FratHammer wrote:Flashgitz are amazing. I feel they are our most reliable shooting personally and the models are the best in our army hands down. 30 s5 shots at bs3 that cuts space marine armor 50% of the time then assaults with 40 s5 attacks at 4 points more than a nob, meaning their gun costs -6 points per model... Yep, super unreliable. Do people even play test anything? Or do they just listen to the opinions of people who don't like units and claim them as facts?
I'm sorry but I don't agree with this. They are NOT the most reliable and, thus, are not amazing. There was a huge article about this earlier and they compared them to Lootas. (summarized below)
Lobbas, Kustom Mega Kannons, Lootas, battlewagons and Warbikes are all superior. And that's the issue. You only get 3 Heavy Support slots unless you dual
CAD.
-- Lobbas are ALWAYS going to reach 48" away and are brilliant at sniping
HQ/Characters, good anti-infantry and can even glance armour 10 of any vehicles in your opponents back field.
--
KMKs have 36" range, and always have strength 8 AP2, re-rolling (like the lobbas) with BS3. Again, they don't need to move and they'll be able to hit most things from a distance.
-- Lootas are strength 7, ap4. They're great for taking out fliers, light vehicles and can reach far distances since they have 48".
Yes, these are all just stats. But I wouldn't suggest wasting your points on Flash Gits because you NEED a battlewagon or Trukk to use them effectively. Even then, Tankbusters are SO MUCH BETTER since they have strength 8 ap3 rokkits. They down vehicles and monstrous creatures to the likes of which the Flash Gits can only dream about.
And people do play test these things. The codex came out quite a while ago and many, many, many ork players have tested them out. That's why most people use the green tide competitively and why they don't use Flash Gitz.
Automatically Appended Next Post: Going back to Awfeel. If you want an all commer's list, then you do have a few issues:
-- The Big Mek with
KFF doesn't do anything significant these days, he's quite a waste in this army.
-- 30 boys walking in eavy armour is just asking for an AP1,2,3 pie plate to destroy them. 30 boys don't need eavy armour, they need more boys to help overwhelm your opponent.
-- The grot orderly only gets you one re-rollable 5+ armour save, which is pants.
-- Trukks and Battlewagons should always have a Ram on them. And a Rokkit. Rokkits are key to orks these days as you have better chance of inflicting damage with a AP3 weapon rather than a big shoota.
-- Each Boys squad needs to have a nob with
BP, the extra
PK does help but necessary.
-- For an all commer's list, you have to remember that most armies have better armour than you, so Burnas aren't going to be able to do much damage and are completely useless against fliers.
-- Nobz and Flash Gitz are too costly these days for their use. Nobz aren't fearless so have to pick their fights carefully. Despite both having 2 wounds, neither get
FnP or invulnerable saves easily, so they die really easily due to Strength 8 or higher attacks, which is really common these days.
-- -- Meganobz are much better in
CC compared with Nobz.
-- If you loose 1 of 3 deffkoptas, then the squad will be forced to run away since the mob rule requires them to have a character in their squad. Would be best to have as 2 seperate units of 1 and of 2.
-- Warbikers are awesome. The nob needs a
BP. More warbikes is always a good thing.
-- Tankbusters (and Meganobz) solve any anti-tank issues you might be having. Tankbusters are a must in most ork lists these days.
-- Not many people really play at 1800, but at 1850 or 1500. Is that a typo?