Anyone who knows me well will tell you something to the effect of, "Sean? Â Yeah, he's a 'project kind of guy'". Â I certainly will not deny this, as I've had dozens of wargaming related projects over the years.
Awhile back I attempted to stem this by selling all but one army for Warhammer 40k(I've only ever really had one FB army, and I mostly dislike the game as a whole). Â My sales were largely successful not only in terms of profit, but also in leaving me with a feeling of boredom with the game. Â I left myself with my Chaos Space Marine army and I certainly began to make headway on painting it, but I would get bored with both painting and playing it 100% of the time.
Then one day I picked up an Assault on Black Reach boxed set with the intention of teaching the new edition to a buddy of mine who was on leave from active duty in Iraq. Â We played a game, in which I played as the Orks and I found myself having an absolute blast. Â It was then that I made a pact with myself: I would build a cheap Ork army that was not a project. Â I would resolve to never paint it, and to only break it out once every few months against close friends to break the monotony of playing the same, fairly boring codex.
I set to ebay to pick up cheap parts: AoBR boyz, nobz, some Trukks, and parts to make a bunch of Killa Kanz. Â I had a blast converting Flash Gitz and building custom Meganobz, and later even went crazy and went wild on buying a Valkyrie to turn into a battlewagon because "looted vehicles are cool".
I've learned that Orks go one of two ways: they're either incredibly easy to run, or fairly challenging depending on your build. Â It's easy to build 20 nob bikers and some warbosses on bikes, but that doesn't necessarily make the game fun for me. Â What does put my proverbial "buns in the oven"? Â Using the units that no one talks about, even if/when they fail miserably.
Flash Gitz.
That's right, Flash Gitz. Â I've actually had local players ask me "Huh? Â What are those?" when confronted with the name. Â It actually makes my inner-ork cry slightly when I hear this sort of response! Â The most common complaint is that they're overpriced for what you get, but in a game dominated by MEQ armies I cannot understand this argument.
At its core, a Flash Git is basically an Ork nob. Â They come with all of the same upgrades available to a unit of Nobz, however they occupy a Heavy Support slot in the FOC. Â Also, they cost 5 more points than a Nob due to their special weapon: the Snazzgun. Â This is what, in my opinion, makes the unit.
The Snazzgun is an Assault 1 gun with an impressive 24" range. Â It is Str 5 and has a variable AP of D6. Â Furthermore, the Snazzgun can be upgraded in up to three different ways:
-Shootier: Simple enough, this upgrade makes the Snazzgun Str 6. Â Suddenly, we can open light transports and insta-kill T3 characters!
-More Dakka!: The absolutely 100% necessary upgrade, this makes the Snazzgun Assault 2. Â The low Ork BS makes this a required upgrade, along with considering maxing out on Ammo Runtz(for when you really need to kill that unit)
-Blasta: This upgrade is easily the least desirable of the three, but still has its' uses. Â It allows you to subtract 1 from the roll to determine your AP, but also makes the Snazzgun "get hot!". Â I typically stay away from this one, but against 3+ and 2+ armor armies it might be a necessity. Â I'm not going to go into the Special Character upgrade for this unit because well, I'm not a fan of Special Characters in general. Â Needless to say, Kaptain Badrukk is pretty decent if you're willing to shell out the points, and he's a pirate Ork!
You end up with a unit that has a large volume of long range firepower, that has a 50% chance to be AP3(higher yet, if you invest the points). Â They come with a 4+ armor save, and can get both a 5+ invuln and Feel No Pain by adding a Painboy to the unit. Â Place the unit in an open topped Battlewagon(dedicated transport) built to keep moving(Armor Plates, Grot Riggers) and if you've got the points to burn consider a Killkannon for added punch. Â Typically, I like to field Big Mek's as my HQ selection, so in most cases there will be a Big Mek with a Kustom Force Field attached to this unit, giving a 4+ concealment save to the Battlewagon and you've got a decently protected, mobile Marine frying machine.
Is it expensive? Â Sure. Â Is it a blast to field? Â Undoubtedly. Â Do Orks giggle? Â If they are flash gitz who just threw a 1 or 2 on their AP roll, you bet they do!
Anyone who knows me well will tell you something to the effect of, "Sean? Â Yeah, he's a 'project kind of guy'". Â I certainly will not deny this, as I've had dozens of wargaming related projects over the years.
Awhile back I attempted to stem this by selling all but one army for Warhammer 40k(I've only ever really had one FB army, and I mostly dislike the game as a whole). Â My sales were largely successful not only in terms of profit, but also in leaving me with a feeling of boredom with the game. Â I left myself with my Chaos Space Marine army and I certainly began to make headway on painting it, but I would get bored with both painting and playing it 100% of the time.
Then one day I picked up an Assault on Black Reach boxed set with the intention of teaching the new edition to a buddy of mine who was on leave from active duty in Iraq. Â We played a game, in which I played as the Orks and I found myself having an absolute blast. Â That day, I made a pact with myself: I would build a cheap Ork army that was not a project. Â I would resolve to never paint it, and to only break it out once every few months against close friends to break the monotony of playing the same, fairly boring codex.
I set to ebay to pick up cheap parts: AoBR boyz, nobz, some Trukks, and parts to make a bunch of Killa Kanz. Â I had a blast converting Flash Gitz and building custom Meganobz, and later even went crazy and went wild on buying a Valkyrie to turn into a battlewagon because "looted vehicles are cool".
I've learned that Orks go one of two ways: they're either incredibly easy to run, or fairly challenging depending on your build. Â It's easy to build 20 nob bikers and some warbosses on bikes, but that doesn't necessarily make the game fun for me. Â What does put my proverbial "buns in the oven"? Â Using the units that no one talks about, even if/when they fail miserably.
Flash Gitz.
That's right, Flash Gitz. Â I've actually had local players ask me "Huh? Â What are those?" when confronted with the name. Â It truly makes my inner-ork cry slightly when I hear this sort of response! Â The most common complaint is that they're overpriced for what you get, and in any other tabletop strategy game that is not dominated by T4 3+ armor units, I might actually agree with you.
At its core, a Flash Git is basically an Ork nob. Â They come with all of the same upgrades available to a unit of Nobz, however they occupy a Heavy Support slot in the FOC. Â Also, they cost 5 more points than a Nob due to their special weapon: the Snazzgun. Â This is what, in my opinion, makes the unit.
The Snazzgun is an Assault 1 gun with an impressive 24" range. Â It is Str 5 and has a variable AP of D6. Â Furthermore, the Snazzgun can be upgraded in up to three different ways:
- Shootier: Simple enough, this upgrade makes the Snazzgun Str 6. Â Suddenly, we can open light transports and insta-kill T3 characters! Â Also very important is that suddenly those few hits that you do land are almost guaranteed to wound most units in the game.
- More Dakka!: The absolutely 100% necessary upgrade. Â Never, ever, ever do not take this upgrade. Â This makes the Snazzgun Assault 2. Â The low Ork BS is what makes this a required upgrade. Â Also consider maxing out on Ammo Runtz. Â Sometimes those three re-roll will make or break your turn.
- Blasta: This upgrade is easily the least desirable of the three, but still has its' uses. Â It allows you to subtract 1 from the roll to determine your AP, but also makes the Snazzgun "get hot!". Â I typically stay away from this one, but against 3+ and 2+ armor armies it might be a necessity.
You end up with a unit that has a large volume of long range firepower, that has a 50% chance to be AP3(higher yet, if you invest the points). Â They come with a 4+ armor save, and can get both a 5+ invuln and Feel No Pain by adding a Painboy to the unit. Â Place the unit in an open topped Battlewagon(dedicated transport) built to keep moving(Armor Plates, Grot Riggers) and if you've got the points to burn consider a Killkannon for added punch. Â Typically, I like to field Big Mek's as my HQ selection, so in most cases there will be a Big Mek with a Kustom Force Field attached to this unit, giving a 4+ concealment save to the Battlewagon and you've got a decently protected, mobile Marine frying machine.
I will say that Flash Gitz are situationally useful. Â Are you playing against Imperial Guard or Eldar? Â If so, this unit might not be so useful. Â Are you playing against Tau, Space Marines, Necrons, Chaos Space Marines, or Sisters? Â You might want to consider these guys.
Is it expensive? Â Sure! Â Is it a blast to field? Â Undoubtedly! Â Do Orks giggle? Â If they are flash gitz who just threw a 1 or 2 on their AP roll, you bet they do!