As I map out my switch back to the orks I find myself thinking about one of the more maligned units in the codex – Flash Gitz. I like the idea of armored, heavily armed freebooters. The modelling opportunities alone almost make them worth fielding. However they’ve largely been branded as a non-competitive choice. With the change to 6th edition I think they warrant at least a moment of consideration.
In addition to the core rule changes, Flash Gitz have been amended for 6th edition. They come standard with Gitfindas which used to allow them to per-measure range for shooting. Now that everyone can do this it’s a pretty useless ability and rather than let that happen (as they often do) GW fixed it. Now they allow the Flash Gitz to ignore cover saves! Given that their guns have a 50% chance of ignoring marine armor, taking away that cover save as well really helps the Gitz do what they do. Is that enough? let’s see…
Flash Git Pros
Flash Gitz are basically shooty nobz in ‘eavy armor. They have nob stats, and their base cost is the same as nobz in ‘eavy armor. They come with snazzguns: a 24″ range, strength 5, assault 1 weapon with d6 AP. As I mentioned before, that d6 AP means you have a 50% chance of ignoring marine armor, a 33% chance against terminator armor. There three upgrades available, in any combination, for 5 points each. More Dakka upgrades the snazzguns to assault 2, doubling the firepower of the unit. Shootier upgrades them to strength 6. Blasta reduces their AP by 1 so that they have a 50% chance or ignoring terminator armor and 66% change vs. marine armor, but it also makes them get hot.
With two wounds each and 4+ armor, Flash Gitz have decent durability. It’s also possible to upgrade one to a Painboy, giving the unit Feel No Pain and the option for a 5++. They are comparable to Nobz in base durability.
One Flash Gitz mob can be led by Kaptain Badrukk. He’s a bit pricy but comes with 3+ armor, a str7 AP2 Assault 3 gun, and stats just shy of a warboss.
Flash Gitz Cons
Flash Gitz have fewer options than nobz, other than the painboy (if you take one) all of them have to be armed the same. While their nob stats mean they’re decent in close combat they don’t have the options for a klaw or ‘uge choppa to help them there. They also have no dedicated transport. If you want them to ride they’ll have to steal it from someone else or take up an extra heavy slot.
Flash Gitz are not characters, as Nobz Mobs are currently classified, so they can’t play the “look out sir” game to spread wounds.
Finally, they count as Heavy Support and have to compete with some other tempting options. Unlike nobz, there’s no way to move them into another slot.
In 5th edition I played a number of games with a mob of 5 Flash Gitz with more dakka and shootier and I always felt they were worth the 175 point investment in a hybrid or foot slogging list. They’ve done well against AV1, MEQ, and monstrous creatures. They do well in close combat against non-dedicated assault units. Though I haven’t had a chance to try them in 6th yet, I expect they’ll do even better now that they ignore cover and vehicles can be glanced to death. I usually use them in combination with a large mob of boyz to offer mutual protection.
A larger mob brings more shots and durability, but they get pricy quick. In a small mob I’m loathe to give up the shots to add a painboy, but he’s more likely to be worth taking in a large mob. Adding Badrukk adds to their shooting and improves their close combat potential but again, the unit can get pricy quick with a full unit plus Baddrukk coming in around 500 points. For that you would usually expect a deathstar unit but these guys don’t really fit the bill.
In a hybrid or foot list I think a small unit of these could fit in well. As the unit gets larger and/or you want them in a transport it will become more difficult to make the investment pay out. You could build a fun themed list around them but I think they’ll still be rare in the competitive scene.
What are your thoughts on Flash Gitz?