WAAGH! Drilteef is the great battle fleet of the infamous Doc Drillteef, Ork warlord and dentist.
Search This Blog
Flash Gitz Test Part 2: the Dirty Goblin Team Tournament
The monthly team tournament at Dirty Goblin Games is a great opportunity to try out crazy stuff you wouldn't normally do. I generally pay my $5 and watch as the delightfully crappy units I bring are killed in a multitude of hilariously violent ways. Of course, these crazy match-ups usually make little sense fluff-wise, but they are a lot of fun!
Saturday it was the Flash Gitz' turn as I'd like to see how they operate in case I want to use them for Adepticon. They arrived on the scene in all their gray primer glory on the back of the Electrork Mayhem which was standing in for an interesting Forge World vehicle called the Mekboy Junka. This vehicle is basically a Looted Wagon with three Big Shootas, a Deffrolla, and Grot Riggers for a mere 65 points. Although this unit is rather fragile, it allows you to take a non-dedicated transport in the Elite slot, which is important since Flash Gitz are a Heavy choice and my flex slot in the Adepticon Team Tournament is taken up with an Aegis Defense Line.
My buddy, Kevin, filled out the other 1000 points with his Sisters of Battle.
My List: Big Mek (Shokk Attack Gun, ammo runt), 15 Gretchin, 30x boyz (nob, bosspole, 3 big shootas), 21x Boyz (nob, bosspole, big shoota), 9x Flash Gitz (painboy, shootier, more dakka, 2x ammo runts, cybork bodies), Mekboy Junka (deffrolla), Aegis Defense Line (quadgun) Kevin's List: Saint Celestine, Exorcist, Exorcist, 5x Dominion (flamer, 3x meltagun, immolator (heavy flamer)), 10x Sisters (melta, flamer, rhino), 18x sisters (melta, multimelta), Priest, Priest
So apparently, somehow my list was 44 points over... I have absolutely no idea how that happened. I can't even fathom how to arrive at that number in any meaningful way. A-ha! Cybork Bodies. Take the Cybork Bodies off and the list is 999 points. I can't remember an instance in which I took an invulnerable save anyways, so I guess it wasn't such a terrible thing.
Something to think about, actually. Are they all that necessary for 45 points when I have Feel No Pain to fall back on? Not sure.
At any rate, my apologies to my opponents for that mistake! On to the games...
EDIT: Oh, wait. No. I was adding one extra Flash Git to my list. Army Builder separates the Painboy from the number of base Flash Gitz. Oops! Yay! I'm not a cheater!
Game 1
Primary Mission: The Scouring Secondary Mission: Kill Points Deployment: Vanguard Strike Opposition: Deathwing Dark Angels with a Dev squad and Imperial Guard with Executioners as heavy support.
We deployed forward, yet defensively in case the enemy decided to seize the initiative. Note the makeshift Big Mek with KFF... that is something I just cobbled together to try it out with. I have a project for him on the horizon.
The big squad of Boyz, the Dominion, a squad of Sisters, and the Flash Gitz remained in Reserve to counter-punch the Terminators and seize objectives. I constructed the gun rack for the Electrork Mayhem during our D&D session the night before.
The Sisters of Battle, brave souls, take the vanguard!
The Gretchin pour shots into the enemy lines along with the Executioners. The Shokk Attack Gun all but obliterates the enemy's Company Command Squad.
Belial and his Deathwing arrive on turn 1 and fill our ranks with bolter fire. Of course, the Sisters' painted armor proves more than sufficient to turn away the weapons fire from unpainted models!
The Dominion arrive on the enemy's right flank and give the Devastators a meaning behind their name. A Tactical squad in a Rhino and a Platoon get ready to pounce on the Sisters.
The Boyz arrive from reserve and advance on the enemy's flank to offer support to the Sisters.
The Big Mek throws blasts downfield while the Sisters advance.
The Flash Gitz arrive and pour shots into the enemy, but to no avail. Even gray plastic Terminator armor is still Terminator armor!
The Boyz have a bit more luck.
Okay. A lot more luck.
Saint Celestine leads her Sisters into the waiting maw of hot, plasma death!
The Tactical squad disembarks and thins out the Sisters. Not pictured is the unfortunate end of most of the Platoon, however, the one remaining Private with his krak grenade gives the Immolator what for!
After a round of full, focused fire, there is little left of the sisters in the vanguard. Even Celestine's cloak has been blown off!
A shot downrange.
The Flash Gitz claim the lives of a couple of centuries-old warriors.
Belial and his remaining Terminator assault. The Terminator is riddled with bullets as they charge in.
Assault claims the lives of several Sisters, though that had been their choice on their terms.
One lonely sister remains on our right flank.
The Executioners and the Platoon are feeling rather smug about it, too!
Belial is knocked unconscious by the many gun-butts of the Shoota Boyz. The Flash Gitz race forward to Celestine's rescue.
The boyz finally launch an assault against the enemy's right flank. Of course, Space Marines are made of sterner stuff!
Saint Celestine's flame-spurting sword lays waste to the smug Imperial Guard platoon.
The Flash Gitz pour buckets of armor-piercing rounds into the Terminators after the surviving Exorcist does the same.
The Flash Gitz make quick work of the last remaining Terminator in close combat.
Result: Major Orks & Sisters victory.
Game 2
Primary Mission: Emperor's Will Secondary Mission: Crusade (5 Objectives) Deployment: Hammer & Anvil Opposition: Tau with a Riptide and two Hammerheads and horde Orks with a Shokk Attack Gun and Lootaz.
Kevin and I deploy extremely defensively as we placed the greater number of Objectives. Again, we put Kevin's armored Sisters forward as the vanguard. One of the Exorcists is immobilized by terrain. Again, I leave the Flash Gitz and a Boyz squad in reserve while Kevin outflanks with his Dominion.
The enemy advances...
...with a sizable backfield.
MVP!
The enemy's hammerheads are largely inaccurate throughout the battle.
The Riptide hits our lines, scattering units and causing quite a distraction. We are forced to deal with it instead of...
...the advancing Boyz squad. Saint Celestine attempts to do some work to them.
The Dominion make a valiant effort against the Fire Warriors on the enemy's left flank, but the odds are against them.
The Riptide is eventually felled by combined fire from throughout the army, though a suit squad remains a threat that the Saint must elect to take care of.
The fight ends with our forces within one turn of assailing the enemy Boyz squad. We are able to put a lot of shots into them but (not pictured here), the Big Mek is able to pass all of the wounds to Boyz behind him and he scores the ojective needed to secure the secondary objective and, with it, victory.
Result: Minor Tau/Ork victory.
Game 3
Missions: Big Guns Never Tire (5 Objectives) and Purge the Alien. I honestly can't remember which was primary. Deployment: Dawn of War Opposition: Tau and Tau with two riptides, two commanders, two suit squads, a skyray, and a bunch of fire warriors.
As we are to go first, Kevin encourages me to deploy my Flash Gitz and I encourage him to Scout with his Dominion. Everything except the big Sisters squad starts on the field.
The enemy deploys in two large, self-sufficient groups with the Riptides temporarily on the enemy's left flank. Of course, a squad of suits and the commanders are Deepstriking.
The Dominion redeploy forward and move up to greet the Broadsides.
The Flash Gitz also move forward. I'd placed my Aegis about 6" forward, so the Boyz move up to hug it. The Exorcists hide behind a very sturdy rowhouse.
The Sisters make quick work of the Broadsides thanks to their Melta and Ignores Cover Act of Faith. The Flash Gitz put a lot of wounds on a squad of Fire Warriors.
We begin taking fire, losing an Exorcist and an Immolator.
The Skyray is immobilized by the Shokk Attack Gun
The enemy destroys our other Exorcist, so they aggressively and move forward with their suits and Riptides. I declare a charge with the Yellow Shoota Boyz and they are decimated down to five bodies and fail the charge. The squad of thirty red boyz launch an assault.
The fight doesn't go too poorly for the Orks and when the suits attempt to Hit & Run out, they roll a measly 4 inches and are still trapped!
The Flash Gitz' vehicle is wrecked and then they lose three Orks to an overcharged Riptide weapon, having been doubled out. They fail on their 7 Leadership and break.
The Riptides break the combat at the center of the board and the enemy advances unchecked.
The Big Mek rolls a 2 on his Shokk Attack Gun....
.... and the Orks lose the Objective they needed to tie the game on this, the last turn.
The objective the Flash Gitz had been heading towards lies contested until a single sister is killed, freeing it up to be claimed by the few fire warriors hidden in the ruin.
The Flash Gitz fail to rally.
A single sister tries to grab an objective, but Smart Missile Systems make quick work of her.
Result: Major Tau victory.
Lessons Learned:
Flash Gits are far better utilized with a babysitter HQ. Of course, this is very true of any hammer unit. If you have so much invested in the unit, then it would be silly not to protect it with an HQ of some kind. This is especially true of Orks who have such shoddy Leadership scores, even on their more costly units.
Flash Gits are difficult to deploy. Do you choose to start on the board, blast forward, and take a quick First Blood with your armor-piercing Ignores Cover shots or do you leave them in reserve to assassinate anyone who dares break through your defenses? I think perhaps, the answer is that you deploy if you're going first and you reserve if you're going second in the majority of cases. This will require further study.
Flash Gits would be an easy choice if they were not so expensive. With Assault 2 Str 6 Snazzguns, the Flash Gits cost 5 less points than a Meganob or your average Terminator. They're dead even when you go for the Cybork Bodies. They do have the benefit of Feel No Pain if you pay for the single Painboy (who costs 55 or 60 points and has no Snazzgun), but have only a 4+ save. They also may not take a Battlewagon as a dedicated transport... or any for that matter. This all means that you're devoting two heavy slots and a whole lot of points to have a fun and crazy unit which is fairly durable and actually rather killy. I'd say they're a pretty good choice in small games, but in bigger games or games where your Force Organization chart is limited, they should probably stay home because you won't have as many fun toys to play with.
Tau are tough, but certainly not unbeateable. While it's true we did not face completely tooled-up lists, we were doing fairly well in our games to a point. I never felt overwhelmed. I only lost my cool when the Flash Gits broke and ran. Most people know my disdain for Leadership checks. Sorry, Jared and Jacob!
The Next Test:
I believe I'll try some Nobz with Big Choppas and Kombi-Skorchas. Granted, they're the same points cost as Flash Gitz, but they can take a Battlewagon as a dedicated transport. They're also pretty good representations of Orks wielding Noize Weapons.
x7 Flash Gitz with a Painboy and a Junka = 415 Points
7 Flash Gitz, 350 pts (Ammo Runt x2; Cybork Body; More Dakka; Shootier)
1 Painboy (Cybork Body)
1 Mekboy Junka (IA), 65 pts (Deff Rolla)
x7 Nobz with a Painboy and a Battlewagon (and a Bosspole) = 425 Points
1 Nobz, 425 pts (Cybork Body)
1 Painboy (Cybork Body)
1 Nobz (Bosspole; Cybork Body; Waaagh! Banner; Big Choppa; Shoota/Skorcha Kombi-weapon)
6 Nobz (Cybork Body; Big Choppa; Shoota/Skorcha Kombi-weapon)
1 Battlewagon (Red Paint Job; Reinforced Ram; Big Shoota x1)
In this loadout, the Nobz lose the 4+ armor save and the AP ranged weapons, but gain a more reliable transport and can actually do a lot of damage with their Skorchas in the right situation. They certainly put out a lot of damage in close combat, too.
Not sure if they'll be more fun, though. Well, we shall see. Until next time...
One can only make so many milestone posts before people eventually get soul-crushingly bored of them. However, I'm going to make an exception here because with my Vengeance Batteries, I've reached a total of 10,000 points painted with my Orks. These points include reasonable upgrades, but not ridiculous add-ons like Kill Kannons for the Battlewagons. Let's not be silly . Here's a video of the army. Unlike the one I did for 7,000, this does not include a running commentary of each unit. I simply cannot find the time to do that. However, at the end of the post, please find a complete army list. Please try to view in YouTube instead of this embed because I uploaded it at full resolution and it took me forever. You won't be disappointed! I started playing this game in 2010 when some friends and I suddenly realized that we finally had grown-up jobs and could actually afford it. I'd always danced around the idea of collecting Orks either for F
Ponies and Smurfs and Gundams! Oh my! Sometimes someone posts a joke army they've built and painted on the internet and the internet lashes out against it, sometimes quite vociferously. I have a problem with the strong objections to these armies, with caveats. Please note that, throughout this article, I will refer to armies which break the 4th wall and are incongruous to the 40k fluff as "joke armies". Of course, I do realize many hobbyists who choose to build their armies in this way do not mean them as a joke and take it very seriously, but I need some kind of general term for the article. Shannon's Smurf Drop Pod Army Hobbyist Reasoning The hobbyists who choose this kind of path for their army express four-ish common reasons for doing so, sometimes citing two or three of them simultaneously. Cost: Cost can be a big driver towards building this kind of army. A lot of the time, it's quite a bit cheaper to use toys to stand in for 40k models. An
I've completed another commission for Frontline Gaming. For this one, the customer chose a brown scheme using the Ravenwing iconography for a generic chapter or chapter of his own devising. This was a LEVEL 1 commission which means just one highlight. This was the first time I'd ever done Edge Highlighting which is the preferred method for doing this level of commission. I know it may seem strange that someone doing commission work hasn't done edge highlighting, but it's just not my preferred method. I prefer to wet blend everything or just do blocked highlights over darker colors and washes. The first go-around they looked terrible. I tried really hard to keep the edge highlights thin and vague, but instead they came out kind of sloppy. Because of that, I had to spend an additional 4 hours on making the highlight heavier and more pronounced. The good thing is, I know what I'm doing now and won't make the same mistake again; therefore an army lik
Comments
Post a Comment