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Made in us
Trustworthy Shas'vre



california

Reading through my codex I can't help but want so badly to take units of flash gitz. The randomness of causing a wound, yet possibly being able to insta kill anything is so orky and nice. However every time I'm on battlescribe making a list, and I slap the first 10 on there, the points cost stares at me and laughs.. 220 points for these bad boyz (haha) and no way to take anything like eavy armor to bump em to a 4+ so you practically have to take a painboy and a big mek with either kff or mff to attempt to keep them alive, even with two wounds. Now we are just point sinking more, which is the opposite of what orks are meant to do! Even with their best units! So my question is.. how can we make them work? Is sticking them in a trukk really the only option? What are your opinions and view

This message was edited 1 time. Last update was at 2014/12/09 12:27:10


 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

This is the best advice i can give you:
Pain4Pleasure wrote:
Pros:
... yet possibly being able to insta kill anything
... even with two wounds*)
... Can gain BS3 via upgrade and standing still
... can take a battlewagon or trukk as a dedicated transport
Pain4Pleasure wrote:
Cons:
... The randomness of causing a wound,
... 10 ... the points cost stares at me and laughs.. 220 points for these bad boyz
... no way to take anything like eavy armor
... have to take a painboy and a big mek with either KFF or M.KFF to attempt to keep them alive
... Now we are just point sinking more, which is the opposite of what orks are meant to do!
... compare them to Nobs and how fragile they are
... increased BS requires you to get in close range to foe, which means 1 turn of moving (possibly flat out)
... random AP means you're not 100% sure of how much damage they could cause/what they can wound
... beautiful models, but no way to customise the gun further (like twin-linked?). They ARE supposed to be the flashiest gits out there but if you can't have kustom guns, then it doesn't seem worth it. They're not as fluffy as they could be.
... they're likely to die via footslogging so you REALLY need a transport. Otherwise you'd be running them into combat.
... inside a transport = chance of an explosion which will take out a few units. Never fun, especially for such expensive units.

KEY CON: When you compare them to other units in the Heavy Support slot, they don't stack up well. Consider you have 3 slots standard:
-- Lootas have longer range, higher strength and a fixed AP. Lootas are also good at anti-air and taking out light vechiles.
-- Mek Guns have the same range and cost ALOT less for alot better output. Already BS3 and toughness 7, you get up to 5 guns. The KMK is BS3, AP2, Strength 8, Gets hot blast weapon. 5 of these, re-rollable, at 30pts each, are far more impressive.
Lobbas are BS, AP5, Strength 5, barrage and a range of 48. No line of sight required. Semi-twin linked again.
-- Battlewagons are still awesome, despite a slighty higher points increase.

I like Flash Gitz, but understand if you take them, you're leaving something better out of your list. Every unit in your Ork army needs to have a core reason to be there. What do you want your Flash Gitz to do?

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in us
Ork Boy Hangin' off a Trukk





Fort Collins, CO

I run 5 in a trukk and park them in the middle of the table as a fire support group that holds midfield objectives. I also run a full trukk list so they are always an afterthought when my opponent is firing at my trukks filled with boyz. They work well in small specialized rolls in my experience

I feel the need, the need for speed. 
   
 
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