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Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

Man, flash gitz are awesome! How do you guys use them?

I used them today, with the following loadout, to great success:

* Big mek with killsaw, cybork body, kustom force field and the dead shiny shoota
* 10 flash gitz
* DT battlewagon with killcannon

To my mind this is where the killcannon finally becomes worth the points. Same range as the snazzguns, and max of ten gitz means reduced transport capacity is not an issue. Between the killcannon and the gitz inside there is a 24" death radius surrounding the vehicle.

The big mek provides protection with the KFF, which is good since gitz have crap armour and the wagon will attract a lot of fire. I was in two minds about the killsaw since this is primarily a shooting unit, but you will want to assault with flash gitz sometimes, and another power klaw is always a good insurance policy for emergencies - adding armourbane for just five points more is a no-brainer.
   
Made in ca
Gargantuan Gargant






I recently tried out a Flash Gitz centered list yesterday using Kaptin Badrukk's Flash Gitz Formation as the base of my army. Although I didn't expect them to do super-well in their first outing given that I'm more used to footslogging Green Tide, Walker Wall and assaulty lists, I was genuinely surprised at how well they did since I won both of my game with them largely due to the amount of crazy dakka they can throw out.

This was the list I used:

1500 Points

Kaptin Badrukk's Flash Gitz Formation - 553

Kaptin Badrukk with 1 Ammo Runts - 113

2 units of Flash Gitz. - 440

Combined Arms Detachment - Orks - 941

HQ - 225

Zhadsnark - 150

Painboy on a Warbike - 75

Troops - 214

8 Warbikers upgraded with a Nob equipped with a PK - 179

10 Gretchin with a Runtherd equipped with a Squig Hound - 35

Elites - 378

3 units of 7 tankbustas, each inside a dedicated transport trukk upgraded with a reinforced ram - 378

Heavy Support -130

2 Gun Wagons, each upgraded with a reinforced ram - 130



I went up against a summoning Mono-Slaanesh Daemon list and super-rushy Khorne Daemonkin. Against the Slaaneshi Daemons the Flash Gitz were my MVP's given that they would consistently wipe out a unit of daemonettes per turn and by the time the Keeper of Secrets came into range I was able to light him up and tear him to pieces in one salvo. They even managed to take down an Iron-Arm buffed Daemon Prince and effectively allowed me to table my opponent. My game against the Daemonkin player was much closer and I won by linebreaker but again their overwatch in conjunction with master-crafted meant that they tore up flesh hound units easily and charging them inside their transports required dedicated melee units like a bloodthirster or Juggernaut lord. Master-crafted did wonders on my accuracy and although it was a bit tedious, it combined with my gitfindas meant they almost always at least hit 17 times with often results of 20+.

Needless to say, I think the best way to use them is to put them in an armoured transport (but cheap) like the gunwagon and park it somewhere near the middle of the board where you get the best angle on your most prospective targets. The battlewagon blitz brigade is a good way to do this since the scout move lets you get into a good firing position to make the most of your gitfindas.

I personally wouldn't go all out on protection on them like you have simply because most people who want to eliminate them will send something they can't hurt (or at least will survive the overwatch salvo) like tough MC or Walkers. the Big Mek in particular seems like a big waste of an HQ, you want to overwhelm your opponent with large threats so they can't focus down on them all at once. Hence why I went for Zhadsnark as my HQ. I think the formation is probably one of the best ways to make the most of them (since they don't take up HS slots) if you want to build an army around it. Since they cover your anti-infantry role you just need to fill in anti-tank (as I did with the tankbustas) and fast units like deffkoptas or bikes as objective grabbers.

This message was edited 2 times. Last update was at 2015/06/08 00:03:30


 
   
Made in us
Flashy Flashgitz





I love them. I recently got my second set of 10 and Badrukk to try out the formation.

So I always run 10 with ammo runts in a BW with 4 rokkits and kill kanon because I don't have IA8. But I found running the formation taxed my points with 2BWs. So at some point I'll have to break down and buy IA8. I ran the 2 bare bones and the 220pts in BWs was just to much on vehicles in an 1850 game.

I swear by the 10 man unit though. Ammo runts are a must for the times you roll that AP and need those kills. And you will finally sometimes charge. So be ready to do that too.

Warboss Troil
"Less chat, more splat!" 
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

Cheers for replies, guys.

@Grimskul: my gits are in a wagon, so I am looking to protect their vehicle from AT fire, as well as protect the guys themselves from dakka once they get out. I take them in a dual CAD list, so I have a warboss and a painboy too. Plus the big mek lends a big hand in assault.

@Frathammer: four rokkits sounds a bit like overkill when you have a killcannon as they will all have to snap fire.
   
Made in gb
Stealthy Grot Snipa





FratHammer wrote:
I love them. I recently got my second set of 10 and Badrukk to try out the formation.

So I always run 10 with ammo runts in a BW with 4 rokkits and kill kanon because I don't have IA8. But I found running the formation taxed my points with 2BWs. So at some point I'll have to break down and buy IA8. I ran the 2 bare bones and the 220pts in BWs was just to much on vehicles in an 1850 game.

I swear by the 10 man unit though. Ammo runts are a must for the times you roll that AP and need those kills. And you will finally sometimes charge. So be ready to do that too.


Just go to google and find the IA8 in PDF and print the gunwagon page, paying to get an IA8 that has not only been superseded but is likely to be updated seems like quite a waste of cash. I've had no issues in a GW store having a couple pages printed out in the back of codex. As you said, a BW is quite a tax, where the Gunwagon seems like it was literally designed for them.

As for sticking a MA char in the unit; I see pros and cons, pros being you have a 2+ for in case you get incoming heavy fire, but the problem is when a vehicle explodes you have to randomly allocate, so your already looking at quite a few wounds. So for a MA, KFF Mek your looking at 125 points minimum, personally I would just bring more Gitz. Plus SnP prevents overwatch, which imo is a bad thing, I had a gunwagon squadron overwatching with 3 units, 1 gitz, 1 bustas and a shoota unit (as a squadron all units inside can overwatch - as you declare a charge against the whole squadron), I was able to decimate a Nid player in overwatch, my gitz rolled AP2 and I killed off 2 hive guard in overwatch and prevented a charge, next turn I removed that big bad dude they were escorting.

OR (something I really want to try) - Warlord badrukk with a painboy in a unit. So badrukk as WL has a 3+ while his warlord allows him a re-roll. Add a painboy in there and you have a 5+ too, not to mention it helps mitigate vehicle explodes. Combine that with the Badrukk formation and a squadron of 3 gunwagons, stick the gitz in each back wagon and badrukk in the front with a painboy and a squad of bustas/lootas.

Badrukk with the bustas gets tank hunter, so you will be popping open vehicles, then the two units of gitz can decimate the contents. Not to mention if you get charged you have 2x10 gitz overwatching + however many bustas with badrukk.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

I wouldn't go for mega armour on the big mek for the reasons you described. Still worth the protection though.

   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

The flashgitz formation is very fun and powerful to use... They always kill what they shoot at, put them in an open-topped BW and a mek with KFF, and let them ride around unleashing the dakka.

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

 DaKKaLAnce wrote:
The flashgitz formation is very fun and powerful to use... They always kill what they shoot at, put them in an open-topped BW and a mek with KFF, and let them ride around unleashing the dakka.


They need separate wagons due to squad size of 21...
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

I'm making a fluffy army/diorama of Ghazzy's forces he's had from his first shot at Armageddon all the way to when he cleared the Nids off Octaria. Goffs, Deathskulls and Speed Freeks seem to make up the majority of his army throughout most of his campaigning but I've read where he picked up Blood Axes and feral Orks a couple times as well as getting one group of Freebooterz to join up before reaching Octaria. On paper I was kinda thinking the Flash Gitz would rarely come out into a game and spend most of their lives in a diorama. Mainly it's the range of the Snazzguns that made me go 'meh' but you aren't the only one to vouch for their effectiveness on the table. I will have to give them a try when I get them. The models look freaking awesome though eh? Even though it wasn't Kaptin Badrukk that joined Ghazzy I plan on getting his package deal with the 10 Flash gitz, I want those exclusive ammo runts not found anywhere else =P.

This message was edited 2 times. Last update was at 2015/06/08 18:59:11


 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

I am so happy they got a formation, flash gitz are by far and away my favorite ork unit, both in fluff and function.

As for usefullness, I have only used a single squad, close to as described above, full 10, mek, wagon, killkannon. I mean, this unit is just...SO fun to park midfield and just blast away. I need to try the formation...

This message was edited 1 time. Last update was at 2015/06/08 19:37:29


Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Where is this Flash gitz formation you speak of?

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

Lmao I knew it wasn't in the normal codex, I double checked W!G supplement even though I knew Kaptin Badrukk is in some other part of the galaxy and not in Ghazzy's Waaaagh! Is Badrukk part of the Red Waaaaaaagh! over at Alaric Prime and the Sanctus Reach in general?
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 ProwlerPC wrote:
Lmao I knew it wasn't in the normal codex, I double checked W!G supplement even though I knew Kaptin Badrukk is in some other part of the galaxy and not in Ghazzy's Waaaagh! Is Badrukk part of the Red Waaaaaaagh! over at Alaric Prime and the Sanctus Reach in general?


Its in volume 2 of the Sanctus Reach campagin. I believe its Red Waagh!

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Glitcha wrote:
 ProwlerPC wrote:
Lmao I knew it wasn't in the normal codex, I double checked W!G supplement even though I knew Kaptin Badrukk is in some other part of the galaxy and not in Ghazzy's Waaaagh! Is Badrukk part of the Red Waaaaaaagh! over at Alaric Prime and the Sanctus Reach in general?


Its in volume 2 of the Sanctus Reach campagin. I believe its Red Waagh!

"Da Red Waagh!" is Volume 1; Volume 2 is "Hour of the Wolf".

Badrukk is in V2.
   
Made in ru
!!Goffik Rocker!!






Every time i'm running flash gits, they're killing more in mellee rather than with shooting.
   
Made in dk
Flashy Flashgitz




I have tried a combined arms approach, meaning I used a lot of everything that could shoot. There 5 on flash gitz underperformed due to LoS and range issues, every time. The main reason I bring them to games now is to look at my pretty models.

Models wise they are about the greatest thing GW have ever produced. Maybe I can model some to fit into a BW in a dynamic firing position.

With love from Denmark

 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Worse Formation ever! - and I'm a flash Gitz fan.
If you combine the units they can't go in a battle wagon.
And Master crafted? One miss in three can be re-rolled. The only way to work that out is to roll to hit with your Gitz separately. 63 shots and you can't roll them at once... Whoever wrote that formation had no clue at all...
   
Made in us
Tough-as-Nails Ork Boy





San Diego

I have not been lucky with them, I feel that if you roll good they are awesome, but on the other hand they can be horrible. Usually the die in short order after their battlewagon blows up

 
   
Made in us
Lead-Footed Trukkboy Driver





Another option to save points and up the survivability of the unit is placing them in an Ork Warkopta from the IA8 list, which is a fast skimmer, meaning that it can both jink or move very rapidly to escape danger. It does have far weaker armor, but the smaller profile means that you can protect it from serious threats more easily. If you really need the added protection, take 9 + 1 painboy.

Active armies, still collecting and painting First and greatest love - Orks, Orks, and more Orks largest pile of shame, so many tanks unassembled most complete and painted beautiful models, couldn't resist the swarm will consume all
Armies in disrepair: nothing new since 5th edition oh how I want to revive, but mostly old fantasy demons and some glorious Soul Grinders in need of love 
   
Made in us
Krazed Killa Kan






I run flash gitz in nearly every list I make and from my experience I have discovered a few things.

1. They need a battlewagon or other heavily armored open top transport. Just too fragile and a juicy target for enemy to pass up shooting at. In an AV 14/12 fortress they are too well protected to draw a lot of fire and if you bring other vehicles then they become rather low priority for their AV weapons. Killkannons are amazing on flash git, nob, and tankbusta wagons.

2. Park them in some ruins midfield and let them get the most out of their git finders. BS 3 is HUGE for them and it turns their shooting from annoying to deadly even with terrible AP rolls.

3. They are decent in close combat but just like Nobz are bad going toe to toe with dedicated melee units. Gitz are best used to charge in to finish off wounded units or in a pinch to charge into ongoing combat to add volume of strong attacks to a unit of boyz who have tied up the enemy. Nobz are similar in that they are bad at taking the hits but are extremely deadly when they can charge into the flank of an enemy unit while a unit of boyz is in base contact with most of the center of the unit. (This helps limit the number of enemy that can swing at the nobz/gitz while still letting the nobz chop through the enemy unit).

4. Blitz Brigade and Flash Gitz go together like a Warboss and a good klaw. 5 Battlewagons on the board with scout gets the Gitz into firing position turn 1 (without needing to move turn 1) so they can unload with BS3 and can put enough battlewagons on the board to draw fire away from the gitz wagon (like trying to pop the wagon holding tankbustas, nobz, or boyz). A "pure shooting" unit like flash gitz gets thrown down to the bottom of the target priority list when they have tankbustas looking to rokkit and melta bomb every expensive vehicle they can get at or a wagon full of boyz/nobz looking to get stuck in and start chopping a hole in the enemy lines.

5. Shoot at 3+ armor save models mostly. Gitz have a 50% chance to bypass MEQ armor and can put out enough dakka to force some failed saves if you don't get the AP roll. 2+ is tempting to try for but its a lower chance of success and then your just plinking shots off their armor. 4+ armor out in the open is worthwhile if you don't have any 3+ armor targets to fire at but if they have cover then don't bother as its roughly the same save (use shoota boys if possible)

Also the Flash Gitz formation is a nightmare to properly roll as you have to do all 20 of the gitz shooting one at a time due to how master crafted works. I would split the formation into the 2 units of 10 (+ badrukk) and have 2 gitwagons.

In most games they go about even on points but on occasion they will get the AP rolls they need and just mulch a unit in a blink of an eye.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

I usually settle with my opponent before hand to just roll them all at once and allow a number of rerolls equal to the number of living gits. Saves time, and my opponents have never had a problem with it.

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in ca
Gargantuan Gargant






For me, I use 5 sets of three different coloured dice to designate 5 separate gits and roll it twice for each 10 man unit of gitz to make it easier and faster to identify which can re-roll for master crafted.
   
Made in nz
Disguised Speculo





 Vankraken wrote:

Also the Flash Gitz formation is a nightmare to properly roll as you have to do all 20 of the gitz shooting one at a time due to how master crafted works. I would split the formation into the 2 units of 10 (+ badrukk) and have 2 gitwagons.


Wow, GW rules at their finest. Jesus christ.

   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

 Vankraken wrote:
I run flash gitz in nearly every list I make and from my experience I have discovered a few things.

1. They need a battlewagon or other heavily armored open top transport. Just too fragile and a juicy target for enemy to pass up shooting at. In an AV 14/12 fortress they are too well protected to draw a lot of fire and if you bring other vehicles then they become rather low priority for their AV weapons. Killkannons are amazing on flash git, nob, and tankbusta wagons.

2. Park them in some ruins midfield and let them get the most out of their git finders. BS 3 is HUGE for them and it turns their shooting from annoying to deadly even with terrible AP rolls.

3. They are decent in close combat but just like Nobz are bad going toe to toe with dedicated melee units. Gitz are best used to charge in to finish off wounded units or in a pinch to charge into ongoing combat to add volume of strong attacks to a unit of boyz who have tied up the enemy. Nobz are similar in that they are bad at taking the hits but are extremely deadly when they can charge into the flank of an enemy unit while a unit of boyz is in base contact with most of the center of the unit. (This helps limit the number of enemy that can swing at the nobz/gitz while still letting the nobz chop through the enemy unit).

4. Blitz Brigade and Flash Gitz go together like a Warboss and a good klaw. 5 Battlewagons on the board with scout gets the Gitz into firing position turn 1 (without needing to move turn 1) so they can unload with BS3 and can put enough battlewagons on the board to draw fire away from the gitz wagon (like trying to pop the wagon holding tankbustas, nobz, or boyz). A "pure shooting" unit like flash gitz gets thrown down to the bottom of the target priority list when they have tankbustas looking to rokkit and melta bomb every expensive vehicle they can get at or a wagon full of boyz/nobz looking to get stuck in and start chopping a hole in the enemy lines.

5. Shoot at 3+ armor save models mostly. Gitz have a 50% chance to bypass MEQ armor and can put out enough dakka to force some failed saves if you don't get the AP roll. 2+ is tempting to try for but its a lower chance of success and then your just plinking shots off their armor. 4+ armor out in the open is worthwhile if you don't have any 3+ armor targets to fire at but if they have cover then don't bother as its roughly the same save (use shoota boys if possible)

Also the Flash Gitz formation is a nightmare to properly roll as you have to do all 20 of the gitz shooting one at a time due to how master crafted works. I would split the formation into the 2 units of 10 (+ badrukk) and have 2 gitwagons.

In most games they go about even on points but on occasion they will get the AP rolls they need and just mulch a unit in a blink of an eye.


Great post!

One thing I like about the killkannon idea is that it increases their flexibility. If you roll badly for AP with your gits, the killkannon can help to mop up whatever's left. If you roll well for AP, then the killkannon can fire at a different target.

This message was edited 1 time. Last update was at 2015/06/21 21:59:02


 
   
Made in gb
Stealthy Grot Snipa





Hmmm I think i'll have to try the gitz and blitz brigade. like said, its a good combo in that you can create quite a few high level priorities which helps leave the gitz unmolested.

Secondly I feel that the enemy due to the AP roll will either; overestimate or underestimate the gitz, so they either ignore (until you roll AP2 and BANG goes his termies) or they spend quite a lot of fire to remove them.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
 
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