Switch Theme:

FLash GItz uses  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Regular Dakkanaut





Are flash gits useful in a semi competitive army? if so whats their best use? midfield with Grot Screen?
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Well, for starters, only use them in a freebootas detachment. They are locked to that detachment, so they won't benefit from any other trait. Fielding them in a non-freebootas detachment isn't a terrible idea, as they won't stop it from being battleforged, its just not efficient.

Next, you'll probably want to put them in a transport. They have 24" range heavy weapons, so they are going to need some help getting into range without dying. You could use a grot screen, but a vehicle would be faster and would probably last longer.
You just roll them up and shoot them from their mobile bunker, basically. A battlewagon would be good for this purpose, as its a bit tougher and has more firepower.
Of course, the draw back here is that you can't use More Dakka on a unit of flash gitz in a vehicle. If you can get some grots in position to act as shields, you can probably get out the vehicle first and then shoot with the More Dakka buff.

This message was edited 1 time. Last update was at 2018/11/27 15:58:55


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Shadowy Grot Kommittee Memba






 CthuluIsSpy wrote:
Well, for starters, only use them in a freebootas detachment. They are locked to that detachment, so they won't benefit from any other trait. Fielding them in a non-freebootas detachment isn't a terrible idea, as they won't stop it from being battleforged, its just not efficient.

Next, you'll probably want to put them in a transport. They have 24" range heavy weapons, so they are going to need some help getting into range without dying. You could use a grot screen, but a vehicle would be faster and would probably last longer.
You just roll them up and shoot them from their mobile bunker, basically. A battlewagon would be good for this purpose, as its a bit tougher and has more firepower.
Of course, the draw back here is that you can't use More Dakka on a unit of flash gitz in a vehicle. If you can get some grots in position to act as shields, you can probably get out the vehicle first and then shoot with the More Dakka buff.


Flash gits need to have both moved, and not have triggered their kultur, and be shooting a model with -1 to hit for More Dakka to be useful anyway. TBH, it's an edge case. They're nearly always hitting on 4s even if they're moving around.

Put them in a trukk, you always want them at 5-man unit size with an ammo runt (to maximise the number of Kaptins with targeting squigs and ammo runts, since the runts are great for dying when the trukk gets destroyed.)

Once the trukk gets destroyed, pop Loot It on them to make them 3+ armor, they'll be obnoxious to move. Remember that if you disembark on your opponent's turn you don't count as having moved for your turn, so disembark them where you want them to be on your turn (ideally in cover) so you can have that 3+ BS.

always make sure your Flash Gitz detachment includes Mek Gunz to trigger their kultur (which, honestly, every ork list should be including as many Mek Gunz as you own anyway). Given that gitz and mek gunz are heavy, it's pretty tough to not have the ability to slot in at least a Spearhead, and a Battalion isn't too tough either because you can just throw in 3 gretchins squads.

I've been absolutely blown away by how good flash gits are in the codex. I love them to bits. The sheer number of bonuses they get and how obnoxious they are to remove with Loot It.

Also don't be fooled into thinking Kaptin Badrukk is necessarily bad either. He's a Kustom Mega Kannon who pays 30-odd points for the Freeboota kultur, Character, a free reroll to hit per turn, and the aura ability when a unit of flash gits gets popped out of a transport. The aura is definitely on the weak side, but it's not the reason to take him, and you should never willingly disembark a unit of flash gits to try and get the aura - just treat it like a bonus when a unit gets popped out.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

More Dakka allows them to proc DDD on a 5+ though, which is still pretty good.

Yeah, Mek gunz and flashgitz synergize really well together in a Freeboota list.

Mek Gunz can't receive the buff but they can give it, so you always fire them first at something you want dead. That's the easiest way to hand out the Freeboota buff.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Shadowy Grot Kommittee Memba






 CthuluIsSpy wrote:
More Dakka allows them to proc DDD on a 5+ though, which is still pretty good.

Yeah, Mek gunz and flashgitz synergize really well together in a Freeboota list.

Mek Gunz can't receive the buff but they can give it, so you always fire them first at something you want dead. That's the easiest way to hand out the Freeboota buff.


DDD for 2CP is never worth it IMO. It is only useful if you're also circumventing a unit you'd ordinarily only hit on 6s - otherwise it's a tiny percentage buff to your hit chance.

not having stratagems they need to use to be good is a bonus, not a problem, with flash gits. Codex Orks has pleeeeeeeeeeeeeenty of units that need stratagems to be good - having freebootas which provide rather than suck CP is a very nice boost to a list.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in ca
Regular Dakkanaut





Thanks for the feedback, do you run a squad of 10?
   
Made in us
Shadowy Grot Kommittee Memba






ballzonya wrote:
Thanks for the feedback, do you run a squad of 10?


Nope, always 5, 1 ammo runt. If I want more gits I run more squads.

Kaptin with 3+ to hit and the reroll/tank from vehicle destruction from the runt is real useful.


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

other reason to run 2 squads of 5 is more rolls on their Gun-Crazy ability
Remember they have a small chance to fire again, which is probably the reason the Bad Moonz CP isnt a general ork thing so they cant potentially fire 4 times.

i dont plan on running a full list of freebootas but i intend to have a small battalion of them sometimes. Thinking 2x5 in trukks flash gitz w/ ammos, bonebreaka w/ 2x5 Bigchop/chop nobz and 2 ammosrunts, and probably Da Jump some choppa boyz since the weirdboy powers arent clan locked oddly enough.

This message was edited 1 time. Last update was at 2018/11/27 17:05:03


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Nasty Nob





United States

Also remember that the Freebootaz Kulture can occur in the melee phase as well. With Freebootaz already being kinda vehicle based because of Flash Gitz it's nice to include an elite trukk co-occupant like Nobz or Tankbustas w/squigrunt in maybe a deepstrikey piece of your army turn two. +1 To hit in melee really take the sting off the PK downsides.

In fact one thing I like about both Deff Skullz and Free Bootaz is that I feel like I would not be dependent on the command points I start with.

I do believe there has to be a way to run a Flash Gitz bomb in the same way there is a Loota bomb too.

I really think Freebootaz have a Kulture that will make any army with screens, speedbumps, and chaffe regret their lists, and as popular as that is I'd be surprised if we didn't see a competitive use of that kultur soon somehow.

EDIT Does the +1 to Hit also prevent us from hurting ourselves with our KMBs?

This message was edited 1 time. Last update was at 2018/11/27 19:48:09


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

No because KMB specifically calls out unmodified 1s

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in it
Waaagh! Ork Warboss




Italy

Flash gitz are fine in any detachment, 5 man squad plus ammo runt in a trukk with other target priorities.

Everytime I fielded them no one considered shooting at them before turn 3. If they move they should provide an average of 6-7 hits at S6 AP-2 D2 which isn't nothing. In turns 2+ they'll have an average of 9-10 hits. Plus the big shoota of the trukk and their melee damage output which may be useful to get that 1-2 remaing wounds on a target that refused to die. 218 points in total for 21 wounds. Flash gitz will probably stay out from tournament lists but they do have a niche in any casual and semicompetitive meta.

Of course they would benefit more in a Freebota detachment but then you need to focus your list, or a significant part of it, around that kultur. The +1 to hit is not that easy because other than destroying stuff you also need them to be inside the aura.

 
   
Made in us
Nasty Nob





United States

24 inches, 48 inches across, just 'within' not 'wholly within'. That is one length of the table. It is a big aura.

I really think Freeboota relevancy depends on how meta bringing screens and chaffe are, because then there are easy targets to get the Freeboota buff within turn one and two.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Shadowy Grot Kommittee Memba






 Blackie wrote:
Flash gitz are fine in any detachment, 5 man squad plus ammo runt in a trukk with other target priorities.

Everytime I fielded them no one considered shooting at them before turn 3. If they move they should provide an average of 6-7 hits at S6 AP-2 D2 which isn't nothing. In turns 2+ they'll have an average of 9-10 hits. Plus the big shoota of the trukk and their melee damage output which may be useful to get that 1-2 remaing wounds on a target that refused to die. 218 points in total for 21 wounds. Flash gitz will probably stay out from tournament lists but they do have a niche in any casual and semicompetitive meta.

Of course they would benefit more in a Freebota detachment but then you need to focus your list, or a significant part of it, around that kultur. The +1 to hit is not that easy because other than destroying stuff you also need them to be inside the aura.


No you don't. If you're not including Mek Gunz in your list, you're not playing orks competitively, and mek guns can be subdivided into as many heavy slots as you want. Weirdboyz don't care about clan, and again, at least one is pretty much mandatory. Even if you don't like weirdboys there's other clan-agnostic options like KFF meks that lose nothing by being declared Freebootas.

You can extremely easily slot a single unit of Flash Gits into a Spearhead just to get them kultur, and then you just use those two units of mek guns to trigger their +1.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in it
Waaagh! Ork Warboss




Italy

the_scotsman wrote:
 Blackie wrote:
Flash gitz are fine in any detachment, 5 man squad plus ammo runt in a trukk with other target priorities.

Everytime I fielded them no one considered shooting at them before turn 3. If they move they should provide an average of 6-7 hits at S6 AP-2 D2 which isn't nothing. In turns 2+ they'll have an average of 9-10 hits. Plus the big shoota of the trukk and their melee damage output which may be useful to get that 1-2 remaing wounds on a target that refused to die. 218 points in total for 21 wounds. Flash gitz will probably stay out from tournament lists but they do have a niche in any casual and semicompetitive meta.

Of course they would benefit more in a Freebota detachment but then you need to focus your list, or a significant part of it, around that kultur. The +1 to hit is not that easy because other than destroying stuff you also need them to be inside the aura.


No you don't. If you're not including Mek Gunz in your list, you're not playing orks competitively, and mek guns can be subdivided into as many heavy slots as you want. Weirdboyz don't care about clan, and again, at least one is pretty much mandatory. Even if you don't like weirdboys there's other clan-agnostic options like KFF meks that lose nothing by being declared Freebootas.

You can extremely easily slot a single unit of Flash Gits into a Spearhead just to get them kultur, and then you just use those two units of mek guns to trigger their +1.


Agree about mek gunz and weirdboyz being amazing but to trigger the kultur bonus you have to kill a unit with mek gunz and flash gitz need to be close to those mek gunz, limiting them a lot since they don't have long range. For doing that you need a lot of mek gunz, maybe more than you wanted as with just 1+1 mek gunz is very hard to kill a unit, even a small one, not to mention that they can last for a single turn if targeted by the enemy firepower. I prefer a few mek gunz and lots of bustas or bustas + lootas or even the 25 lootas combo without a single mek gun, which is that I'm currently trying.

Weirdboyz and mek gunz don't care about clans, true, but if you include them in a freeboota detachment it means you need 2+ other HQs. I'm leaning towards a single brigade becasue IMHO 4 HQs are a tax for orks right now, especially if you can't take the index (which isn't my case thankfully). It entirely depends on your style of playing, for me it's very hard to justify a full freeboota detachment. The current list that I'm trying is shooting oriented, the lootas castle, with 3 battallion but 2 must be bad moons becasue I need a huge amount of gretchins that must belong to that kultur to be shields and an evil sunz green tide to pressure the opponent and nullify the enemy tank.

Maybe a full freebota brigade could be a lot of fun, as the pirates can be quite effective in combat as well. Warlord trait is a re-roll like SM captains and the bonus kultur also affects the combat phase, like a waaagh banner. In a freeboota detachment you'll probably want more than 5 flash gitz and then you'll also need gretchins to shield them probably. I simply don't the the usefulness of a cheap freeboota detachment like a spearhead, I think you need to invest a significant amount of points in it to be good enough to replace a bad moon shooty detachment.

In my games a min squads of gitz without the kultur bonus has usually performed well as it's never a priority target and yet able to cause some serious damage.

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Freeboota trait is a 24" bubble. Thats pretty dang far.
If your Flash Gitz are somehow further than 24 from your Mek Gunz, either you have them set up on opposite ends of the table or you are chasing down remnants of the enemy army anyway.

Seriously the amount of people on the forum that think 24" is short.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Shadowy Grot Kommittee Memba






 Blackie wrote:
the_scotsman wrote:
 Blackie wrote:
Flash gitz are fine in any detachment, 5 man squad plus ammo runt in a trukk with other target priorities.

Everytime I fielded them no one considered shooting at them before turn 3. If they move they should provide an average of 6-7 hits at S6 AP-2 D2 which isn't nothing. In turns 2+ they'll have an average of 9-10 hits. Plus the big shoota of the trukk and their melee damage output which may be useful to get that 1-2 remaing wounds on a target that refused to die. 218 points in total for 21 wounds. Flash gitz will probably stay out from tournament lists but they do have a niche in any casual and semicompetitive meta.

Of course they would benefit more in a Freebota detachment but then you need to focus your list, or a significant part of it, around that kultur. The +1 to hit is not that easy because other than destroying stuff you also need them to be inside the aura.


No you don't. If you're not including Mek Gunz in your list, you're not playing orks competitively, and mek guns can be subdivided into as many heavy slots as you want. Weirdboyz don't care about clan, and again, at least one is pretty much mandatory. Even if you don't like weirdboys there's other clan-agnostic options like KFF meks that lose nothing by being declared Freebootas.

You can extremely easily slot a single unit of Flash Gits into a Spearhead just to get them kultur, and then you just use those two units of mek guns to trigger their +1.


Agree about mek gunz and weirdboyz being amazing but to trigger the kultur bonus you have to kill a unit with mek gunz and flash gitz need to be close to those mek gunz, limiting them a lot since they don't have long range. For doing that you need a lot of mek gunz, maybe more than you wanted as with just 1+1 mek gunz is very hard to kill a unit, even a small one, not to mention that they can last for a single turn if targeted by the enemy firepower. I prefer a few mek gunz and lots of bustas or bustas + lootas or even the 25 lootas combo without a single mek gun, which is that I'm currently trying.

Weirdboyz and mek gunz don't care about clans, true, but if you include them in a freeboota detachment it means you need 2+ other HQs. I'm leaning towards a single brigade becasue IMHO 4 HQs are a tax for orks right now, especially if you can't take the index (which isn't my case thankfully). It entirely depends on your style of playing, for me it's very hard to justify a full freeboota detachment. The current list that I'm trying is shooting oriented, the lootas castle, with 3 battallion but 2 must be bad moons becasue I need a huge amount of gretchins that must belong to that kultur to be shields and an evil sunz green tide to pressure the opponent and nullify the enemy tank.

Maybe a full freebota brigade could be a lot of fun, as the pirates can be quite effective in combat as well. Warlord trait is a re-roll like SM captains and the bonus kultur also affects the combat phase, like a waaagh banner. In a freeboota detachment you'll probably want more than 5 flash gitz and then you'll also need gretchins to shield them probably. I simply don't the the usefulness of a cheap freeboota detachment like a spearhead, I think you need to invest a significant amount of points in it to be good enough to replace a bad moon shooty detachment.

In my games a min squads of gitz without the kultur bonus has usually performed well as it's never a priority target and yet able to cause some serious damage.


I think that you have a separate problem here which is that if you're going for a loota bomb, you don't want flash gits, the units roles intersect too much. Flash gits are lootas with less investment+less reward.

Different strokes for different army setups. The topic of the thread is "how do you run flash gits" and IMO how you run flash gits is "start with a Spearhead with Flash gitz+2 units of mek gunz+weirdboy and invest from there as desired".

If you're investing 425 points into lootas+screen+HQs for their bad moonz detachment+CPs to pop them off twice and mob up the squad...then yeah, throwing down more points for another midstrength 2 damage shooting unit is overcommitment.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in fi
Locked in the Tower of Amareo





 Blackie wrote:



Agree about mek gunz and weirdboyz being amazing but to trigger the kultur bonus you have to kill a unit with mek gunz and flash gitz need to be close to those mek gunz, limiting them a lot since they don't have long range. .


Flash gits reach 48" with their buble. If positioned center that's whole table basically. So unless you play on like 10'x10' table range is not issue. However most play in either 4'x4' or 6'x4'

2024 painted/bought: 109/109 
   
Made in it
Waaagh! Ork Warboss




Italy

the_scotsman wrote:


I think that you have a separate problem here which is that if you're going for a loota bomb, you don't want flash gits, the units roles intersect too much. Flash gits are lootas with less investment+less reward.

Different strokes for different army setups. The topic of the thread is "how do you run flash gits" and IMO how you run flash gits is "start with a Spearhead with Flash gitz+2 units of mek gunz+weirdboy and invest from there as desired".

If you're investing 425 points into lootas+screen+HQs for their bad moonz detachment+CPs to pop them off twice and mob up the squad...then yeah, throwing down more points for another midstrength 2 damage shooting unit is overcommitment.


Well, the lootas combo is what I'm trying just now, I've played other lists mostly and I included flash gitz several times, never as freeboota. Throwing down more points? To get that +1 to hit with just mek gunz you need 8+ of them. Combined with the HQ and the gitz they're already more than 400 points.

I've answered to the thread, I've run flash gitz as 5 man in a trukk in kultur that isn't freeboota and they did well in most of my games. The lootas example was meant to point down that creating a shooty list around gitz and their kultur isn't the only way to field effective shooty orks. IMHO the best way to field gitz is a 5 man squad in a trukk in a mechanized list or in a freeboota brigade which can have effective shooting and melee.


Automatically Appended Next Post:
tneva82 wrote:
 Blackie wrote:



Agree about mek gunz and weirdboyz being amazing but to trigger the kultur bonus you have to kill a unit with mek gunz and flash gitz need to be close to those mek gunz, limiting them a lot since they don't have long range. .


Flash gits reach 48" with their buble. If positioned center that's whole table basically. So unless you play on like 10'x10' table range is not issue. However most play in either 4'x4' or 6'x4'


If the target is 25'' from flash gitz they can't shoot at it, it's the same range as a rokkit. It's not like having a 48'' range, their range is still 24''. They may be in range of getting the +1 to hit but then you need a valid target to aim at. 24'' doesn't guarantee a target, especially an appropriate one; tankbustas have the same issue, that's why I wouldn't play them without a transport or maybe a deep strike combo.

This message was edited 2 times. Last update was at 2018/11/29 08:05:33


 
   
Made in fi
Locked in the Tower of Amareo





 Blackie wrote:
If the target is 25'' from flash gitz they can't shoot at it, it's the same range as a rokkit. It's not like having a 48'' range, their range is still 24''. They may be in range of getting the +1 to hit but then you need a valid target to aim at. 24'' doesn't guarantee a target, especially an appropriate one; tankbustas have the same issue, that's why I wouldn't play them without a transport or maybe a deep strike combo.


That's issue with flash git GUN RANGE. Not the freeboota bonus. The 48" guns on mek guns allow them to shoot stuff and trigger the +1 for flash gits 24" which in turn allows them to reach another 24". So really getting the +1 to hit for freeboota due to 24" being such a limit is...Well bull. You can have mek guns and project from that 48" area where your flash gits can reach while getting the +1 to hit.

Yes your 24" gun might struggle to reach especially if you want to stay put. But odds of not being in range of freeboota range is pretty slim.

Oh and tank bustas have whopping threat range of 31.5". That's pretty good. Hard to not reach anywhere with 31.5" threat range.


Mek gun ------24"---------flash git--------24"----------enemy

You shoot at enemy with flash gits benefitting from +1 if mek gun has destroyed enemy unit. Easy peasy. Was the aura requirement even fully within? If not your potential range just keeps increasing.

This message was edited 2 times. Last update was at 2018/11/29 09:19:37


2024 painted/bought: 109/109 
   
Made in it
Waaagh! Ork Warboss




Italy

It's the "getting the freeboota +1" plus "having a juicy target in range" combination that I consider. Being within the 24'' freeboota range while also being within 24'' of a juicy target is not automatic. Also note that a unit of flash gitz evaporates quickly if targeted, it usually fires a couple of turns at full strength in which maybe within their range there aren't appropriate targets. Maybe something too armored or too squishy to let that +1 make some real difference.

If you have a full freeboota brigade however it would be much easier to benefit from the kultur though since you may kill multiple units and/or you can just have multiple units that get the +1 to hit with some of them being in range of their most appropriate target. Not only flash gitz become more powerful but also lootas and tankbustas can benefit a lot from that kultur. Also nobz/meganobz if boyz kill something not far from them, other units of boyz as well. Seriously the full freeboota army is a decent option to consider as it buffs both melee and shooty units.

The smaller detachment? Maybe, but at that point I'd go with a battallion. 30 grots, 2 weirdboyz, mek gunz and two units of gitz always in trukks. If one the trukks is wrecked grots can shield the gitz and having two vehicles helps putting at least some of them in range and giving the +1 to more than a unit. 8+ mek gunz and 10 flash gitz that can be buffed are already enough dakka as the main firepower of a list and the rest of the army can be anything desired. I'd consider it as an alternative to a bad moons battallion.

This message was edited 1 time. Last update was at 2018/11/29 10:47:48


 
   
Made in fi
Locked in the Tower of Amareo





 Blackie wrote:
It's the "getting the freeboota +1" plus "having a juicy target in range" combination that I consider. Being within the 24'' freeboota range while also being within 24'' of a juicy target is not automatic. Also note that a unit of flash gitz evaporates quickly if targeted, it usually fires a couple of turns at full strength in which maybe within their range there aren't appropriate targets. Maybe something too armored or too squishy to let that +1 make some real difference.


But then the issue is not with freeboota rule but with the range of FLASH GITS. Seriously you have 48" circle from another freeboota unit in which you will have enemy and another freeboota unit. That's huge circle. If the other freebootas are in dead center of table as far as your DZ allows that gives about 2" area to each enemy DZ corner where those flash gits can't reach while being within that freeboota unit. 2". So like 1 40mm base.

If you aren't in range of juicy target that's because your 24" range gun isn't in range. If that gun is range you need to be in some weird situation where all your freeboota units are on one flank and flashgits are on other but howabout don't deploy like that in the first place?

If you have a full freeboota brigade however it would be much easier to benefit from the kultur though since you may kill multiple units and/or you can just have multiple units that get the +1 to hit with some of them being in range of their most appropriate target. Not only flash gitz become more powerful but also lootas and tankbustas can benefit a lot from that kultur. Also nobz/meganobz if boyz kill something not far from them, other units of boyz as well. Seriously the full freeboota army is a decent option to consider as it buffs both melee and shooty units.


Lootas and tank bustas might BENEFIT from the trait but they would still be inefficient options. Bad moons get less than 2 hits less than freebootas with bonus on per 15 shots and can't shoot twice.

2024 painted/bought: 109/109 
   
Made in it
Waaagh! Ork Warboss




Italy

Yeah I agree with you basically. I just don't justify a 62 points tax to fit a freeboota spearhead since you need 2 battallions (or a brigade) anyway and a 5th HQ is a pure tax, even if it's another cheap weirdboy. That non automatic +1 to hit to a min unit of flash gitz IMHO doesn't worth that points tax, that's all.

So I'd take gitz with no kultur since they're decent enough to be justified or a bigger freeboota detachment to get a significant benefit from the kultur bonus. Not a smaller detachment just to get the +1 to hit on them, that's my 2 cents about the matter.

 
   
Made in us
Shadowy Grot Kommittee Memba






 Blackie wrote:
Yeah I agree with you basically. I just don't justify a 62 points tax to fit a freeboota spearhead since you need 2 battallions (or a brigade) anyway and a 5th HQ is a pure tax, even if it's another cheap weirdboy. That non automatic +1 to hit to a min unit of flash gitz IMHO doesn't worth that points tax, that's all.

So I'd take gitz with no kultur since they're decent enough to be justified or a bigger freeboota detachment to get a significant benefit from the kultur bonus. Not a smaller detachment just to get the +1 to hit on them, that's my 2 cents about the matter.


Probably true. TBF, I have never played the flash gits into a "minimum sized" freeboota detachment because there always just happens to be some stuff I"m including in my list that warrants sticking into the Freeboota detachment, and it typically ends up being about 1/3 to 1/2 of my points total.

"hey, i'm taking a Wazbom jet, no reason that shouldn't be a freeboota."
"Throwing my grot mega tank in for SnG, that might as well be freeboota."
"got a couple shooty buggies, I'd rather have +1BS than +2 move on them."

I think that's mostly because my army setup is usually "pick one clan for shooting, one clan for chopping".

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in fi
Locked in the Tower of Amareo





the_scotsman wrote:

I think that's mostly because my army setup is usually "pick one clan for shooting, one clan for chopping".


Biggest issue with that is lots of the shooty stuff wants to be bad moons.

Now albeit bad moon+evil sun+freeboota is okay. The tournament list I'll be fielding certainly could put freeboota detachment rather than deathskull. Only issue is lack of units to benefit from it. But if I had flash gits that would be the klan to be

2024 painted/bought: 109/109 
   
Made in us
Shadowy Grot Kommittee Memba






tneva82 wrote:
the_scotsman wrote:

I think that's mostly because my army setup is usually "pick one clan for shooting, one clan for chopping".


Biggest issue with that is lots of the shooty stuff wants to be bad moons.

Now albeit bad moon+evil sun+freeboota is okay. The tournament list I'll be fielding certainly could put freeboota detachment rather than deathskull. Only issue is lack of units to benefit from it. But if I had flash gits that would be the klan to be


ehhhhhhhhhhhhhhhh.... big blobby squads that want to spend 2cp to shoot twice want to be bad moons. for everything else, Freebootas provides a better passive benefit.

Beyond 10+ tankbustas and mobbed up lootas, what is shooty that wants to be bad moonz more? A morkanaut?

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Well, Bad Moonz can help with KMBs, since you'll be rerolling those ones that would normally hurt ya.
   
Made in us
Shadowy Grot Kommittee Memba






 flandarz wrote:
Well, Bad Moonz can help with KMBs, since you'll be rerolling those ones that would normally hurt ya.


True, but you need enough KMB shots to make it worthwhile over deffskullz who get the wound and damage reroll.

Looking at ork shooting, in my opinion:

Wants to be Bad Moonz - Lootas, big units of tankbustas, max size shoota boyz squads, morkanauts, quad or triple KMB dreads. Also oddly, deffkilla wartrikes, I love the 4++/5+++ build on them, I would take them as my single hq in a bad moonz detachment if I were doing bad moonz spearhead.

Wants to be Deffskullz - Deffcoptas, min size shoota boyz, min size tankbustas, burnas (with kmb meks), Meks (index kmb wargear), Big Meks with Kmb, single-KMB deff dreads, Shokkjump dragstas, Wazbom Blastajets.

Wants to be freebootas - Boomdakkas, KBBs, Skrapjets, Mek gunz, flash gits, killa kanz, warbikers, squigbuggies, SAG meks, all kinds of planes.

This isn't to say that any ork shooty unit isn't good in any shooting discipline, I just think that these are the ones that have the edge in particular clans over others.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in it
Waaagh! Ork Warboss




Italy

I think SAG big meks perform better under the deathskulls kultur since the triple re-roll helps a lot on a single character with damage D6.

 
   
Made in gb
Mekboy on Kustom Deth Kopta






I'm not sure Flash Gits have a place competitively given the existence of Lootas and other units that deal with units the Flash Gits want to be killing but better.

They are 30ppm with T4 and a 4+ save and just for kicks they don't get Klan Traits unless you make a detachment around them, which means you're now investing more heavily into them.

I guess if your meta has a ton of Primaris units they might be useful. Otherwise why are you taking them? Lootas or Tankbustas better kill heavy infantry and vehicles respectively.

E -
the_scotsman wrote:

Wants to be freebootas - Boomdakkas, KBBs, Skrapjets, Mek gunz, flash gits, killa kanz, warbikers, squigbuggies, SAG meks, all kinds of planes.


I disagree with much of this. The KBB is far better as ES as it allows the unit to advance and fire at full BS, basically guarantees the burnas are used from turn 1 and half its weapons don't benefit from +1 to hit. In fact for any of the units that want to be moving up the field as fast as possible I'd say the ES trait is best. So that's everything except SAG Meks, Planes, Mek Guns and Flash Gits in this list.

This message was edited 1 time. Last update was at 2018/11/30 08:54:11


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






the_scotsman wrote:
No you don't. If you're not including Mek Gunz in your list, you're not playing orks competitively, and mek guns can be subdivided into as many heavy slots as you want.

Two things:
- The most common reason to not include mek guns in your list is not owning any or not enough. Despite them getting a lot better, they are still one of the most expensive ways to buy points in the entire game.
- All mek guns are one datasheet. At 2000 points you cannot fill more than three heavy slots with them - not necessarily an issue, but one to look out for to not get yourself DQ'ed at tournaments.


Automatically Appended Next Post:
 Vineheart01 wrote:
Seriously the amount of people on the forum that think 24" is short.


Exalted. My DG don't have more than 24" range on anything worth shooting and I never have issues to get in range with even the most drawn back gunline.

This message was edited 1 time. Last update was at 2018/11/30 12:42:57


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. 
   
 
Forum Index » 40K General Discussion
Go to: