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With all the great Ork models that have been recently released, I've decided to give the often overlooked Flash Gitz a second chance. After all, any unit of Flash Gitz can also include the Ork army’s number one celebrity: Kaptin Badrukk
(Letter from Kaptin Badrukk's personal assistant, transcribed onto a Grot's back)
My Boss, da artist formerly known as Kaptin Badrukk...no wait, it just went back to being Badrukk again...has agreed to join yer WAAAAAAAAGH, on deez conditionz:
- Hire four additional Flash Gitz, armed wit da biggest and shootiest gunz you can get yer green mits on. While yer at it, throw in a few grots ta help hold all da extra bullets.
- Three barrels of yer best fungus brew.
- A painboy, in case da Kaptin’s gunz get a little too hot. While he’s at it, have him patch up da Gitz wit cybork. Don’t want them dyin’ too early.
- All da gold polish you can carry.
- Yer bashiest battlewagon, wit a big kannon and some grots ta keep it runnin’. Be sure ta have 'Capt. Badrukk's Party Wagon' painted on both sides.
- 1,867,502 teef
Now don't go whinin' to me bout da cost, cuz yer lucky Kaptin Badrukk is even willin' to headline yer podunk, backwater WAAAAAAAAGH!
I bet yer thinkin 'dat's as much as nob bikers', but Badrukk and his krew can kill just as much as them grot luvers, and deal wit those pesky Beakies and Termies better than any other Orks in da universe.
Ship over da loot right away. My 'umie slaves put together a list of whut we need, though I don't know why they bothered. I already gave you a good explanax...a good explanexa...
I already said whut I said.
5 Flash Gitz with more dakka, shootier, blastas, painboy, cybork, 3 ammo grunts, + Kaptin Badrukk (6 models total) = 390 Points
Battlewagon with a kannon and grot riggers= 105 Points
Total Cost= 495 Points
Despite being pricey, it’s the best unit the Orks have for dealing with 2+ armor saves, and I've found that it often gets underestimated by my opponent, right up until the pivotal turn where it roasts my opponent's terminators or monstrous creatures alive. The fact that the unit can take 6 ammo grunts total helps compensate for their low BS and Badrukk’s ‘gets hot’ rule. I wouldn’t use this unit in anything less than an 1850 point game though. For smaller point games, you’ll need something a bit cheaper.
(Follow up message from the artist that will now be known by the following symbol...no wait, it's back to being Kaptin Badrukk again)
I'M BOUT READY TA ‘RING YER SCRAWNY GREEN NECK!
Dis ain’t whut I told you to send! Sure, da teef and gold polish is all 'ere, but half da stuff is missin! Da grot you sent said you wuz on a budget, and da Kaptin got so angry that he stomped off to his trailer, and now refuses ta come out!
Where's da pain boy? Whut’s dis nonsense bout da Gitz not needing one if they give up da blastas?! Do you want Badrukk to burn himself even once? I guess da extra ammo grunts will help him avoid dat, but whut about dis wagon?!
Dis ain't no battlewagon! It's an 'urty looted rhino! I guess it's good enough fer battle...but do you really think dis is up to my boss's standards? Do you know how much damage dis will do to his street cred?!
While we’re at it, you call dis yer BEST FUNGUS BREW?!!!
I guess we'll go along wit it, since it's da best you got, but da Kaptin is not happy. Yer just lucky that he's itchin’ fer a fight.
5 Flash Gitz w/more dakka, 3 Ammo grunts + Kaptin Badrukk (6 models total)= 300 Points
Looted Wagon w/rokkit= 45 Points
Total Cost= 345 Points
This is the 'budget' version of the previous unit, and although it's still relatively expensive, it’s an interesting alternative to Tankbustas, Nobz, and Warbikes. It's still very good at dealing with 2+ and 3+ armor saves, and won’t take up as many points in the list. Admittedly, the looted wagon is far more vulnerable than the battlewagon, but you can make up for that by keeping them obscured behind cover. Of course, in larger games you’ll want something better.
(Yet another followup message, blasted into a giant piece of rusty sheet metal)
You boyz musta made a mistake, cause when we got 'ere, we found a Mek fixin' up a UGE Stompa, wit a Painboy standin’ right beside ‘em.
Wit just one look, Kaptin Badrukk realized that DIS was his transport, not dat ‘urty looted rhino. Don't worry, we've let ourselves right in, taking da mek and painboy wit us, and everything is definitely up to my boss's standards.
In fact, after we're done stompin' da Beakies, Kaptin Badrukk might even 'accept' da Stompa as a personal gift. Hurr, hurr...
5 Flash Gitz w/more dakka, shootier, blasta, painboy, cybork, 3 ammo grunts, + Kaptin Badrukk (6 models total) = 390 Points
Big Mek w/Kustom Force Field= 85 Points
Big Mek Stompa= 650 Points
Total Cost= 1125 Points
The Stompa's ability to transport troops is often overlooked, and since it has three fire points, why not reserve one of them for Kaptin Badrukk? The Flash Gitz will add a lot of firepower to any type of Stompa, although the Big Mek version is my favorite.
Although not strictly necessary, I always field a Big Mek with a kustom force field inside every Stompa. For a relatively low cost, this gives the Stompa a 4+ obscurement save against all shooting attacks, and even extends to all units within 6 inches of the Stompa. Not so fragile now, are they? Hurr, hurr…
(Final message from Kaptin Badrukk's assistant)
Send more gold polish and brew. Now.
I think I'm gonna go kunvert me some flash gitz outta black reach nobz now!
Well, they are indeed some dead killy temrinator and monstrous creature killers. I might use them once to test them, since I play regulary agianst a space marine player who realy like terminators. Too bad one unit will be assault terminators...
OI! Dis is not proppa! Where all yer math'ammerin'!?
How dare you speak out against LO! I shall beat you with a giant inflatable duck and then ban you to the lowest level of hell! ~Karmoon
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You made them seem like a much more attractive choice good job with that. If i finally do decide to collect orks though I still won't take flash gitz.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
After playtesting a bit more last night, I can definitely say that the 'budget' option is a worthy unit by any standards. Of course, it only works if you have two spare heavy slots open, but if you do, the unit will roast MEQs and monstrous creatures, while usually getting underestimated by your opponent (in all the games I've used thems, the Flash Gitz haven't been killed yet). I think spending extra points on keeping them alive (battlewagon, painboy, cybork) is a waste. The budget option is the most cost effective.
You want mathhammerin'? ^_^
5 Flash Gitz with more dakka (a must have) get 10 shots = 3.33 hits a turn. With strength 5, this gets you 2.22 wounds against MEQs, with 24in range (pretty good for Orks), and a 50/50 chance of ignoring their armor. Taking this 50/50 chance into consideration, the Gitz kill 1.5 MEQ a turn. Not bad, but not amazing, as they do slightly better than 3 Killa Kans w/rokkits or kmbs, but slightly worse than 3 rokkit buggies. Of course they have ammo runts, but I'd save them for the Kaptin.
With 'shootier' you improve to 2.78 wounds and 1.85 kills. That's a 23% improvement for a 16% increase in cost. Statistically, it's worth it, but I personally don't like adding extra upgrades unless they give a significant improvement, since Orks are relatively vulnerable. You're better off just adding a 6th Git (for the extra wounds).
Blastas only increase the kills to 1.75, and injure you to boot, so against MEQ they're definitely a worse choice. Of course, against terminators the normal (non blasta) shots only get 0.75 kills, and blastas get 1 kill, but that's very situational and marginal at best. You're better off relying on the Kaptin or units with powerklaws to kill the termies.
Where the unit really shines is with the kaptin. He gets 3 shots, and I'd use the ammo runts as quickly as possible, as you never know how long the unit will last. He has 3 shots, but with the runts he gets 2 hit per turn, giving you 1.66 marine and 1.1 termie kills, more than doubling the effectiveness of the unit, and consistently giving the unit AP 2 shots.
Last but not least, the rokkit on the wagon they're riding gets 0.33 hits = 0.28 marine kills. Altogether, the unit as a whole (Gitz + Kaptin + wagon) kills about 3.5 marines a turn, or 3 terminators.
For 345 points, I'll admit, you can field units that are statistically far more cost effective against marines, but there is no unit in the Ork army that can deal with 2+ armor saves from 24in away better than the flash gitz (although the SAG comes close), and as long as they have a transport they can also do it on the move (something the SAG can't do).
Flash Gitz fill a niche that no other unit in the Ork army can. Killa Kans are the next closest unit, and they certainly have a niche of their own, but they can't move nearly as quickly as the Gitz can in a transport.
I'm not saying that Flash Gitz are a perfect unit, but they can definitely prove effective as long as you don' t need the two heavy slots, they have a transport, the Kaptin is with them, and they're kept relatively cheap.
Last edited by mynameisgrax; April 18th, 2009 at 16:00.
Uh, don't 10 Gitz w/ more dakka get 20 shots per turn?
The thing about the Kaptin that makes me wonder is if it'd be better to just take 4 extra gitz instead. The unit would certainly withstand more fire. You don't get a reliable AP2, or the extra ammo runts, but you get an extra 5 shots per turn without overheats, and you get enough boyz to get the same Ld as the Kaptin to start, plus 6 more wounds and a higher base fire volume that's not reliant on a limited supply of runts.
Seems like Badrukk gives a little more reliable dakka at the expense of more potential dakka and some of the staying power. Sure, he about doubles the offensive power, but so does doubling the number of non-painboy Gitz for the same cost, or close to it. I'm just not really sold on Badrukk as a good buy unless you already have a big unit of gitz and just want that last bit of extra oompf.
*edit* Or to put it this article's context... For the price of Badrukk alone you can take a full mob of 30 Grots plus runtherders with Grot Prods. Exact same point cost. 30 shots, 33 wounds, scoring unit, and probably better in melee. Plus in melee they'd get 6 poisoned attacks, great for helping down MCs. So... Badrukk, Better off with Grots?
*edit 2 'cause I'm bored* Taking it further, with a l;ittle mathhammer you get this for shooting with Badrukk alone vs his exact equivalent points in grots. Badrukk uses 1 runt per volley so he can do this well 3 times, and it goes downhill after that. Assuming full firepower in range for both.
Badrukk kills 0.625 meqs in cover, or 1.25 out of cover
Grots kill 1.66 meq in or out of cover
Badrukk kills 0.625 termie in cover, 0.83 out of cover
Grots kill 0.83 termies in or out of cover
So Badrukk's best option is to be shooting high T MCs or low AV tanks, as grots can kill more then he can against infantry once in range. Which is kinda funny to me And if you want to peg MCs or AV, his points in Lootas pumps out 18 S7 AP4 shots on average vs his 3 shots, and with twice his range and 4.5 times his wound volume.
Just some things to think about
Last edited by Xardian; April 19th, 2009 at 04:28.
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