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![[Post New]](/s/i/i.gif) 2014/11/13 04:26:10
Subject: Integrating flash gitz
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!!Goffik Rocker!!
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Zomnivore wrote:If you need more wagons just pay the 3 nob tax in the elite spot imo.
3 nobs can sit in cover with twin linked shootas, and ping stuff...and potentially tie up stuff or cap objectives.
You'll need to start out of transport to put boyz in there. Cause one squad can't start a game in another squad's dedicated transport.
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![[Post New]](/s/i/i.gif) 2014/11/13 20:34:36
Subject: Integrating flash gitz
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Dakka Veteran
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koooaei wrote:Zomnivore wrote:If you need more wagons just pay the 3 nob tax in the elite spot imo. 3 nobs can sit in cover with twin linked shootas, and ping stuff...and potentially tie up stuff or cap objectives. You'll need to start out of transport to put boyz in there. Cause one squad can't start a game in another squad's dedicated transport. yeah and if your'Re willing to pay a 60point tax then go all the way and pop up a second detachment with 2 grot units... (which will do a better job guarding stuff then 3 plain nobs anyway )
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This message was edited 1 time. Last update was at 2014/11/13 23:53:53
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![[Post New]](/s/i/i.gif) 2014/11/14 08:57:41
Subject: Integrating flash gitz
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Mutilatin' Mad Dok
Out in the country in Denmark. Zealand
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I just thought of something about them.
For almost the same amount of points as Shoota Boyz, you get a squad that's just as (or even more!) Dakka-y than the same Boyz, the option to keep that same amount of Dakka in a Battlewagon (unlike Shoota boyz, where you have to dump the unit down to 20 gits), AND they can potentially ignore those tin can gitz' armour!
And of course the only problem is, that they use a HS slot. But what I'm trying to say is, they could be a suitable alternative to 20 Boyz in a Battlewagon, as the Flashy Gitz can use the BW as a DT, and thus still only fill ONE HS slot.
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![[Post New]](/s/i/i.gif) 2014/11/14 09:34:54
Subject: Re:Integrating flash gitz
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!!Goffik Rocker!!
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Unlike boyz they don't have a power klaw in there. Shoota boyz are just so attractive cause of their versatility and per-point durability. But if you look at gits from the perspective of morespecialised s5 shootaboyz, it's not so bad. They just have different roles.
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This message was edited 1 time. Last update was at 2014/11/14 09:35:40
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![[Post New]](/s/i/i.gif) 2014/11/14 14:14:23
Subject: Re:Integrating flash gitz
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Dakka Veteran
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to tell the truth i grew a bit reluctant of giving shootaz a nob with powerclaw... first off the unit is already expensiv as it is. and secondly they have a hard time getting into combat. you never wanna run with em and if you are in charge range, shootaz have the "tendancy" to increase the charge range when they unleash their shots unto the enemy ranks... but yes, nonetheless shootaz are way better than gitz in CC. so given the same point costs, gitz are better at shooting, especially against armoured targets they pack a harder punch, have more range and better ap. have no objective secured since they are no troop choice and fill up a heavy slot (exept if you wanna field the battlewagon anyway)
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This message was edited 1 time. Last update was at 2014/11/14 14:14:47
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![[Post New]](/s/i/i.gif) 2014/11/15 12:53:42
Subject: Integrating flash gitz
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Lead-Footed Trukkboy Driver
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Zomnivore wrote:If you need more wagons just pay the 3 nob tax in the elite spot imo.
3 nobs can sit in cover with twin linked shootas, and ping stuff...and potentially tie up stuff or cap objectives.
Alternatively, you could do the following:
Instead of the standard meganob missile (three meganobz with DT trukk), take three meganobz with a DT battlewagon and a separate fast attack trukk, plus your HS flash gitz. As long as both squads start the game on foot, there is nothing stopping them from using whichever transport they like, and it's not that big of an imposition because they couldn't embark then disembark to assault in the first turn anyway. That way, everyone is happy and no points are wasted.
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![[Post New]](/s/i/i.gif) 2014/11/15 17:22:49
Subject: Re:Integrating flash gitz
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Squishy Oil Squig
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I use mogroks boss boys formation to outflank them with a painboy a weird boy and a big mek in mega armor with a kff. Causes some serious problems. This is after running at them turn 1 with manz tank busters focusing on high av and bikes focusing on key targets, lobbas for anti horde and lootas for AA. Gretchin as groups are brought on last minute to get objectives.
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![[Post New]](/s/i/i.gif) 2014/11/22 05:01:10
Subject: Integrating flash gitz
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Regular Dakkanaut
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I'm talking more like a battle wagon as a tank. Really kitting it out.
At that point you only have 3 spots to shoot out of it, so 3 nobs doesn't really hinder anything.
You're able to put mekguns on a BW right? been a while since I last checked it.
If you need to ditch the nobs, you can, and shove in some boyz or w/e. from a wrecked trukk.
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This message was edited 1 time. Last update was at 2014/11/22 05:02:00
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![[Post New]](/s/i/i.gif) 2014/11/23 02:23:37
Subject: Integrating flash gitz
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Dakka Veteran
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I have limited experience piloting orks although I face them very often so take this for what its worth. Anyway I recently got the urge to waaagh again and brought this unit out:
8 flash gitz, battlewagon- ram, plank
big mek- ma, killsaw, dls, kff.
The unit performed wonderfully, much better than expected. The unit deleted high priority targets with the highest ap value rolled all night of 3. The gitz are tough and actually decently killy in combat too with 4 S5 attacks at ws5 charging and the mek to tank ap3 or worse and beat hard targets down.
I think it is probably better than a manz unit in its role, at least for some instances simply due to more ablative wounds and ranged presence, but it still packs enough killy with 5 armourbane attacks with rerolls. Loved em.
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This message was edited 2 times. Last update was at 2014/11/23 02:26:23
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![[Post New]](/s/i/i.gif) 2014/11/23 12:54:32
Subject: Integrating flash gitz
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Longtime Dakkanaut
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Put them on top of a Big Squiggoth.
The squiggy smashes while the orcs shoot.
A moving assault platform of awesome.
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![[Post New]](/s/i/i.gif) 2014/11/23 19:32:21
Subject: Integrating flash gitz
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Regular Dakkanaut
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big mek crazygit wrote:I just thought of something about them.
For almost the same amount of points as Shoota Boyz, you get a squad that's just as (or even more!) Dakka-y than the same Boyz, the option to keep that same amount of Dakka in a Battlewagon (unlike Shoota boyz, where you have to dump the unit down to 20 gits), AND they can potentially ignore those tin can gitz' armour!
And of course the only problem is, that they use a HS slot. But what I'm trying to say is, they could be a suitable alternative to 20 Boyz in a Battlewagon, as the Flashy Gitz can use the BW as a DT, and thus still only fill ONE HS slot.
I think a good way of going around this is to take badrukk's flash gits formation. Nets you two squads of flash gits (Who now have master crafted snazzguns) and badrukk without taking up any slots. While captain badrukk isn't overly AMAZING, he's still a pretty darn good HQ, me thinks. I think this could combine pretty well with a battlewagon formation. Two wagons with flash gits inside, two with sluggas, and one with tankbustas. Without looking up the point value, i'm pretty sure it would all fit comfortably. Only thing is your opponent would strangle you for throwing your snazzgun dice three at a time rerolling one.
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This message was edited 1 time. Last update was at 2014/11/23 19:32:44
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