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Dem Shiny Gits and Mega Armoured Orks.
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Old 11 Sep 2007, 22:44   #1 (permalink)
Aun
Shas'El
 
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Default Dem Shiny Gits and Mega Armoured Orks.


Hey

I was looking at the Ork Codex when I was first thinking about which army to play, as I have played Orks in other games and have a huge collection of orks from all of them (MageKnight, Lord of the Rings, etc.)

But in the end, it came down to price concerns as 40K was more expensive than any of the games I had played before, so in the end I skipped Orks for a more economical army. However I have allways kept a place in my green heart for them, and now that I have two other army's to occupy my time with I am really thinking about starting a Bad Moons army.

Looking over the Bad Moons fluff, it looks like my army will have a fair amount of Flash Gits and Mega Armoured Orks in it, so I was wandering, How do these units perform on the table?

Are they points effective? Are their any special tactics to using them? Is their a good points limit to how large the units should get?

My plan right now is to take a large unit of Mega Armored Orks and a Warlord and transport them in a Battlewagon supported with mobs of Boyz and Flash Gits with some Wartruks adding some help.

Thanks.
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Old 12 Sep 2007, 07:14   #2 (permalink)
Shas'Saal
 
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Default Re: Dem Shiny Gits and Mega Armoured Orks.

Be warned that the Orky Klan rulez are probably on their way to the gallows even now... word has it that there will be nothing for da Klanz in the new Ork Codex coming out 2008. On the other hand, I imagine a Bad Moons army will be more than doable. If the rumours are to be believed, you'll be able to take units of Mega-armoured Nobz as Elites and Flash Gitz now come armed with a rather nasty new weapon called the Snazzgun.

As they are in the current Codex, Meganobz are possibly some of the deadliest non-IC units in the entire game. Their Power Klaws will make a mockery of absolutely anything unforunate enough to be in CC with them. The trick to using them is to know what to fight and what not to fight. Stay the hell away from Power weapons and Rending things like Gork's fury. Meganobz do not have invulnerable saves so these will make short work of them. You can upgrade them with Cybork bodies, true, but this is probably too much of a points sink to even be considered. I'd recommend a Wartrukk as a transport rather than a Battlwagon though. The Battlewagon can take up to 20 models so this should be exploited to the max. Give da Bosstrukk a Wartrakk escort or better yet, hide it behind the Battlewagon to protect it. A Mekboy with a Kustom Force Field also helps here.

I'm not personally a fan of da Flash Gitz, but others love them. Use them to support your other boyz' advance, pouring dakka into the enemy to soften them up before the final charge. Alternatively they can be used to hold objectives and act as a sniping unit to dissuade weakish enemy scoring units from coming towards them. Don't get the Blasta kustom job, it's much too dangerous to justify the points cost. The other two each have their strengths and limitations, so take your pick. Also keep in mind that Flash Gitz can have potentially up to 5 special weapons (Nob included) - the Big Shoota is probably best as it matches the strength and dakka output of your shootas. Rokkit launchas would likely mean wasting all those other shots while you try and bust open vehicles, and you'd just be asking for trouble with burnas since they put your Gitz too close to the enemy for comfort.

One last thing to remember is that both Flash Gitz and Meganobz are very costly in points, so your model count, and by extension your army's durability, will be considerably lower than that of most other Ork armies. It'll take a bit of cunning and liberal use of defensive/distractive units such as Grotz and Wartrakkz to get the most out of your pricey elitist units.
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Old 12 Sep 2007, 13:03   #3 (permalink)
Shas'El
 
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Default Re: Dem Shiny Gits and Mega Armoured Orks.

I personally use flash gitz but I do so in squads under 15. I don;t give them any heavy weapons since you must upgrade the ork first with his custom job. I do how ever give my nob a Bosspole.
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Old 12 Sep 2007, 17:47   #4 (permalink)
Shas'Saal
 
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Default Re: Dem Shiny Gits and Mega Armoured Orks.

Quote:
Originally Posted by Hyena031
you must upgrade the ork first with his custom job.
Really!? That's completely new on me. I've no reason to doubt you though... I've used Flash Gitz maybe once in all my 3 years playing Orks. :P
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Old 12 Sep 2007, 20:33   #5 (permalink)
Shas'El
 
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Default Re: Dem Shiny Gits and Mega Armoured Orks.

You got it everyboy, including ones with burnas, rokkits and big shootas and your nob all must spend the points on the upgrade you have chosen even if it doesn;t have an effect on their weapon.
However, you don't have to give the squad a custom job at all if you don;t want to. If you didn't all that you are getting is shoota boyz that cost 1pt more but a Nob that cost 1pt less.
One thing you could do if you like the clan rules for the moons is to mix-max your compulsary squads of flashgits as follows:

5 x Flashgitz: No Kustom Jobs, 4 Big Shootas, 1 Nob: Bosspole, Choppa & Big Shoota.
Cost = 105pts,

or

5 x Flashgitz: with nothing.
Cost: 45pts.

Up to you though since you are the warboss.
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Old 14 Sep 2007, 01:54   #6 (permalink)
Aun
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Default Re: Dem Shiny Gits and Mega Armoured Orks.


Thanks guys, sorry it took so long for me to reply, I've been busy.

Quote:
Be warned that the Orky Klan rulez are probably on their way to the gallows even now... word has it that there will be nothing for da Klanz in the new Ork Codex coming out 2008.
Yes, thats what I thought.

Quote:
As they are in the current Codex, Meganobz are possibly some of the deadliest non-IC units in the entire game. Their Power Klaws will make a mockery of absolutely anything unforunate enough to be in CC with them. The trick to using them is to know what to fight and what not to fight. Stay the hell away from Power weapons and Rending things like Gork's fury. Meganobz do not have invulnerable saves so these will make short work of them. You can upgrade them with Cybork bodies, true, but this is probably too much of a points sink to even be considered.
Rodger.

Quote:
I'd recommend a Wartrukk as a transport rather than a Battlwagon though. The Battlewagon can take up to 20 models so this should be exploited to the max. Give da Bosstrukk a Wartrakk escort or better yet, hide it behind the Battlewagon to protect it. A Mekboy with a Kustom Force Field also helps here.
I was just trying to take the most reliable transport for an expensive unit. I wanted something that could take them right down the enemy's throat, thus I thought about a Battlewagon. But your idea about hiding it behind the Battlewagon is just as good as well, and a Kustom Force Field should make it harder to knock out.

Quote:
I'm not personally a fan of da Flash Gitz, but others love them. Use them to support your other boyz' advance, pouring dakka into the enemy to soften them up before the final charge. Alternatively they can be used to hold objectives and act as a sniping unit to dissuade weakish enemy scoring units from coming towards them. Don't get the Blasta kustom job, it's much too dangerous to justify the points cost. The other two each have their strengths and limitations, so take your pick. Also keep in mind that Flash Gitz can have potentially up to 5 special weapons (Nob included) - the Big Shoota is probably best as it matches the strength and dakka output of your shootas. Rokkit launchas would likely mean wasting all those other shots while you try and bust open vehicles, and you'd just be asking for trouble with burnas since they put your Gitz too close to the enemy for comfort.

One last thing to remember is that both Flash Gitz and Meganobz are very costly in points, so your model count, and by extension your army's durability, will be considerably lower than that of most other Ork armies. It'll take a bit of cunning and liberal use of defensive/distractive units such as Grotz and Wartrakkz to get the most out of your pricey elitist units.
Rodger.

Quote:
You got it everyboy, including ones with burnas, rokkits and big shootas and your nob all must spend the points on the upgrade you have chosen even if it doesn;t have an effect on their weapon.
However, you don't have to give the squad a custom job at all if you don;t want to. If you didn't all that you are getting is shoota boyz that cost 1pt more but a Nob that cost 1pt less.
One thing you could do if you like the clan rules for the moons is to mix-max your compulsary squads of flashgits as follows:

5 x Flashgitz: No Kustom Jobs, 4 Big Shootas, 1 Nob: Bosspole, Choppa & Big Shoota.
Cost = 105pts,

or

5 x Flashgitz: with nothing.
Cost: 45pts.
Great idea, I'll probably do something similar, however I think it's kinda pointless to take a squad of Flashgitz without some upgrades. Kinda takes the flavor out.

Quote:
Up to you though since you are the warboss.
I like da sound a dat! ;D
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Old 14 Sep 2007, 02:35   #7 (permalink)
Shas'El
 
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Default Re: Dem Shiny Gits and Mega Armoured Orks.

I have to disagree on the Flashgits in regards to special weapons. The codex says they may be given one custom job for their shootas, it does not say they need to. It also says up to 4 can have special weapons. Now, if you wanted to get a custom job you'd have to pay for that on all models and then pay for the big shootas on top of it, however if you just wanted big shootas (or whatever), then you can do that without having to pay for custom jobs first since it's optional. What you can't do is pay for custom jobs on all Orks except the ones with big shootas, it has to be bought for them all if you want it and then you add in special weapons.
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Old 14 Sep 2007, 12:39   #8 (permalink)
Shas'El
 
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Default Re: Dem Shiny Gits and Mega Armoured Orks.

Exactly what I said THor, I was just suggesting some min max option so he could meet his compulsary flashgit troop choices.
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Old 14 Sep 2007, 12:56   #9 (permalink)
Shas'El
 
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Default Re: Dem Shiny Gits and Mega Armoured Orks.

My bad, I guess I misread that. Eh, at least now there's a lengthy explanation of them
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Old 14 Sep 2007, 14:54   #10 (permalink)
Shas'Ui
 
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Default Re: Dem Shiny Gits and Mega Armoured Orks.

Megaarmored orks will be plenty in the new codex, and shoota boys and flash gits are some standouts. So the klanz will be dropped, which sucks for most of us. But for Goffs and Badmoonz and Red Sunz the list will work wonders
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