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Made in us
Paingiver





I'll be playing my 2nd game soon and am wondering what cover works best with what. I do plan on playing 4 large boyz mobs, 2 shoota and 2 slugga and was wondering if the KFF or gretchin shield was better with the shootas to get within 18 and dakka dakka or the sluggas to run them all the way up the other flank for some in thar face action.

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-Alexis de Tocqueville. 
   
Made in us
Longtime Dakkanaut





Pasadena

Take both. If you lose one type of cover you can take advantage of the other. Redundancy is a big deal in 40k. But if you have to choose I would go with the KFF because if you put the Mig Mek in a large blob of boyz her will last longer than the gretchin.

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Made in ca
Decrepit Dakkanaut





Something to consider about the Grots is that they can confer a Cv4+ to units shooting through them, while the Kustom Force Field only confers a Cv5+ (except to vehicles, where counting as obscured means Cv4+).

The answer to this might be that the Gretchin also confer a Cv4+ to any units that the Orks might be shooting at, but the Gretchin can use their Movement phase to move out of the way of the Orks.

Finally the Gretchin can also screen charges, and since their own shooting is awful, you won't miss it much when they run back into position to screen the Orks.

Being able to catch a charge on expendible Gretchin means that you not only get those Furious Charge and Charge bonuses (+1S, +1I, +1A), but you can work in a round of shooting first, and deny those bonuses to stuff that really needs them, like Blood Angels, Khorne Berzerkers, Tyranids, and other Orks.

You may want to practice your unit configurations though so that when you put them on the field you know the optimum configurations for screening, because if the spacing is wider than 25mm (or <1" ) then 25mm based units will be able to charge through your Gretchin, and you want your Orks more widely spaced so that they're more resistant to Blast markers, templates, and the Gretchin can move through them to allow the Orks to move forward and shoot unimpeded by the Gretchin screen.

This message was edited 1 time. Last update was at 2010/11/23 04:55:25


 
   
Made in us
Paingiver





Ok so from the sound of it I should run the 2 units of shootas with the KFF Big Mek and the 2 units of sluggas behind a grot shield. I am also gonna pick up some extra gretchin to guard my lootas and SAG Big Mek that will be providing fire support.

Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. 
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

The KFF will protect you from barrage weapons and the such

   
Made in au
Waaagh! Warbiker




KFF is better, it costs 85pts, grots can

A: bolt
b: Die
C:Take up a troops choice

Stick with the boring old over used kff

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Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

I'd say screw sluggas, shootas are just plain better.
   
Made in us
Jovial Plaguebearer of Nurgle






If you are footslogging, which it sounds like you are, shootas a re better then sluggas. More or less you get the one extra attack at range instead of in CC.

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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Tekeino wrote:KFF is better, it costs 85pts, grots can

A: bolt
b: Die
C:Take up a troops choice

Stick with the boring old over used kff




The reason its over used is because its easily the best wargear option in the codex. Its fantastic! I almost always take one
   
Made in us
Decrepit Dakkanaut






Eternal Plague

KFF Big Mek and a 29 Gretchin with 2 Runtherd unit should suffice.

You could also use a screen of plain-old orks, maybe with 'ard Boyz upgrade (some consider it a waste, but it is a decent armor save in a codex lacking saves for the most part). If you feel obligated to want to have gretchin, use up a FOC slot for a min squad to use to grab your objectives in the backfield.

   
Made in ca
Flashy Flashgitz





you could stick the kff so it covers the grots and some boys...
   
Made in us
Jovial Plaguebearer of Nurgle






Remember only the majority of the models in the squad need to be covered in order to get the KFF benefit. So if you keep fewer models in the area that will leave room for more squads.

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Made in us
Anointed Dark Priest of Chaos






ThatEdGuy wrote:Remember only the majority of the models in the squad need to be covered in order to get the KFF benefit. So if you keep fewer models in the area that will leave room for more squads.


This is wrong.

If even one model in a unit is within range the WHOLE unit gets the KFF save.

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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

ThatEdGuy wrote:Remember only the majority of the models in the squad need to be covered in order to get the KFF benefit. So if you keep fewer models in the area that will leave room for more squads.



You are mixing up how the KFF works on squadrons. If you have a 3 buggy squad, then 2 have to be covered to grant the save to the entire squadron. For a single vehicle or a unit, it just has to touch them to grant the save over the entire unit
   
 
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