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![[Post New]](/s/i/i.gif) 2014/07/29 04:16:47
Subject: Meganobz and Flash Gitz
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Yellin' Yoof on a Scooter
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So I decided to paint up my orks as Bad Moons and I want my lists to ed fun and fluffy without completely getting stomped. That said, these two units I absolutely must run in my lists, and I wanted to know peoples opinions of them.
I understand Flash Gitz are squishy, and so are best in a battlewagon, and that many people are having success with MANZ missiles. But are those the only ways to run these units? How would you deploy and use them?
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![[Post New]](/s/i/i.gif) 2014/07/29 04:52:38
Subject: Meganobz and Flash Gitz
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Smokin' Skorcha Driver
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Blitz brigade & bully Boyz formations.
Put MegaNobz in 3 Battlewagons, flash gitz in at least 1, and whatever you want in the last.
Everything scouts up, and while the Battlewagons with CC troupes move into deliver cargo, the flash gitz wagon will stay put or go take objectives.
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![[Post New]](/s/i/i.gif) 2014/07/29 13:34:58
Subject: Re:Meganobz and Flash Gitz
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Flashy Flashgitz
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Going along with mrfantastical, MANZ can also work in a BW instead of a trukk, but that's just about it. And you'll want lots of armor then. If you don't want to buy 15 MANZ , I would do ~5 in a BW, with or without an HQ, (to make it worth the transport tax). Blitz brigade is your best bet if you're going that route, since you'll need a BW for the gitz, and could use one for the MANZ, so that's two of the five right there. I would throw two squads of boyz in the 3rd and 4th wagons, and tankbustas or another squad of 5 MANZ in the 5th. Then depending on what pts level you're playing at you have ~250-1000 points left for whatever other shenanigans you like
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![[Post New]](/s/i/i.gif) 2014/07/29 16:55:22
Subject: Re:Meganobz and Flash Gitz
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Both units suffer from certain weaknesses that will force you to expend some points to make up for.
Firstly, lets start with Manz: They are super slow, and super vulnerable to S8. To remedy this, you HAVE to put them in a vehicle. Otherwise, they will either A.) Die before getting to where they need to be or B.) Never make it to where they needed to be before the game ends. Manz are NASTY units, and can really put the hurt out on virtually anything they get their klaws on. Even Imperial Knights. Trukks are the cheapest way to accomplish getting them where they need to be, due to their 24 inch movement (with turbo boost), and can charge further with the boarding plank aiding an additional 2 inches. But Trukks are wafer thin, and will pop quickly, especially if you don't have first turn and the Trukk happens to be in range. Battle Wagons are your best bet for getting them to their targets safely, but are also most expensive. Manz can take them as Dedicated Transports, which will keep you from using Heavy Support slots on the Wagons, since HS is one of our most congested slots in this codex.
Flash Gitz, like Manz, suffer from being fairly slow, and vulnerable to S8. They need ways to stay safe, so they can lay down covering fire to your other units. Trukks get them to safe zones quick, should the Trukk not pop, but Battle Wagons do it much better, and can even be loaded up with more weapons to make a Dakka Platform, though it will be a large target. I haven't fielded Flash Gitz before, not even last codex, but they seem like they could be fun units, though I always feel like they will die before they accomplish their tasks.
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![[Post New]](/s/i/i.gif) 2014/08/10 06:33:29
Subject: Meganobz and Flash Gitz
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Regular Dakkanaut
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I concur with everything said on manz.
As for flash gitz, the loss of eavy armour hurts bad & I would rather have the ignore cover of the last gitfinder than the BS+1 now, however they can put out some heavy dakka if positioned well. Key to their success is their wagon (never in a trukk) needs to be kitted with grot riggers, and assigned at least 1 mek, since while the manz are vulnerable to S8/AP2, gitz are vulnerable to everything, so you want to keep that wagon alive as long as possible.
A nice trick with the blitz brigade is to include a big mek on a bike with KFF to give some/all the wagons a save. Stick the big mek in a squad of deffcoptas for ablative wounds for the big mek and to cover the rear ends on the wagons.
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![[Post New]](/s/i/i.gif) 2014/08/10 16:49:03
Subject: Meganobz and Flash Gitz
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Flashy Flashgitz
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My take on orks is they can swamp the enemy with elite units. Is he gonna shoot the manz, the bikes, the flash gitz, the tank bustas?
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With love from Denmark
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![[Post New]](/s/i/i.gif) 2014/08/10 17:40:47
Subject: Meganobz and Flash Gitz
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Big Mek in Kustom Dragster with Soopa-Gun
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Im still on the fence about if i think flash gits got buffed or nerfed. Costs went way down because they basically got More Dakka! upgrade TWICE for free, which is amazing, but they lost their armor and their ignore cover. Im not even butthurt about losing the +1 strength upgrade, as it just made a relatively squishy unit a bigger threat..and S5 is still pretty damn good anyway.
Will admit thought theyre highly affordable now. Previous dex, in order to make them function their costs rivaled bikernobz and they were NOWHERE near as deadly or durable. Now theyre actually pretty cheap for what they do....theyre just so squishy....same reason i dont like footnobz lol at least MANz have a 2+ and outside Meltas vast majority of the S8+ weapons you see are AP3...or shooting at vehicles.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/08/11 01:25:06
Subject: Meganobz and Flash Gitz
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Longtime Dakkanaut
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I think the abilities of flash gitz took a large nerf.
Of course they are much cheaper (about 9 points less) than if you equipped them the same was as old codex.
Losing the 4+ armor save hurts tho. That with a painboy made them a fairly tough firebase. They also now have access to a DT which they didn't before which is nice.
They also have a lot less options, cant get str6 snazzguns, cant get -1 ap.
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This message was edited 1 time. Last update was at 2014/08/11 01:25:43
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![[Post New]](/s/i/i.gif) 2014/08/11 03:08:52
Subject: Meganobz and Flash Gitz
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Big Mek in Kustom Dragster with Soopa-Gun
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quite frankly i wouldnt want the -1 AP anyway, since that also conferred Gets Hot! - even with a 4+ save gets hot was a bit of a risk firing so many shots....but now with a 6+ save? no thanks. thats the sole reason i never, ever take KMBs on my Meks because they almost never die unless the unit gets wiped, or they successfully ate a challenge for my Nob - i do not want a risk of them going POOF in my own unit because they lack an armor to sustain that gets hot damage.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/08/11 09:07:36
Subject: Meganobz and Flash Gitz
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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blaktoof wrote:I think the abilities of flash gitz took a large nerf.
Of course they are much cheaper (about 9 points less) than if you equipped them the same was as old codex.
Losing the 4+ armor save hurts tho. That with a painboy made them a fairly tough firebase. They also now have access to a DT which they didn't before which is nice.
They also have a lot less options, cant get str6 snazzguns, cant get -1 ap.
You do realize that the -1 AP upgrade was actually making Flash Gits worse? When you did the math, Flash Gits killed less MEQ or TEQ per point spent after buying the upgrade than before, not to mention potentially losing models to Get's Hot.
The only thing that's really missed is the upgrade to S6, which made them more of an all-rounder rather than yet another thing good at killing infantry. Outside of that they've become a more focused unit, making them a lot better at shooting while losing some survivability you didn't need in the first place. FNP and 4+ armor is awesome and all, but it didn't come free, and was ignored by a good deal of weapons anyways. Not having the choice to buy it is sad, but far from a nerf.
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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) 2014/08/12 02:56:44
Subject: Meganobz and Flash Gitz
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Longtime Dakkanaut
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Not sure how being AP 1 on a 1,2 and Ap 2 on a 3 was worse...
and yeah it had gets hot, but with 4+ and painboy it wasn't so bad. Came out to like a 7% chance to take a wound when you fired.
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![[Post New]](/s/i/i.gif) 2014/08/12 05:16:43
Subject: Meganobz and Flash Gitz
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Lead-Footed Trukkboy Driver
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I like Flash Gitz because they are nobz, so they are pretty decent in combat, plus Flash Gitz + BW is an efficient use of one precious Heavy Support slot.
This is my favorite way to run them.
10 Flash Gitz + Big Mek Mega Armour KFF + Painboy
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This message was edited 1 time. Last update was at 2014/08/12 05:17:30
orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
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![[Post New]](/s/i/i.gif) 2014/08/12 11:18:45
Subject: Meganobz and Flash Gitz
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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blaktoof wrote:Not sure how being AP 1 on a 1,2 and Ap 2 on a 3 was worse...
It's a matter of efficiency. Of course, in a vacuum, the model gets better, but you have to pay points of an upgrade. If the upgrade is a 20% increase in cost, but only a 10% increase in firepower, it makes the unit less efficient, i.e. worse.
Disclaimer: Numbers made up on the fly. If you care about the exact numbers, I can see if I can dig up the post where the math was done.
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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) 2014/08/12 11:53:21
Subject: Meganobz and Flash Gitz
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Sneaky Kommando
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another thing that hasn't been mentioned is the poor ld on the meganobz and gitz which make them run rather easily and reliable break there own heads. wagon is definitely the best bet with the nobz, definitely want pain boys everywhere and kustom force fields to help negate some of the wounds and keep you from rolling on the damn chart. try to keep the gitz out of cc as it can likely bog them down as they are ap-, and keeps you from shooting that snazzy gun you paid for (in cc they are not the nobz your looking for)
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