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![[Post New]](/s/i/i.gif) 2009/09/26 23:59:04
Subject: Flash Git Consideration
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Mekboy Hammerin' Somethin'
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I was mulling it over again with Flash Gits... then it hit me! They are the shoota boyz to slugga boyz... essentially they the shooty Nobz! lets compare... To get a Pain Boy, Waaagh! Banner, and Cybork Bodies (or Eavy Armor), a single Powerklaw and a Grot orderly: Nobz cost 330 points and do fairly well in hand to hand as they wound and hit most troops on a 3+... To get More Dakka and a Pain boy: Flash Gits would cost 330 Points... You could claim that the Flash Gits also have the secret protection of avoiding counter charges, but other wise have the same defenses... a 4+ armor save, with FNP. The Nobz essentially function like slugga boyz, being mainly hand to hand and killing things on the charge. The Flash Gits would fight alright on the assault (36 S5 attacks and 4 4+ poison attacks instead of 45 S5 attacks and 4 4+ poison attacks) against basic troops similar to their shoota boy cousins. They are flexible as they fire assault weapons. Although they are a Heavy Support Choice, I feel that this is not as bad as it seems. Most highly aggressive Ork List have their Elite Choices filled with MegaNobz, Extra Nobz, and Kommandos riding in trukks or placed in nearby cover. The more I think about it, the Flash Gits make pretty good body guards for Big Meks with the KFF as they soak wounds like a Nob, can remain effective and relevant in a fight without being in HTH (24" Range)(Does not mean that they are a slouch in HTH)... So any Ideas on the revelation or do people think I need to see the good Dok for a Brain Fixing. The Reason I am not comparing them to lootas is because lootas MUST stay still to be effective, thus cannot move around LOS blocking things (such as vehicles, Terrain, Brawls). The Idea is that the Gits can fight more mobile armies like Eldar and Tau who can easily just maneuver out of range of a fixed emplacement
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This message was edited 1 time. Last update was at 2009/09/27 00:01:48
Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2009/09/27 00:07:46
Subject: Flash Git Consideration
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Horrific Hive Tyrant
London (work) / Pompey (live, from time to time)
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To be painfully honest, they suffer frmo severe points costs, which makes them not much of an option in a tournament game.
They are of some use, but its very rare to actually earn thier own points back each game.
Shooting: With some upgrades they are a mobile shooting unit, not too bad, but shoota boyz still do better t most times due to points VS damage.
If you take them then you might aswell take badruk with them, his stats and rules may be expensive, but it adds a nice bag to the unit.
If your playing fluffy games then go for it, they arent all bad.
Think of shoota boyz that are a bit better against tougher units, survive alot longer, and for some reason use up a HS space lol.
If you do have to fight in CC then they are still very good.
They are more of a mesh of shoota boyz and basic nobz.
If your going for a non blast plate fire line army then of course you may find a use for them, but if you need a cheaper more expendable unit then go with nobz with either TL shootas, or kombi skorchas.
Failing that, mash lootas with some burnas
Need them to survive longer?
give them basic upgrades and throw em in a killkannon wagon, just sit back and shoot.
Bodyguards? if your putting a mek with them then atleast if you get teleported into CC (it happens lol) you can fight your way out of it
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Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor. |
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![[Post New]](/s/i/i.gif) 2009/09/27 00:10:01
Subject: Flash Git Consideration
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Mutilatin' Mad Dok
SE Michigan
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AHH, but the problem is still cost for the amount of damage they will do. . . they may perform very well, or absolutely terrible, I field them since I like them, but they are not always effective, in some maches they do well, vaporizing whole marine squads in others they just die,
it all goes down to the cost vs. effectiveness
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![[Post New]](/s/i/i.gif) 2009/09/27 00:52:52
Subject: Flash Git Consideration
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Plastictrees
UK
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Flashgits are awesome I take 30 of them in my army and they rock!!!!!!!!!!!!!!!!!
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WARBOSS TZOO wrote:Grab your club, hit her over the head, and drag her back to your cave. The classics are classic for a reason. |
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![[Post New]](/s/i/i.gif) 2009/09/27 00:59:53
Subject: Flash Git Consideration
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Mekboy Hammerin' Somethin'
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The problem with measuring effectiveness is anyone could cite a game where a single type of units did well for their points (mine is Warbuggies because of their low posting on the threat table when compared to 2 squads of kommandos, 2 trukks full of Nobz and 2 squads of 30 boyz) Measuring effectiveness relies a lot on the type of opponent that you are facing, If you are facing IG with only loads of Flashlight fire from First Rank Fire! Second Rank Fire! at their disposal than even the much maligned Looted Wagon will be with dual Bigshootas or Skorcha would be highly efficient while a mob of 30 boyz would have 0 efficiency as they would never hit the front lines.... I would have to say efficiency is more than making your points back but against what you are making those points back with. I propose a scoring system against basic archetype armies... MEQS: armies with a 2+-3+ armor save for most infantry. (Space Marines, Necrons, Space Marine Chapters) GEQS: armies with a 4+-5+ armor save for most infantry. (Tau, Imperial Guard, and Eldar) I am not sure where I would place Tyranids and Orks... High Model count: Armies that have over 70 models. These armies may just be an interesting concept, (6 TAC squads, Orks that focus on Elite and Fast Attack Choices over troop choices) Horde Armies: Armies that exceed 100 models. (Orks, Tyranids) These Armies rely on numbers and expect many to fall. Mech Army: Vs Transport or Tank heavy armies. This also includes a lot of models that can only be relibly taken out with Tank Hunting equipment. Ork Walker/Trukk Spam, Space Marines that are all in Razorbacks or Landraiders, the Nidzilla is an example of having no tanks or transport yet managing to be considered a Mech Army.
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This message was edited 2 times. Last update was at 2009/09/27 01:07:13
Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2009/09/27 01:44:21
Subject: Flash Git Consideration
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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Flash Gitz would be so much better if their guns were twin linked. That alone could help justify the stupid cost. The amount of damage they do for their cost is horrible.
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![[Post New]](/s/i/i.gif) 2009/09/27 06:41:38
Subject: Flash Git Consideration
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Mekboy Hammerin' Somethin'
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lets see, 9 fire 18 shots, about 6 of those shots hit the space marine.
Out of the 6 shots 4 of them wound, of the 4 wounds are caused...
1/2 of the time (a roll of 1,2,3) there will be 4 dead marines scoring you about 72 points while they get to roll a leadership check.
The other 1/2 of the time (a roll of 4,5,6) there will be 1 dead marine because he failed his armor save.
For 330 points the opponent will have about 20 marines...
20 marines fire their Bolt gun, 14 of them hit at the 24" range, of the 14 that hit 7 of them wound, of the 7 that wound 3 are saved and of the 4 that go unsaved 2 of them will be ignored thanks to feel no pain.
IIRC this means (Thanks to wound buckets/allocation) you remove one Flash Git.
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2009/09/27 06:56:44
Subject: Flash Git Consideration
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Growlin' Guntrukk Driver with Killacannon
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I figured it out btw, a while back I was brainstorming "What are flashgitz FOR?" There had to be some purpose they were designed for in the minds of the game designers....and then I got it.
Night fight, Dawn of War. Get them as far forward as possible, and light up the night! (ala the War of Dakka actually) S 5 is nothing to scoff at, even with random AP. And they can check to see if they are in range, and how bad night fight is going to be. In a dawn of war deploy, they are useful rangefinders.
I just hate the fact that they have to steal a heavy slot......but if you don't mind that so much you can make good use of them (btw, more-dakka=better than twinlinking their one shot gun IMO)
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![[Post New]](/s/i/i.gif) 2009/09/27 07:09:59
Subject: Flash Git Consideration
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Mekboy Hammerin' Somethin'
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Hmmm... I could fire one shot and IF I miss I reroll it... Or I could Fire one shot and If I Hit, or Miss I Roll another Die... Yep 2 shots is better than twin-linked. As for taking up a heavy support, I do not mind... I am actually getting annoyed with the lootas as I have to make sure I do not give my opponent a cover save, or block line of sight. Despite being orks with guns, they often do get picked off by a single squad firing at them... I am putting thought to using flash gits with my leftover points as they can take a puch and deal an alright one too... the best part is how they do not take up an elite slot... those are the ones for my aggressive list.
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This message was edited 1 time. Last update was at 2009/09/27 07:29:54
Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2009/09/28 00:53:58
Subject: Flash Git Consideration
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Regular Dakkanaut
Eastern USA
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If they're meant to be shooty Nobz, they should have the option of taking a Battlewagon as a dedicated transport like Nobz do.
Suddenly, the fact that they're Heavy Support doesn't make a difference!
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Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
Garnet Host/Space Roaches >4000pts.
Mardi WAAAGH! >5000pts.
89th Skitarii Penal Conscripts "The Steel Reserve" ~in the works
Hidden Templars ~in the works |
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![[Post New]](/s/i/i.gif) 2009/12/14 21:41:55
Subject: Flash Git Consideration
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Fresh-Faced New User
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I would like it if they had their own transport but there is no reason why they can't hitch a ride with nobz in a battlewagon. I have been debating whether to use them or not myself. They seem like an ideal bodyguard for a big mek. I think they are a crazy ammount of points considering they don't get a nob of their own but I think A squad of troops firing S6 weapons is going to annoy a few light vehicles. The fact that you may get lucky and have Ap2 could also pay for itself when you shoot up that squad of terminators. If nothing else they make a good bullet magnet while the rest of your troops get there. I imagine they are also pretty good for holding an objective with that AV 4+. Do I think they are as cool as a BW for the points, No. Do I think they might be funny and surprising hell yes. Maybe they are a big points game option.
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cry havoc and let slip the poodles of war. |
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![[Post New]](/s/i/i.gif) 2009/12/14 22:50:26
Subject: Flash Git Consideration
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[DCM]
Tilter at Windmills
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You might note that the last post in the thread was three months ago.
It's usually better to start a new thread if you want to have a new discussion.
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