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![[Post New]](/s/i/i.gif) 2012/09/04 14:53:58
Subject: A Detailed Look at Flash Gitz
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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So I ran into something VERY annoying over the course of last weekend, Cover saves are not only taken advantage of in this edition but more like used like a commodity for ridiculous amounts of cover by even generic commanders. because going to ground is smarter than losing units easily especially if you are a sniper army like the tau or IG. that being said i prided myself on my Dakkageddon list, and while it did VERY WELL i've started having second thoughts on how best to light a fire under the collective butts of Munchkins in this edition and i think I have found an answer.
Nearly ALL UNITS that go to ground tend to be large troop squads or cover already amplified units like Rangers or Stealth suits. The Flash Gitz with their gitfindas and special weapons prove to be an amazing ace in the hole against this spammable tactic, especially since Eldar gunlines could have 2+ re-rollable cover saves. I started really going through the numbers and we just have NO good wait to cut cover and not invest into a Fast Attack Burna Bombah. While ultimately maybe that is the better choice when fighting Eldar I don't think it is when facing Tau or IG persay especially with the level of Anti-aircraft gunnery IG or Tau could take with a simple Aegis Defense Line + Quad gun or Icarus firecannon.
So I had this shifty idea of "maybe burna boyz are the answer?" but thought pretty hard and realized with only a 6+ armor and low init they are basically asking for death in transports without a Big mek... this is not only alot of points but risky to put the Big mek in Harms way, the only way to even be remotely safe is to take a battle wagon which only compounds that unit's priority even more! When your enemy sees you with a Burna tank they just think "no screw that blow that to up to hell and back!"
And then it hit me... Flash Gitz, I compromise no durability infact for only a base 10 more points than a basic burna boy i sport 2 wounds, 24 inch range and the ability to immedately remove the advantage of going to ground in the first place. Then I reviewed their options FNP and the ability to make it strength 6, 2 shots with 1d6-1 = AP all good upgrades to boot but Ultimately what i was looking at here was a unit of AMAZING shooters with great mid ground assaulting because they are orks. Sure, they can't take on a unit of Khorne Berserkers very easily but they are tough enough to last, infact the only real problem i see with Flash gitz is their Morale... they need to be lead or they will more than likely break without a second thought with only leadership 7 and a max unit of 10. I've been considering a warboss with them, bringing the fight to the enemy and backing up this unit with the much needed Powerklaw, and morale buff needed not to mention his bosspole is almost impossible to kill a flashgit.
on the Meta level, I find the Flashgitz don't have the ability to abuse the LOS rule like Nobz but honestly i am completely fine with that since most people are complaining about it either way. To me I am now seriously considering them, against armies that abuse cover... I would probably take them with this lay out and explain why.
( HQ) Warboss (1#, 125 pts)
1 Warboss, 125 pts ('Eavy Armour; Attack Squig; Bosspole; Cybork Body; Power Klaw; Shoota/Skorcha Kombi-weapon)
(Heavy Support) Flash Gitz (9#, 340 pts)
8 Flash Gitz, 340 pts (Cybork Body; More Dakka)
1 Painboy (Cybork Body)
You'll see for 465 pts I have made a unit which...
Has Warlord trait attached.
Can shoot before charging.
Can still choose to go to ground.
Has 4+/5++ with FNP and 2 wounds each.
Leadership 9 with re-rolls long as the boss is Alive.
Has a S:5 AP:4 Wall of Death incase you are charged.
Equal range to Bolters, Storm bolters and 90% of all rapid-fire weaponry.
Has 36 S:5 (4 with poison) attacks on the charge plus five S:10 Power Klaw attacks.
Fires 16 Tau Pulse Rifle shots (you have a 1 in 6 chance of it being slightly worse AP  ... oh no  )
Is a much harder unit to claim a First Blood, or kill points from compared to our vehicle options.
Is capable of dealing with low armor saves like 3+ and 2+ at a distance before (Blastas upgrade for best results).
I am not going to say this unit doesn't have weaknesses cause from a pie plate perspective it most certainly does but no more than MANz or Foot Nobs. Infact the points when i looked factored in to be nearly identical to the flashgitz when all was said and done just one is built for mid range gunfire and then close combat after a round or 2 of shooting while the other tries to get into combat as soon as possible. I understand Biker Nobz + Boss works for people, and I am not trying to say that isn't a sound tactic. What I am trying to say is that the Flash Gitz are starting to seem pretty versatile and able to take on enemies of all kinds and offer some sort of input. Yes they are a bit variable and you have no idea how to best place their fire until AFTER you have made a selection and start rolling, but that doesn't stop them from being a really damn good unit for aggressive Dakka Lists as an alternative to biker Nobz. I plan to try then out sooner or later and see how they fair.
My suggestions are simple;
One, if someone has a game coming up and wants to try this out please do so and report your results here!
Two, I took More Dakka because the amount of shots is far more important to me than the AP or the Strength. While i would like my guns to be strength 6 and start opening up a wide array of auto-killing options it isn't needed for the points invested less i wanted to tailor my list for that sole reason to tell my enemy "I am firing 18 auto-killing, cover cutting, ap 1 weapons at 24 inch range" and watch their reaction. You will however see i mentioned that Blastas upgrade is probably worth it if you know or suspect you will be fighting marines, while yes the Gets Hot rule vs accuracy ratio is sucky the 4+ armor save with FNP should soften the annoyance that brings with it.
Three, Avoid ever packing your unit close as ordinance is the only thing i can foresee being an issue at true range combat as things like meltas and las-cannons can be absorbed by the Boss for 5+ Invul and 5+ FNP. While Rail Guns cannot be absorbed by a warboss at this point the enemy is truly wasting their shots which only lets faster things take advantage. I would dare say the unit would be relatively save even in looted wagons or the like, and just try and get to the otherside of the board asap if you don't fret about things like first blood and a looted wagon being seen as an easy target.
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This message was edited 4 times. Last update was at 2012/09/04 15:33:12
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/09/04 15:15:02
Subject: A Detailed Look at Flash Gitz
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Why not Badrukk instead of a Warboss?
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2012/09/04 15:32:25
Subject: A Detailed Look at Flash Gitz
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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You could, But a few factors really limit him in comparison to a standrad Warboss
1) Lower Strength: though not my focus with the unit, I am an ork
2) Lower Toughness: This is a massive part to the tactic in my mind, being able to shield against autokills with my boss while risky does provide amazing longevity to the unit that Badrukk can't provide by himself.
3) Lack of Power Weapon: Or a power klaw for that matter, it makes the unit far less versatile imo
4) More Points: Not exactly a bit concern to me, but it is an easier way to squeeze my list for strength
5) Not a Warlord: Badrukk offers less unique abilities that could be used very sneaky or aggressively could you imagine outflanking trait with this unit?
The advantages i do gain is really Da rippah! I don't deny it's badass as hell to have! but i really can't get comfy with the idea of not having that powerklaw or traits
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/09/04 17:00:45
Subject: A Detailed Look at Flash Gitz
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Warp-Screaming Noise Marine
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can a weirdboy take divination powers ? because rerollable shots would make them exceptional
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![[Post New]](/s/i/i.gif) 2012/09/04 17:47:00
Subject: A Detailed Look at Flash Gitz
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Pyro Pilot of a Triach Stalker
New York
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I like flash gits, but I have 2 main problems with them:
1) Nobs can get Twin-Linked Shootas and 'Eavy Armor for the same cost as a Git with More Dakka.
Math: (Against Marines)
5 Nobs with Twin-Linked Shootas:
10 Shots -> 5.6 hits -> 2.8 Wounds -> .9 Unsaved wounds.
And they are more likely to be scoring than Flash Gitz!
5 Flash Gitz with More Dakka:
10 Shots -> 3.3 hits -> 2.2 Wounds ->
.7 Unsaved Wounds with an AP > 3
2.2 Unsaved Wounds with an Ap <= 3
I suppose it also depends on what slots you've got left as well. They can both pack quite a punch, but they're still held back by BS2.
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![[Post New]](/s/i/i.gif) 2012/09/04 17:58:30
Subject: Re:A Detailed Look at Flash Gitz
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Ork Boy Hangin' off a Trukk
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Flash Gits are so much fun. I have always used them. Even in 5th I loved them. I have had a lot of success running 6-7 in a squad w/ a painboy. Most games they take a kill point, but some games they end up making an AP 1 roll against deathwing terminators and wiping them out.
The ignores cover is great now, it is a useful application for night fight which is now so prevalent. And as always all marine players are jealous of the fact that they have 2 wounds each.
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![[Post New]](/s/i/i.gif) 2012/09/04 19:40:07
Subject: A Detailed Look at Flash Gitz
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Dr. What wrote:I like flash gits, but I have 2 main problems with them:
1) Nobs can get Twin-Linked Shootas and 'Eavy Armor for the same cost as a Git with More Dakka.
Math: (Against Marines)
5 Nobs with Twin-Linked Shootas:
10 Shots -> 5.6 hits -> 2.8 Wounds -> .9 Unsaved wounds.
And they are more likely to be scoring than Flash Gitz!
5 Flash Gitz with More Dakka:
10 Shots -> 3.3 hits -> 2.2 Wounds ->
.7 Unsaved Wounds with an AP > 3
2.2 Unsaved Wounds with an Ap <= 3
I suppose it also depends on what slots you've got left as well. They can both pack quite a punch, but they're still held back by BS2.
The problem here is you aren't anticipating 2+ cover saves from Aegis Defense Lines and going to ground, worse yet is combining that with any race that has divination or eldar pyschic powers to make it re-rollable 2+ cover saves for entire 20 man squads it is such a hard block that you simply can't remove them even if that unit is the reason you will not win a game. This situation thankfullly hasn't happened to me yet, however it was shown to me in a tourney and i couldn't kill but 1 to 2 fire warriors are turn with 60 shots from shoota boyz.
# of shots: 16, S:4, Ap: 6, Range: 18 " TL isn't as good as
# of shots: 16, S:5 Ap: d6 Range: 24, Ignore cover
Assume you are fighting even the humble eldar pathfinder, we've all suffered that annoying 2+ cover but imagine it re-rolled on an objective you need to take but they are positioned in such a way your army won't be able to claim it so the only thing you can do is shoot them off the point. What's this the Eldar player wants to guarantee that point stays his own and casts guide while sending in a unit of Striking scorpions? lucky for you these flash gitz don't care about cover saves at all, and they will be tough enough to survive a scorpion assualt with minor wounds at best.
Nobz TL shootas: 16 shots
becomes approximately 5 hits
which upgrades to about 7 with re-rolls
depending on toughness we'll assume 3 (since most races with 3 tend to go to ground) = about 3.5 wounds
3-4 wounds are then saved on 2 plus the enemy has literally 1/3 chance of failing only 1 of those says 33% chance of sucessful wound due to 2+ cover
Oh NO NOW A RE-ROLL ....derp
in other words re-rollable 2+ cover or just 2+ cover in general is STUPIDLY hard to defeat because only the Burna, Skorcha or Burna bombah has any chance to killing these models and even then it's in late game.
Flash gitz Snazzgunz: 16 shots
becomes approximately 5 hits
Vs T:3 = should all wound only a slight possibility you roll a 1 so we'll say 4 just for fun...
Unless you roll a 6 now the enemy is denied a save entirely against this procedure.
4 dead pathfiners, or 3 if you rolled bad (for ap) i suppose.
My point is that cover is starting to become the name of the same even marines might occasionally go to ground especially against large ordinance this is the perfect chance to advance up (in whatever fashion you would like) and shoot down these campers like no one's business.
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This message was edited 2 times. Last update was at 2012/09/04 20:16:35
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/09/04 20:23:21
Subject: A Detailed Look at Flash Gitz
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Pyro Pilot of a Triach Stalker
New York
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True, I'll have to give 'em a go in my next few games.
Now I must go make a squad...
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![[Post New]](/s/i/i.gif) 2012/09/04 20:46:48
Subject: A Detailed Look at Flash Gitz
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Dr. What wrote:True, I'll have to give 'em a go in my next few games.
Now I must go make a squad...
same here i already put up something in the P&M boards of dakka Dakka but please feel free to link about this.
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/09/04 21:38:47
Subject: A Detailed Look at Flash Gitz
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Decrepit Dakkanaut
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Crimson-King2120 wrote:can a weirdboy take divination powers ? because rerollable shots would make them exceptional
Nope. They have to use the powers described in their codex entry Automatically Appended Next Post: Also, anyone that says try TL shoota nobs instead are going to facepalm themselves once tried. Because TL is nice, but you lose half your hits just trying to wound for one, and for two the AP SUCKS on shootas. So really you wont be getting anywhere. Where as a bone stock snazzgun will wound most units on a 3+ (2+ if you give it the upgrade) and can also have 2 shots AND depending on your AP rolls, can smoke good armor save units. AND now they ignore cover saves. So try it out, youll forget trying to make shoota nobs work
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This message was edited 1 time. Last update was at 2012/09/04 21:41:47
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![[Post New]](/s/i/i.gif) 2012/09/04 21:58:45
Subject: A Detailed Look at Flash Gitz
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Warp-Screaming Noise Marine
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9 with painboy more dakka, solid shells in.a trukk with a warboss? i really want to try them in my bike list now espwcially as most of the guys i fight hug cover like crazy vaporising a unit of marines sounds awesome
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![[Post New]](/s/i/i.gif) 2012/09/04 23:36:19
Subject: Re:A Detailed Look at Flash Gitz
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Decrepit Dakkanaut
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Well as always when using the Gitz, make sure you dont go into the battle thinking your going to wreck face with them. The Gitz are very much either a wrecking ball, or a pillow on a chain, and Murphy's Law should tell you when they are either
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![[Post New]](/s/i/i.gif) 2012/09/04 23:40:26
Subject: Re:A Detailed Look at Flash Gitz
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Beautiful and Deadly Keeper of Secrets
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KingCracker wrote:Well as always when using the Gitz, make sure you dont go into the battle thinking your going to wreck face with them. The Gitz are very much either a wrecking ball, or a pillow on a chain, and Murphy's Law should tell you when they are either
Think of it like the Shokk Attack Gun, you'll either roll well and instant gib vehicles, or roll badly and end up charging a dreadnought with a mek.
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![[Post New]](/s/i/i.gif) 2012/09/04 23:42:48
Subject: Re:A Detailed Look at Flash Gitz
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Decrepit Dakkanaut
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Just dont shoot the Gitz at vehicles, unless you enjoy losing
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![[Post New]](/s/i/i.gif) 2012/09/05 00:32:37
Subject: Re:A Detailed Look at Flash Gitz
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Unrelenting Rubric Terminator of Tzeentch
In the Ring of Debris Around Uranus
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I have always wanted to try them, but just don't think they are worth their points. The cover save thing is good, but I find my bike nobz with warboss so much more versatile and with T5 or 6 with FNP, more survivable. With the Aegis line, I try to get into a position where they will not get the cover or charge them. I do this by either the position of my Dakka Jets or Bikers with Shoota/Skorchas - those things make a nice mess out of anything and the skorchas ignore cover too. However if I can get my bike on the flank or behind the lines then I don't have to worry about cover. I think the answer for the cover is more dakka versus getting rid of cover saves. Yes they have the 2up save but then they can only snap fire next turn. While my lootas do not mind this and I use it often, most other armies do.. Cheers all
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Armies
Eldar, Dark Eldar, Harlequins, Eldar Corsairs, Orks, Tyranids, Genestealer Cult, Chaos, Choas Space Marines, Tau, Sisters of Battle, Inquisition, Necrons, Space Marines, Space Wolves, Grey Knights, Imperial Knights, Dark Angels, Imperial Guard, Ad Mech, Knights, Skaven, Sylvaneth |
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![[Post New]](/s/i/i.gif) 2012/09/05 03:15:05
Subject: Re:A Detailed Look at Flash Gitz
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Eiluj The Farseer wrote:I have always wanted to try them, but just don't think they are worth their points. The cover save thing is good, but I find my bike nobz with warboss so much more versatile and with T5 or 6 with FNP, more survivable. With the Aegis line, I try to get into a position where they will not get the cover or charge them. I do this by either the position of my Dakka Jets or Bikers with Shoota/Skorchas - those things make a nice mess out of anything and the skorchas ignore cover too. However if I can get my bike on the flank or behind the lines then I don't have to worry about cover. I think the answer for the cover is more dakka versus getting rid of cover saves. Yes they have the 2up save but then they can only snap fire next turn. While my lootas do not mind this and I use it often, most other armies do.. Cheers all
This isn't the answer to the problem,
2+ re-rollables are 1/36 probability to failure that means for 1 dead eldar Pathfinder you'd not only need to fire 2 Dakkajets durring a Waaagh but hit with all of them and wound with all of them as well.
Think smarter not harder, The Flash gitz are 340 pts to instantly deny that 1/36 probability down to simple hits and wounds once again with only a 1/6 chance of allowing the pathfinders a 5 plus armor save.
i am seriously not joking when I say, "I have fired 150 shots plus and killed 2 Pathfinders" that came from 60 ork shootas and battle wagons... JUST TO MAKE MORALE SAVES!
Meanwhile let's compare this to the same squad of Footslogger nobz of 395 pts... that is with Cybork bodies, Eavy armor and waaagh banner, boss pole, big choppas and 2 power klaws. ultimately a better unit for Assualt purposes but every ork player with his salt knows right now Shooting has become just as important as Assaults. We need to rethink our starts, It''s seriously too easy to abuse cover and receive a 3 or 2+ cover save ageis defense line just makes it easier! We need to start thinking about units which can assualt well and shoot well with good armor, I mean ZOG the flash gitz are the EXACT same price as nobz everyone says they are more expensive but purdent planning makes all the difference in the world.
25 pts per nob (if given same armor as a Flash Git) vs 25 for a basic flash git.
The only upgrades you really need for Flash gitz is More Dakka. Shootier is just overkill and Blastas is USEFUL but not needed less you run against MEQ. They don't need a transport if you are foot slogging especially with KFF's but a battlewagon never hurts. Take a good long look at your tactics are you getting the best bang for your buck to take biker nobs? what happens when a drednought plans to counter you for charging in? Better hope it doesn't start ripping your nobz apart... A prudent Flash gitz squad never has to face it with their range and if the enemy lacks such an element you can still run in with the rest of the boyz it's an easier unit to deny First blood overall that is without question the only thin that does that better is Big Gunz at this time and only if not assaulted!
In my opinion flash gitz are on even ground with Nobz in all areas other than vehicluar slaughter ... except... that Warboss running with them puts an end to that.
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/09/05 03:23:58
Subject: A Detailed Look at Flash Gitz
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Pyro Pilot of a Triach Stalker
New York
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This just occured to me:
If you're problem is a ton of cover saves, couldn't some burnas, kombi-skorchas, or even a burna bommer take care of it for you?
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![[Post New]](/s/i/i.gif) 2012/09/05 04:04:02
Subject: A Detailed Look at Flash Gitz
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Longtime Dakkanaut
St. George, UT
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Or for 320 odd points you can have two units of trukk boys screaming towards them and engage them in HTH. Where coversaves mean nothing and the pathfinders ultimately go squish.
I've always figured that for orks shooting is just something to do between assaulting. Yeah, orks can take a ton of shooty guns, some of it even high quality. However, trying to trade shots with a shooty army/unit is a loose/loose situation for the orks.
The problem is that if an army is going to rely on coversaves (like an eldar pathfinder based army) the smart general will always look at their opponents list and figure out what units need to die first. Thus, just like someone said earlier how the burnas in a BW become a priority target, thus flashgits will become the same priority target. The main problem being is that it is usually very difficult to spam flash gits. Fast moving assaultish type units. Not so much.
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This message was edited 1 time. Last update was at 2012/09/05 04:04:37
See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2012/09/05 06:49:43
Subject: A Detailed Look at Flash Gitz
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Dr. What wrote:This just occured to me:
If you're problem is a ton of cover saves, couldn't some burnas, kombi-skorchas, or even a burna bommer take care of it for you?
With kanz having gone down the drain, the heavy support slot is less contested though. A unit of gitz is much easier to fit in now, as you'd only lose three kannons, not an invincible wall of 4+ cover.
Burnaz are short ranged, and more useful at crushing hordes and high armor target than cover-huggers. Burna bommers and the often forgotten skorcha wartrakks are much better at handling such units.
I think they are worth giving a try again, so I'm not calling judgement the idea yet. You should never field a looted wagon over a battlewagon though. It's simply not worth it.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2012/09/05 07:52:07
Subject: A Detailed Look at Flash Gitz
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Dr. What wrote:This just occured to me:
If you're problem is a ton of cover saves, couldn't some burnas, kombi-skorchas, or even a burna bommer take care of it for you?
The burnas being only 6+ armor and 15 pts with a 2 init is basically a unit that is hard pressed to preform well unless outnumbering the enemy or just toughner in CC.
The idea of the Flash Gitz was a hardy unit of Versatile gunners with decent CC options and durability.
I am aware that Skorchas and burnas cut cover but at only 9 inches good luck getting that close to anyone using an ageis defense line the proper way. especially since the Burna Bombah is STUPID SIMPLE to take out with a quad gun.
The idea is that Flash gitz + warboss on foot compliment a foot slogger list very well and can deal with basically anything other than tanks at ranged and in CC aren't that weak actually. Automatically Appended Next Post: Jayden63 wrote:Or for 320 odd points you can have two units of trukk boys screaming towards them and engage them in HTH. Where coversaves mean nothing and the pathfinders ultimately go squish.
I've always figured that for orks shooting is just something to do between assaulting. Yeah, orks can take a ton of shooty guns, some of it even high quality. However, trying to trade shots with a shooty army/unit is a loose/loose situation for the orks.
The problem is that if an army is going to rely on coversaves (like an eldar pathfinder based army) the smart general will always look at their opponents list and figure out what units need to die first. Thus, just like someone said earlier how the burnas in a BW become a priority target, thus flashgits will become the same priority target. The main problem being is that it is usually very difficult to spam flash gits. Fast moving assaultish type units. Not so much.
Don't know if you have bothered trying Trukks in this edition yet, but that is the easiest First blood objective you could ever give someone, and 12 orks isn't enough to kill anyone that rushes ahead in such a way. HTH IS the way you kill someone, it is a bit hard when you face armies that cannot be softened up like IG who will negate any early damage you do then engage you with a block of 50 guardsmen while stubborn. The point is gunfire is needed in the orky frameworks or monsterous creatures, snipers and pretty much all units can count on you being delayed through a sacrificial units delaying you for rapid fires and chewed up.
HTH is the ultimate tool of the ork but it isn't without risks now and it is far from dominant at this time as we make awful challengers in CC and overall are a low quality high spam CC army. Walls of death and being charged due to an over zealous nature is our biggest weaknesses at this time. For example a unit of genestealers can go to ground till dooms day with 2 plus cover saves because of ageis defense line... what are you going to do once you charge them... die?
Guns are a needed front for any successful ork army at this time, I have been playing 6th edition twice a week since the first week it came out and I am trying to simply shine a light showing that Flash Gitz are not looking so bad and the idea of footslogging is one of my favorite tactics as is due to the neigh unstoppable wound counts in your squads. We have other options with simple and spammable counters please understand that this isn't about HOW to overcome cover this forum is about how to make the Flash Gitz a very versatile and cover cutting unit.
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This message was edited 1 time. Last update was at 2012/09/05 08:04:27
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/09/05 11:11:24
Subject: A Detailed Look at Flash Gitz
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Warp-Screaming Noise Marine
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Big Mek Wurrzog wrote:Dr. What wrote:This just occured to me:
If you're problem is a ton of cover saves, couldn't some burnas, kombi-skorchas, or even a burna bommer take care of it for you?
The burnas being only 6+ armor and 15 pts with a 2 init is basically a unit that is hard pressed to preform well unless outnumbering the enemy or just toughner in CC.
The idea of the Flash Gitz was a hardy unit of Versatile gunners with decent CC options and durability.
I am aware that Skorchas and burnas cut cover but at only 9 inches good luck getting that close to anyone using an ageis defense line the proper way. especially since the Burna Bombah is STUPID SIMPLE to take out with a quad gun.
The idea is that Flash gitz + warboss on foot compliment a foot slogger list very well and can deal with basically anything other than tanks at ranged and in CC aren't that weak actually.
Automatically Appended Next Post:
Jayden63 wrote:Or for 320 odd points you can have two units of trukk boys screaming towards them and engage them in HTH. Where coversaves mean nothing and the pathfinders ultimately go squish.
I've always figured that for orks shooting is just something to do between assaulting. Yeah, orks can take a ton of shooty guns, some of it even high quality. However, trying to trade shots with a shooty army/unit is a loose/loose situation for the orks.
The problem is that if an army is going to rely on coversaves (like an eldar pathfinder based army) the smart general will always look at their opponents list and figure out what units need to die first. Thus, just like someone said earlier how the burnas in a BW become a priority target, thus flashgits will become the same priority target. The main problem being is that it is usually very difficult to spam flash gits. Fast moving assaultish type units. Not so much.
Don't know if you have bothered trying Trukks in this edition yet, but that is the easiest First blood objective you could ever give someone, and 12 orks isn't enough to kill anyone that rushes ahead in such a way. HTH IS the way you kill someone, it is a bit hard when you face armies that cannot be softened up like IG who will negate any early damage you do then engage you with a block of 50 guardsmen while stubborn. The point is gunfire is needed in the orky frameworks or monsterous creatures, snipers and pretty much all units can count on you being delayed through a sacrificial units delaying you for rapid fires and chewed up.
HTH is the ultimate tool of the ork but it isn't without risks now and it is far from dominant at this time as we make awful challengers in CC and overall are a low quality high spam CC army. Walls of death and being charged due to an over zealous nature is our biggest weaknesses at this time. For example a unit of genestealers can go to ground till dooms day with 2 plus cover saves because of ageis defense line... what are you going to do once you charge them... die?
Guns are a needed front for any successful ork army at this time, I have been playing 6th edition twice a week since the first week it came out and I am trying to simply shine a light showing that Flash Gitz are not looking so bad and the idea of footslogging is one of my favorite tactics as is due to the neigh unstoppable wound counts in your squads. We have other options with simple and spammable counters please understand that this isn't about HOW to overcome cover this forum is about how to make the Flash Gitz a very versatile and cover cutting unit.
i agree with you 100% and im gonna give the Gitz a whirl in my next game
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![[Post New]](/s/i/i.gif) 2012/09/05 11:35:29
Subject: Re:A Detailed Look at Flash Gitz
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Decrepit Dakkanaut
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Big Mek Wurrzog wrote: Eiluj The Farseer wrote:I have always wanted to try them, but just don't think they are worth their points. The cover save thing is good, but I find my bike nobz with warboss so much more versatile and with T5 or 6 with FNP, more survivable. With the Aegis line, I try to get into a position where they will not get the cover or charge them. I do this by either the position of my Dakka Jets or Bikers with Shoota/Skorchas - those things make a nice mess out of anything and the skorchas ignore cover too. However if I can get my bike on the flank or behind the lines then I don't have to worry about cover. I think the answer for the cover is more dakka versus getting rid of cover saves. Yes they have the 2up save but then they can only snap fire next turn. While my lootas do not mind this and I use it often, most other armies do.. Cheers all
This isn't the answer to the problem,
2+ re-rollables are 1/36 probability to failure that means for 1 dead eldar Pathfinder you'd not only need to fire 2 Dakkajets durring a Waaagh but hit with all of them and wound with all of them as well.
Think smarter not harder, The Flash gitz are 340 pts to instantly deny that 1/36 probability down to simple hits and wounds once again with only a 1/6 chance of allowing the pathfinders a 5 plus armor save.
i am seriously not joking when I say, "I have fired 150 shots plus and killed 2 Pathfinders" that came from 60 ork shootas and battle wagons... JUST TO MAKE MORALE SAVES!
Meanwhile let's compare this to the same squad of Footslogger nobz of 395 pts... that is with Cybork bodies, Eavy armor and waaagh banner, boss pole, big choppas and 2 power klaws. ultimately a better unit for Assualt purposes but every ork player with his salt knows right now Shooting has become just as important as Assaults. We need to rethink our starts, It''s seriously too easy to abuse cover and receive a 3 or 2+ cover save ageis defense line just makes it easier! We need to start thinking about units which can assualt well and shoot well with good armor, I mean ZOG the flash gitz are the EXACT same price as nobz everyone says they are more expensive but purdent planning makes all the difference in the world.
25 pts per nob (if given same armor as a Flash Git) vs 25 for a basic flash git.
The only upgrades you really need for Flash gitz is More Dakka. Shootier is just overkill and Blastas is USEFUL but not needed less you run against MEQ. They don't need a transport if you are foot slogging especially with KFF's but a battlewagon never hurts. Take a good long look at your tactics are you getting the best bang for your buck to take biker nobs? what happens when a drednought plans to counter you for charging in? Better hope it doesn't start ripping your nobz apart... A prudent Flash gitz squad never has to face it with their range and if the enemy lacks such an element you can still run in with the rest of the boyz it's an easier unit to deny First blood overall that is without question the only thin that does that better is Big Gunz at this time and only if not assaulted!
In my opinion flash gitz are on even ground with Nobz in all areas other than vehicluar slaughter ... except... that Warboss running with them puts an end to that.
Ive always been a FlashGitz fan, hell I wrote a tactical thread on how to use them (and other not so loved units of other armies) and Ive got to say, this post just convinced me even more to start using them. I honestly only use nobz in boyz units, I havnt taken an actual nob mob in probably a solid year or longer, so the debate on the 2 units is even less now. Very nicely put Wurrzog
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![[Post New]](/s/i/i.gif) 2012/09/05 14:36:54
Subject: Re:A Detailed Look at Flash Gitz
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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KingCracker wrote: Big Mek Wurrzog wrote: Eiluj The Farseer wrote:I have always wanted to try them, but just don't think they are worth their points. The cover save thing is good, but I find my bike nobz with warboss so much more versatile and with T5 or 6 with FNP, more survivable. With the Aegis line, I try to get into a position where they will not get the cover or charge them. I do this by either the position of my Dakka Jets or Bikers with Shoota/Skorchas - those things make a nice mess out of anything and the skorchas ignore cover too. However if I can get my bike on the flank or behind the lines then I don't have to worry about cover. I think the answer for the cover is more dakka versus getting rid of cover saves. Yes they have the 2up save but then they can only snap fire next turn. While my lootas do not mind this and I use it often, most other armies do.. Cheers all
This isn't the answer to the problem,
2+ re-rollables are 1/36 probability to failure that means for 1 dead eldar Pathfinder you'd not only need to fire 2 Dakkajets durring a Waaagh but hit with all of them and wound with all of them as well.
Think smarter not harder, The Flash gitz are 340 pts to instantly deny that 1/36 probability down to simple hits and wounds once again with only a 1/6 chance of allowing the pathfinders a 5 plus armor save.
i am seriously not joking when I say, "I have fired 150 shots plus and killed 2 Pathfinders" that came from 60 ork shootas and battle wagons... JUST TO MAKE MORALE SAVES!
Meanwhile let's compare this to the same squad of Footslogger nobz of 395 pts... that is with Cybork bodies, Eavy armor and waaagh banner, boss pole, big choppas and 2 power klaws. ultimately a better unit for Assualt purposes but every ork player with his salt knows right now Shooting has become just as important as Assaults. We need to rethink our starts, It''s seriously too easy to abuse cover and receive a 3 or 2+ cover save ageis defense line just makes it easier! We need to start thinking about units which can assualt well and shoot well with good armor, I mean ZOG the flash gitz are the EXACT same price as nobz everyone says they are more expensive but purdent planning makes all the difference in the world.
25 pts per nob (if given same armor as a Flash Git) vs 25 for a basic flash git.
The only upgrades you really need for Flash gitz is More Dakka. Shootier is just overkill and Blastas is USEFUL but not needed less you run against MEQ. They don't need a transport if you are foot slogging especially with KFF's but a battlewagon never hurts. Take a good long look at your tactics are you getting the best bang for your buck to take biker nobs? what happens when a drednought plans to counter you for charging in? Better hope it doesn't start ripping your nobz apart... A prudent Flash gitz squad never has to face it with their range and if the enemy lacks such an element you can still run in with the rest of the boyz it's an easier unit to deny First blood overall that is without question the only thin that does that better is Big Gunz at this time and only if not assaulted!
In my opinion flash gitz are on even ground with Nobz in all areas other than vehicluar slaughter ... except... that Warboss running with them puts an end to that.
Ive always been a FlashGitz fan, hell I wrote a tactical thread on how to use them (and other not so loved units of other armies) and Ive got to say, this post just convinced me even more to start using them. I honestly only use nobz in boyz units, I havnt taken an actual nob mob in probably a solid year or longer, so the debate on the 2 units is even less now. Very nicely put Wurrzog
Thanks man  like i said I put some heavy thought into it and our 2k tourney up here introduced me to some real donkey-caves. And as well all know donkey-caves are the people who infect this game with miserable tactics like 2+ re-rollables or 90 lootaz ect. While it sounds funny to suggest the people who really impliment them are instantly puting a bad taste in your mouth and you need to learn quick how to deal with their infectious line of thinking before everyone else starts spamming it, no need to let it ruin your games just adapt.
I've never had the models i want to end up making them freebooters but i heard that GW is thinking about releasing better models for them next year... still i dunno...it feels like with some proper planning I could make them sexier than GW could.
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/09/05 15:26:12
Subject: Re:A Detailed Look at Flash Gitz
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Dakka Veteran
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In my first game of 6th, I ran a unit of 10 Flash Gitz in a Battlewagon in a 2000 point list against a Space Marine army.
Honestly I wasn't impressed. The Flash Gitz poured out lots of fire, but I only rolled well on the AP twice, and each time I just didn't cause that many hits and wounds, so casualties were light. The Flash Gitz ABSORBED a lot of fire with their Painboy and Armor, but that's really all they accomplished.
I think smaller 5 man squads might be worth playing with more. I found a 10 man squad at 2000 points to be a point sink. The points on them would have been better spent on a large Nob squad with a couple Power Klaws, and they would have done significantly more damage than they did. Assaulting with Flash Gitz is sort of pointless, cause shooting is where they're at, and they have no Power Klaw.
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![[Post New]](/s/i/i.gif) 2012/09/05 15:41:19
Subject: Re:A Detailed Look at Flash Gitz
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Murrdox wrote:In my first game of 6th, I ran a unit of 10 Flash Gitz in a Battlewagon in a 2000 point list against a Space Marine army.
Honestly I wasn't impressed. The Flash Gitz poured out lots of fire, but I only rolled well on the AP twice, and each time I just didn't cause that many hits and wounds, so casualties were light. The Flash Gitz ABSORBED a lot of fire with their Painboy and Armor, but that's really all they accomplished.
I think smaller 5 man squads might be worth playing with more. I found a 10 man squad at 2000 points to be a point sink. The points on them would have been better spent on a large Nob squad with a couple Power Klaws, and they would have done significantly more damage than they did. Assaulting with Flash Gitz is sort of pointless, cause shooting is where they're at, and they have no Power Klaw.
Yep it's why you make it a viable unit with proper back up with a Warboss and his power klaw but I hear what you are saying.
What upgrades did you give them? for MEQ it was probably best to take blastas... reason being if you have a 50% chance of punching marine armor with it each round. MEQ is the only style of enemy i think Blastas would be worthwhile against every other army a d6 is fine for. But More Dakka the double shots is paramount no matter your enemy. Automatically Appended Next Post: Big Mek Wurrzog wrote:Murrdox wrote:In my first game of 6th, I ran a unit of 10 Flash Gitz in a Battlewagon in a 2000 point list against a Space Marine army.
Honestly I wasn't impressed. The Flash Gitz poured out lots of fire, but I only rolled well on the AP twice, and each time I just didn't cause that many hits and wounds, so casualties were light. The Flash Gitz ABSORBED a lot of fire with their Painboy and Armor, but that's really all they accomplished.
I think smaller 5 man squads might be worth playing with more. I found a 10 man squad at 2000 points to be a point sink. The points on them would have been better spent on a large Nob squad with a couple Power Klaws, and they would have done significantly more damage than they did. Assaulting with Flash Gitz is sort of pointless, cause shooting is where they're at, and they have no Power Klaw.
Yep it's why you make it a viable unit with proper back up with a Warboss and his power klaw but I hear what you are saying.
What upgrades did you give them? for MEQ it was probably best to take blastas... reason being if you have a 50% chance of punching marine armor with it each round. MEQ is the only style of enemy i think Blastas would be worthwhile against every other army a d6 is fine for. But More Dakka the double shots is paramount no matter your enemy.
I plan to try them out sometime in the future of this week and let you Boyz know how they go for me and my foot slogging list I might even put them in a 1250 list (as they are no matter how you cut it not meant for lower pts games)
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This message was edited 1 time. Last update was at 2012/09/05 15:42:34
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/09/05 16:05:49
Subject: Re:A Detailed Look at Flash Gitz
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Dakka Veteran
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Big Mek Wurrzog wrote:
Yep it's why you make it a viable unit with proper back up with a Warboss and his power klaw but I hear what you are saying.
What upgrades did you give them? for MEQ it was probably best to take blastas... reason being if you have a 50% chance of punching marine armor with it each round. MEQ is the only style of enemy i think Blastas would be worthwhile against every other army a d6 is fine for. But More Dakka the double shots is paramount no matter your enemy.
I gave them the Shootier upgrade, but not the Blasta upgrade. I was too concerned about causing lots of casualties to the unit from "Gets Hot!" wounds. Looking back on it, I think this really isn't as much a concern as I thought it would be, but it would have also made the 10 man squad an even bigger point sink than it already was.
I don't think a Warboss has much synergy with a squad of Flash Gitz. I think you're better off with Kaptin Badrukk if you want to give them a Bosspole. Giving them a Warboss for a Power Klaw in assault seems pointless. You'd never want to Assault with Flash Gitz. If Assault is inevitable, you're better off hanging back and using Overwatch instead when you get Assaulted.
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![[Post New]](/s/i/i.gif) 2012/09/05 16:07:08
Subject: Re:A Detailed Look at Flash Gitz
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Squishy Squig
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Murrdox wrote:In my first game of 6th, I ran a unit of 10 Flash Gitz in a Battlewagon in a 2000 point list against a Space Marine army.
Honestly I wasn't impressed. The Flash Gitz poured out lots of fire, but I only rolled well on the AP twice, and each time I just didn't cause that many hits and wounds, so casualties were light. The Flash Gitz ABSORBED a lot of fire with their Painboy and Armor, but that's really all they accomplished.
I've been playing 10 man Flash Gits squads (with mandatory warboss) in my "beer and pretzels" list since since about half way through 5th, and this has been my general experience as well.
Don't get me wrong, I lovingly converted these guys for a reason because they're an absolute blast to play, but their shooting really is mediocre at best. You're looking at a 500-ish point unit (and that's with only the +1 shot upgrade, a painboy and a reasonably equipped warboss) that will manage 6 hits in the shooting phase, with an AP which may or may not matter. No matter what the strength or AP, 6 hits won't erase whole units off the board often enough to justify the points spent, especially when the unit's strength is still close combat.
6th has certainly made them better, especially now that they ignore cover, but their intended job is still better done by other units. If there is a unit in cover that needs to die, run over there and punch it in the face. Flash Gits supply a very expensive and unreliable solution to that problem.
I will say that small units of Eldar rangers in ruins are a perfect target for them though. Nothing like blasting pansies to bits from 24" away.
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![[Post New]](/s/i/i.gif) 2012/09/05 16:18:49
Subject: Re:A Detailed Look at Flash Gitz
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Decrepit Dakkanaut
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Really, the thing they need to do to make the Gitz actually worth it, is either give them an upgrade that grants BS3, or just let the Gitfinda make them BS3. Either way, they need BS3. I never understood how an Ork Nob, that dedicates his life to shooting and only shooting, NEVER got any better at it, that just doesnt make sense at all
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![[Post New]](/s/i/i.gif) 2012/09/05 16:30:41
Subject: Re:A Detailed Look at Flash Gitz
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Dakka Veteran
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KingCracker wrote:Really, the thing they need to do to make the Gitz actually worth it, is either give them an upgrade that grants BS3, or just let the Gitfinda make them BS3. Either way, they need BS3. I never understood how an Ork Nob, that dedicates his life to shooting and only shooting, NEVER got any better at it, that just doesnt make sense at all
Or just make the Snazzgun twin-linked.
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![[Post New]](/s/i/i.gif) 2012/09/05 16:39:07
Subject: Re:A Detailed Look at Flash Gitz
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Fouler wrote:Murrdox wrote:In my first game of 6th, I ran a unit of 10 Flash Gitz in a Battlewagon in a 2000 point list against a Space Marine army.
Honestly I wasn't impressed. The Flash Gitz poured out lots of fire, but I only rolled well on the AP twice, and each time I just didn't cause that many hits and wounds, so casualties were light. The Flash Gitz ABSORBED a lot of fire with their Painboy and Armor, but that's really all they accomplished.
I've been playing 10 man Flash Gits squads (with mandatory warboss) in my "beer and pretzels" list since since about half way through 5th, and this has been my general experience as well.
Don't get me wrong, I lovingly converted these guys for a reason because they're an absolute blast to play, but their shooting really is mediocre at best. You're looking at a 500-ish point unit (and that's with only the +1 shot upgrade, a painboy and a reasonably equipped warboss) that will manage 6 hits in the shooting phase, with an AP which may or may not matter. No matter what the strength or AP, 6 hits won't erase whole units off the board often enough to justify the points spent, especially when the unit's strength is still close combat.
6th has certainly made them better, especially now that they ignore cover, but their intended job is still better done by other units. If there is a unit in cover that needs to die, run over there and punch it in the face. Flash Gits supply a very expensive and unreliable solution to that problem.
I will say that small units of Eldar rangers in ruins are a perfect target for them though. Nothing like blasting pansies to bits from 24" away.
**** Found a Link for Creating Flashgitz from a friend **** http://theorkyfort.blogspot.com/2010/06/want-easy-way-to-get-good-looking.html
Heavy Support: Flash Gitz (9#, 340 pts)
8 Flash Gitz, 340 pts (Cybork Body; More Dakka)
1 Painboy (Cybork Body)
HQ: Warboss (1#, 120 pts)
1 Warboss, 120 pts ('Eavy Armour; Attack Squig; Bosspole; Cybork Body; Power Klaw)
Total: 460 pts
I go with 9 so you can go to ground still, The two units combined are less than 500 pts and you have yourself a warlord to boot! I'm not sure what you guys are talking about with pts yes, it's alot of pts but please... please PLEASE look at this and you will see even the cheapest form of Nobz are more, the main 2 advantages I've seen with Nobz are CC potentcy and can be a scoring unit with the Warboss, THAT'S IT.
HQ: Warboss (1#, 120 pts)
1 Warboss, 120 pts ('Eavy Armour; Attack Squig; Bosspole; Cybork Body; Power Klaw)
Elite: Nobz (9#, 395 pts)
1 Nobz, 395 pts (Cybork Body)
1 Painboy (Cybork Body)
1 Nobz ('Eavy Armour; Cybork Body; Power Klaw)
1 Nobz ('Eavy Armour; Cybork Body; Power Klaw)
1 Nobz ('Eavy Armour; Cybork Body; Waaagh! Banner; Big Choppa)
1 Nobz ('Eavy Armour; Bosspole; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
Total pts: 515 pts
It blows my mind they everyone sees base points for a nob is 20 and then base points for flash gitz is 25 and immediately all i keep hearing about is "they are too expensive", but then i see every ork player under the sun buy 'eavy armor and BC making an additonal 10 off the bat.
30 pt nob vs 25 pt flash git Do you know what the biggest difference these two units have at this point are? ... a big choppa for a now very meany gun. that's it basically the nobz with their pistols are going crap damage before the assualt while Flash gitz do possibly amazing damage before the assualt, then they likewise flip the table the other way around in CC, Does anyone not see the balance here now?
here lets look at it this way I could also throw on the Blasta Upgrade and 3 ammo runts to avoid gets hot if i wanted and just now even out the pts of foot slogging Nobz vs Footslogging Flash gitz
Elite: Nobz (9#, 395 pts)
1 Nobz, 395 pts (Cybork Body)
1 Painboy (Cybork Body)
1 Nobz ('Eavy Armour; Cybork Body; Power Klaw)
1 Nobz ('Eavy Armour; Cybork Body; Power Klaw)
1 Nobz ('Eavy Armour; Cybork Body; Waaagh! Banner; Big Choppa)
1 Nobz ('Eavy Armour; Bosspole; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
VS.
Heavy Support: Flash Gitz (9#, 395 pts)
8 Flash Gitz, 395 pts (Ammo Runt x3; Cybork Body; Blasta; More Dakka)
1 Painboy (Cybork Body)
Infact the only thing these nobz get that the Flash gitz don't is "character" as far as in special rules which really is only needed because they differentiate Nobz with klaws.
I'm not going to try and convince you all or beat a dead horse but you really need to consider a few things Foot nobz almost always come with a battlewagon which should have a Big mek for Durability before they jump out and assualt that next round. You spend 655 pts just to set up that unit to not act as a troop, take a heavy which is an easy first blood to most armies considering how simple it is to side flank the hit and also be forced to put the unit on the ground where maybe 4-5 of them actually make it to combat from the exact same BS you are saying are problems for the Flashgitz.
HQ: Big Mek (1#, 100 pts)
1 Big Mek, 100 pts ('Eavy Armour; Cybork Body; Kustom Force Field)
Elite: Nobz (9#, 395 pts)
1 Nobz, 395 pts (Cybork Body)
1 Painboy (Cybork Body)
1 Nobz ('Eavy Armour; Bosspole; Cybork Body; Power Klaw)
1 Nobz ('Eavy Armour; Cybork Body; Waaagh! Banner; Power Klaw)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
Heavy Support: Battlewagon (1#, 160 pts)
1 Battlewagon, 160 pts (Armour Plates; Deff Rolla; Grot Rigger; Red Paint Job; Big Shoota x4; Kannon)
Total pts: 655
So you are telling me, that you would rather burn all these points flailing about giving your enemy easy objectives and ultimately end up footslogging in the first damn place and eventually get into close combat where the enemy has simply been out lasting you because of using Ageis defense lines with 2+ cover saves effectively making everyone in the same army terminators for just the exchange of orky level BS skill (which lets not even factor in the level of TL these people normally take) and say ... a durable unit that can cut cover is exposed and too expensive... to you people i tilt my head like this
give them a try you are over looking all the great qualities of this team... again from my very first post...
You'll see for 465 pts I have made a unit which...
Has Warlord trait attached.
Can shoot before charging.
Can still choose to go to ground.
Has 4+/5++ with FNP and 2 wounds each.
Leadership 9 with re-rolls long as the boss is Alive.
Has a S:5 AP:4 Wall of Death incase you are charged.
Equal range to Bolters, Storm bolters and 90% of all rapid-fire weaponry.
Has 36 S:5 (4 with poison) attacks on the charge plus five S:10 Power Klaw attacks.
Fires 16 Tau Pulse Rifle shots (you have a 1 in 6 chance of it being slightly worse AP ... oh no )
Is a much harder unit to claim a First Blood, or kill points from compared to our vehicle options.
Is capable of dealing with low armor saves like 3+ and 2+ at a distance before (Blastas upgrade for best results).
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This message was edited 1 time. Last update was at 2012/09/05 16:43:10
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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