about it like that).
Another problem: he has a ~60% chance to kill an MEQ and costs the same an upgraded Battlewagon. The Flash Gitz upgrades come down to this: More Dakka ~20% to kill and MEQ, Shootier ~13.5, and Blasta at ~14.3. It takes 5 Gitz to kill an MEQ...
The benefits? Gitfindas are a great boon if you have a bunch of shooty bitz (allowing you to measure and guestimate for them). They are as expensive, tough and almost good on the charge as Nobs (omitting Power Klaws). I think that leaving Furious Charge and Waaagh! rules on means they are meant for you to charge with them, uping the kills per turn considerably. Just be responsible and don't charge a Powerfist or anything stupid. At this point my vision is of them striding along the Shoota boyz with their better armor, firing gleefully (although still not effectively, just better than Nobs) and charging into the enemy ranks with the rest of the boyz.
I am going to get them to model and am going to be sticking up a thread on the modeling page, but how can you fit these in your army? I'm building a Goffs army right now, so I their shooty style may be completely incompatable with my horde. Tell me your experiences, or even about your unreasonable fear of ever taking them.
Go my minions! Discus!
(Everything was calculated with the AP roll, but without any grots)
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![[Post New]](/s/i/i.gif) 2009/04/07 03:38:41
Subject: Re:Yes, those darn Flash Gits
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Dakka Veteran
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Expensive. That's it. I love the idea but they're too costly for what they do. Sure, they can shoot. Sure, they can fight. Sure they can take a licking and have alot of wounds. It slices, dices, makes thousands of julian fries. Tries to be all things at all times. It's like the 3rd Ed Landraider, it can't decide if it wants to be a transport or a MBT.
Take them because you want them, not because of efficiency. Walk (or drive) them forward and then thwack whoever's in arms reach....
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![[Post New]](/s/i/i.gif) 2009/04/07 04:08:19
Subject: Yes, those darn Flash Gits
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Arch Magos w/ 4 Meg of RAM
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How exactly are they expensive? They are the same as a Nob, just with 'Eavy Armor included (and really, you should never take Nob squads without it).
I know Badrukk is expensive as all get out, though. There really isn't any reason to take him except that he's cool and gives them an extra kick in melee.
I really want to know from ork players, as I first took up orks to paint them.
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![[Post New]](/s/i/i.gif) 2009/04/07 04:13:01
Subject: Yes, those darn Flash Gits
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Virulent Space Marine dedicated to Nurgle
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DarkHound wrote:How exactly are they expensive? They are the same as a Nob, just with 'Eavy Armor included (and really, you should never take Nob squads without it).
They don't get too ridiculously expensive until you start buying them the options which would make them effective. (ie: More dakka)
Yes, they are nobs. And yes they are ridiculously durable and shooty as hell.
Problem is - they are BS 2 with a 24" range. They just don't have the (potentially) high volume of fire to compensate for those shortcomings as lootas do.
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![[Post New]](/s/i/i.gif) 2009/04/07 04:21:31
Subject: Re:Yes, those darn Flash Gits
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Wicked Warp Spider
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Well, lucky for orks they are HS and not Eliets. So there is no competition.
I just have this image of 180 shoota boyz, 45 lootas, and 30 Flashgitz plus 2 KFF Mekks sitty back and blasting the snot out of anyone foolish to get withing their 24" range of killyness.
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"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes
DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. |
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![[Post New]](/s/i/i.gif) 2009/04/07 04:21:51
Subject: Yes, those darn Flash Gits
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Arch Magos w/ 4 Meg of RAM
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2 Things:
First, I didn't realise you could take more than one (muhahaha). Second, I didn't realise you had to pay for each model. The wording made it seem to me like it was a price slapped over the entire unit, but apon reflection that seemed stupidly cheap. Under the same wording, I guess that means that each model can take up to 3 grots, not just spreading the 3 amongst the unit.
Correct me if I'm wrong on any of the above.
Shouldn't keeping them slimmed keep them near the same price of Nobs with Power Klaws and Big Choppas? I suppose that's more retorical, I'll do the math shortly after posting this.
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![[Post New]](/s/i/i.gif) 2009/04/07 04:26:39
Subject: Re:Yes, those darn Flash Gits
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Wicked Warp Spider
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The unit may inlude up to three: Ammo runts.
So i would say its 3 per mob.
However you can upgrade the flashgitz guns with more than 1 upgrade just all guns have to be take the same upgrades as it states the unit may take any of the following...
I personally would get the 1st to and then see how much that is, ammo runts are only worth it imo for the last upgrade.
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This message was edited 1 time. Last update was at 2009/04/07 04:27:47
"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes
DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. |
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![[Post New]](/s/i/i.gif) 2009/04/07 04:50:40
Subject: Yes, those darn Flash Gits
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Arch Magos w/ 4 Meg of RAM
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So, actually it's not so bad. 9 Flash Gitz, Badrukk, Painboy, Dakka, Shootier, Cybork 470 9 Nobs, 'Eavy Armor, Cybork, 4 PKs, 4 Big Choppas, Waargh Banner, Painboy 425 You still have to throw on Boss Poles and Kombi-weps at your preference, so the total should be up to more like 450. Amazingly not that big of a difference. Both are equally tough, although Gitz can't abuse wound allocation.
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This message was edited 2 times. Last update was at 2009/04/07 04:58:16
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![[Post New]](/s/i/i.gif) 2009/04/07 05:37:42
Subject: Yes, those darn Flash Gits
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Serious Squig Herder
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They are good for running a Pure Nobs army
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![[Post New]](/s/i/i.gif) 2009/04/07 19:50:46
Subject: Re:Yes, those darn Flash Gits
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Regular Dakkanaut
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Casper wrote:Well, lucky for orks they are HS and not Eliets. So there is no competition.
I just have this image of 180 shoota boyz, 45 lootas, and 30 Flashgitz plus 2 KFF Mekks sitty back and blasting the snot out of anyone foolish to get withing their 24" range of killyness.
I want to do this someitme just for fun hahaha
I just got done building a unit of 6flash gits + a painboy for use in fun games. Im really looking froward to seeing them in action, I might try loading them up in a battle wagon as well. Ill let you guys know how they end up doing.
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![[Post New]](/s/i/i.gif) 2009/04/07 19:55:00
Subject: Yes, those darn Flash Gits
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Longtime Dakkanaut
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The problems with Flash Gitz are:
1) Low leadership with a small mob size. No access to bosspoles, etc. except for Badrukk (who is Unique, so you can't run him in multiple units).
2) Not as good in melee as nobs. Orks want to be in melee. No Big Choppas, Power Klaws, etc. means they're not as good as Nobz against Marines. Oh, sure, they'll still steam roll IG and Tau - but what doesn't (except for other IG and Tau and grotz)?
Having said that, I love the unit and will convert a unit of them someday (after I build the other 300 or so ork models floating around my basement). They have a lot of character. I remember Badrukk and Freebooters from Second Edition, where they could be horrifying - everyone in the unit could get a wargear card. I wish they were more effective.
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In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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![[Post New]](/s/i/i.gif) 2009/04/07 23:31:42
Subject: Yes, those darn Flash Gits
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Bush? No, Eldar Ranger
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Oh god. Everyone gets a wargear card? That is epic!
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He's not going to kill the Falcon anyway, it's built from magic fairy wings and dreams. -- Phyraxis |
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![[Post New]](/s/i/i.gif) 2009/04/09 03:34:22
Subject: Yes, those darn Flash Gits
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Arch Magos w/ 4 Meg of RAM
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So the question now is, would they work in my list? I am building up a Goffs force. Full hordes of boyz, grots, a Warboss. The closest thing I have to shooty is the AoBR Deffkoptas, but I gave them a PK with the intention of tieing units up or downing a tank first turn. Can they fill the gap of regular Nobs, or will I only be fielding them in friendly games?
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![[Post New]](/s/i/i.gif) 2009/04/09 03:44:03
Subject: Yes, those darn Flash Gits
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Mutilatin' Mad Dok
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If you need shooty you get 3 squads of lootas with 15 in each squad.
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"See a sword is a key cause when you stick it in people it unlocks their death" - Caboose
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![[Post New]](/s/i/i.gif) 2009/04/09 06:39:54
Subject: Yes, those darn Flash Gits
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Arch Magos w/ 4 Meg of RAM
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I don't NEED shooty per-say. I just want to know if Flash Gitz will absolutely throw off a horde's fung-shway (I just vocalized it). They can statisically take a beating, but can anyone who's played with them tell me about them?
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![[Post New]](/s/i/i.gif) 2009/04/09 15:15:54
Subject: Yes, those darn Flash Gits
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Sister Oh-So Repentia
Amarillo, TX
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DarkHound wrote:How exactly are they expensive? They are the same as a Nob, just with 'Eavy Armor included (and really, you should never take Nob squads without it).
I know Badrukk is expensive as all get out, though. There really isn't any reason to take him except that he's cool and gives them an extra kick in melee.
I really want to know from ork players, as I first took up orks to paint them.
1) Never take Nobs with 'Eavy Armor, take the painboy and give them the 5++ save. a 5++ save all the time w/ FNP beats a 4+ save some of the time, i.e. when all those "free" Heavy Bolters and better rain down on you. But I get your point
2) It isn't just about the cost of a particular model. It is about the cost of the model in comparison to the job they can accomplish. When you spend the points on a Nob squad you are spending the points for a Close Combat unit of doom. Everything you give them benefits them in this role. When you spend the points for Flashgitz you are paying extra points for alot of stats and abilities that don't benefit their main role, shooting, at all, i.e. increased WS & increased attacks. The Flashgitz problems start here. They are a confused unit. They are a unit equipped for shooting that have the stats for combat. When it comes to combat Nobz are better and when it comes to shooting Shoota Boyz and Lootaz are much cheaper and can still put out deadly firepower.
They are wonderfully fluffy and a blast to field, but they will never see extended use in the "tournament" lists because they are viewed as a weak link and a waste of points. The one true bonus that they have...the ability to pre-measure ranges is great for new people but people who have been playing for a while can measure increments of 6" without any troubles. The ability to pre-measure is mediocre at best in all honesty.
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"The need to be right is the sign of a vulgar mind." -Albert Camus
=====Begin Dakka Geek Code=====
DR:80S+++G+++M++B+++I+Pw40k98#++D++A+++/mWD229R++++T(S)DM++
======End Dakka Geek Code======
-Armies-
1850 Mech
4000 Speed Freeks
2500
2500 Mech
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![[Post New]](/s/i/i.gif) 2009/04/09 23:08:03
Subject: Yes, those darn Flash Gits
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Stubborn Dark Angels Veteran Sergeant
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My son loves the idea of them, so my wife & I plan to get him some for his birthday. We've got 5 AoBR Nobs, & will buy another pack of Nobs to get the basis of the unit, but I expect a great deal of Green Stuff modelling in my future, and a great deal of painting in hers.
They will be Cybork Pirates in appearance, by the time we're done with them -- I think you kinda have to go as OTT as possible with Flash Gits.
Regarding their game use, I think you'd want to put them with a reasonably shooty Independent Character (Big Mek with Shokk Attack Gun, maybe) who could loan them his Leadership. I think Badrukk is just about worth having, too.
March, shoot, march, shoot, & then assault. You probably don't want to send them in against tough opponents alone, but they could certainly back up a Boyz mob or even a lucky Gretchin unit that makes it as far as close combat...
Alternatively -- stick them in a 12-seater, open-topped Battlewagon with the big gun... they'll draw a lot of fire, but while they do, your other Boyz are marching & running & all...
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![[Post New]](/s/i/i.gif) 2009/04/10 02:51:32
Subject: Yes, those darn Flash Gits
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Arch Magos w/ 4 Meg of RAM
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See, now that was half of something I'd have like to have seen in my thread (dead now, Omnisiah rest it's machine-spirit) under Modeling. That made me think of John Silver (the cyborg and main villian) from Treasure Planet.
I'm reluctant to put them in a transport, because if the tank gets stunned/shaken, they lose a valuable turn to make up their points. There really isn't much need for an IC with Badrukk, but at lower points levels when it isn't economical to take him I'll keep it in mind. Nobs are nobs after all.
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![[Post New]](/s/i/i.gif) 2009/04/16 07:35:53
Subject: Yes, those darn Flash Gits
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Roarin' Runtherd
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DarkHound wrote:So, actually it's not so bad.
9 Flash Gitz, Badrukk, Painboy, Dakka, Shootier, Cybork 470
9 Nobs, 'Eavy Armor, Cybork, 4 PKs, 4 Big Choppas, Waargh Banner, Painboy 425
You still have to throw on Boss Poles and Kombi-weps at your preference, so the total should be up to more like 450.
Amazingly not that big of a difference. Both are equally tough, although Gitz can't abuse wound allocation.
Your math is just a bit off, or misinterpreted is a more accurate assessment. Let's go through it.
9 Flash Gitz = 225.
Badrukk = 135
Painboy = 30
Dakka = +5 points *per model* so 45 points there.
Shootier = +5 per model again. 45 points.
Cybork = 45.
And your grand total is = 525. Not exactly sure how you got to your total, cause even if you said +5 points for the entire squad to get Dakka,
and another 5 for shootier, that would be minus 80 from my total, which gets you to 445.
*edit* Now that I look back on it, I suppose if you had counted points for 10 flash gitz, then "upgraded" one to badrukk for 135, it would arrive you at 470.
Though one flash gitz mob may be *led by* Badrukk, not one flash gitz may be upgraded to him.
The point difference is a bit more then you thought. Plan accordingly.
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This message was edited 1 time. Last update was at 2009/04/16 07:38:23
You must understand that for an ork a day that starts off killing something with your bare hands, and ends with those same hands being chopped off in battle, is a good one.
What's betta than one choppa? Two choppas!!! Two choppas is one more than...is one times da...IS LOTS MORE FUN!! WAAAAGH!!! |
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![[Post New]](/s/i/i.gif) 2009/04/16 20:57:21
Subject: Yes, those darn Flash Gits
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Stinky Spore
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The gits really remind me of mega nobz in the old ork dex. they looked cool, had cool upgrades, and sounded killy. everyone wanted to take them but they were just such garbage. i remember mega nobz costing as much as 70 pts per model (w/ upgrades), for something weaker than a terminator.
Gits are really cool also, but they just fail. small squads of 10 forces you to take badrukk, so they can have a little staying power, due to no b-pole. limited wargear overall hurts them. Also the fact that they cant take a trukk hurts them. they take up much needed heavy support slots. They cant take a power klaw, and that is HUGE. They are bs 2 like everyone else. Badrukk himself is a huge point sink and likely to kill himself as much as enemy.
They look really good on paper, i mean 5 more points than a regular nob, and you get eavy, snazz gun, and gitfindas. im bout to gak my pants so i must go. loll
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![[Post New]](/s/i/i.gif) 2009/04/16 21:16:48
Subject: Re:Yes, those darn Flash Gits
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Longtime Dakkanaut
The ruins of the Palace of Thorns
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I believe it is wrong to describe to Flash Gitz as shooty units. Don't forget, they have ASSAULT weapons. They shoot on their way into combat, do a few more wounds in CC and break whoever they attack. They are a close combat unit in the HS section.
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![[Post New]](/s/i/i.gif) 2009/04/16 21:36:36
Subject: Yes, those darn Flash Gits
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Serious Squig Herder
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Drive-by's FTW
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blarg |
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![[Post New]](/s/i/i.gif) 2009/04/16 21:42:36
Subject: Yes, those darn Flash Gits
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Longtime Dakkanaut
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They're not a CC unit. They get none of the things a Nobz unit gets to make them devestating in CC - no Waaagh banner, power klaws, not even a big choppa. And without any bosspoles, they are leadership challenged.
Assuming they charge an MEQ. 4 attacks, WS 4, Str 5. A full unit gets 40 attacks, 20 hits, 13 wounds. Four dead marines. Marines go simultaneous. 10 attacks, 5 hits, 2.5 wounds, 1.25 failed saves (or 0.625 if you have a painboy). And this ignores the Vet Sgt, who might have a Powerfist, which could flatten a couple Gitz. Marines have Ld-3, maybe fail, and take 3 more wounds, failing one more save. So, the 400-some point has beat up on a 200-point unit, and in a couple rounds, might break them.
Gitz are not a CC unit. Sure, they'll run Tau, IG, maybe even SoB off the board - but there's a lot of other options in the Ork codex that can do the same thing either better, or for less points, or both.
Hey, I'm a fan of the fluff. The unit doesn't look horrible. But, it really needs a character with a bosspole and a powerklaw to be good. And then it's a lot of points. And the guns, while nice, aren't great, and you're still only BS2.
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In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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![[Post New]](/s/i/i.gif) 2009/04/17 00:08:59
Subject: Yes, those darn Flash Gits
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Arch Magos w/ 4 Meg of RAM
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Yeah, that's about the same conclusion I arived at Dietrich. I'll be modeling them up once I come into some money (70 bucks should do it). I suppose between them and my Kommandos I can relive the War of Dakka against my Tau friend, but I don't think I'll be taking them when it counts.
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