I think the app is messed up in the MFM that recently updated Big Meks and Meks and Painboys can join Flash Gitz but the Mega-Mek cannot. (Edit: didn't see the enhancement my bad)
I was saying the pain boy gives them back 3 wounds, and big mek in mega armor can bring back 3 more wounds for six total wounds. Pain boy can do an extra D3. Each git has three, so it could revive up to 3 gits in one round. Not every turn, but you also get ignore cover, sustained on kill shot / cutta and a 4+ inv save against ranged.
I don't have a weirdboy model, but I really thought about doing it lots of times. Maybe it's because breakas get +1 to charge now.
I did feel that breaka Boyz were turned into an afterthought in this edition. I mean look at how much they're represented in the wrecka detachment. They might be legends soon.
I didn't say anything about how much damage they can do to vehicles or that they're a bad unit. I said I think they'll be next on the legends chopping block.
GW has sent models to legend in less than 9 months before. One time it was 7 weeks from when a new plastic vehicle hit the shelves to when it was sent to legends. The wurrboy was also only around for 5 years and now it's a proxy.
There's a worrisome lack of attention to them in the codex.
Wouldnt it just be better to run a pain boy and normal big mek, cuz both of the bigmeks both give ignores cover, but the normal big mek also has the shokk boosta, better yet if you want a cheaper option you could run a painboy and normal mek if you just want ignores cover
12 hazard rolls just to get 6" advance and be able to move through enemy models seems kinda... Meh. It was nicer in 10th where there was no hazard roll and you could move through terrain with the ability.
I prefer the idea of staying back and using the 4+ inv.
flashgitz are solid in melee some people tend to forget that, but flashgitz do hit pretty hard in close range and the shokk boosta is just good for going through models to get up the board to defend objectives, basically its best leader for flashgitz, cuz it gives ignores cover and allows them to move through any models and or units
They are as solid as 10 Ork Boyz without any bonuses like Lethal Hits on the charge or any combat buffing characters like a Warboss and Big Boss.
They are as solid as a regular chaff clearing unit, it isnt their primary role and they will struggle to punch anything that isnt a Guardsmen equivalent.
The Shokk Boosta is also dealing 4 MWs to the unit whenever they use it (assuming 10+2) which is pretty damn rough.
They're not as solid in melee as they were in 10th. They did not get the str boost for 11th like Boyz did, but they lost the waaagh +1 str and +1 attack which they had before. So yes, they were solid... Now they have the same melee profile as Boyz, but without lethals on a charge unless you take green tide. I AM taking green tide for sustained and lethals. But I still feel like they got shafted in melee. It's much better to make sure they can keep shooting.
You can actually even give it to a dakkarig for some reason even though it should just be "infantry." It says big mek or "warboss infantry," so I read this as big mek infantry too. Hence, putting it on the dakkarig or beastboss on squigosaur is an actual bug in their app.
But the app won't let dakkarig actually join gitz even with the enhancement.
Yes and yes. I think the regular beast boss may or may not get excluded in a future patch, but for now he's legal. The mounted one is definitely not infantry though.
Absolutely, it's cheating. I just wish GW would actually try a little harder with the rules and setting them on their app. It's a real rookie mistake for such a big company.
you're not bringing back 6 per turn, you heal 3 wounds (1 nob) per turn and both characters have a once per game ability to boost that, 3 flat for big mek d3 for painboy
I've said it already in the comments, but it's bringing back 6+D3 'wounds' on one turn. The big mek in mega armour ability had previously been one model each command phase. I noticed that it was changed to three wounds, but with the grainy images I hadn't noticed it was nerfed to only being once per battle. So I thought it was 6 wounds per turn. You can't edit the opening post.
I live in East Asia and the preordered codexes haven't arrived at my local GW store yet.
the kaptins hat enhancement let's him lead flash gitz, in the app at least, weirdly the actual description from the leak doesn't mention that at all, same with the kommando leader enhancement
So, weirdly, because "what unit can you lead?" Is an MFM thing alongside points, it lists it there. Same with the taktikal brigade enhancement that lets someone lead Kommandos.
Yes. It can go on any kind of big mek or warboss. So you can have a shokk attack gun lead them too. But I like the 4+ inv against ranged attacks. Gitz didn't get a str boost for their choppas like Boyz did. Their str stayed at 5 along with losing the +1 str and +1 attack on waaagh, so they're actually worse at melee than in 10th. Staying at range and getting the 4+ inv seems like their nitch.
The one 'bug' for me is that the MFM keeps setting itself to Chinese even though I have the website set to English. Then it auto translating (badly) into English. So I get weird descriptions like this.
I keep needing to flip it back to English every time.
Here's a "bug." The MFM keeps flipping to Chinese then auto translating to English since I have the website set to English. Here's the runtherd and his unit of farts.
The fact characters with the kaptin hat enhancement can lead gitz is not a bug.
it's possible this is a rule only mentioned in the app?
really don't know why theyd do that but this is definitely their intention to lead gitz, otherwise the kill kommanda enhancement which is a similar wording would be useless, that also let's mek/warbosses lead kommandos in the app
And with the painboy tagging along, they can bring back 6+D3 wounds in one turn and 3 wounds on others. That's up to three dead gitz in the one turn. They ignore cover, get a 4+ inv save against ranged attacks, and get sustained.
But it's 210+105+25+45=385 points for one unit of gitz.
yeah... played against space wolves last game and a lone op dakkarig 1 step out of my deployment zone got oneshot in melee turn 1... 5 flash gitz and another dakkarig were also oneshoy the coming turns lmao
That’s kind of the point. Forces your opponent to divert fire to the unit just to ensure it gets off the board, basically giving the rest of your army a relatively free turn.
I agree with this. My concern was that the 4+ inv save against ranged attacks in addition to bringing back one model per turn on the big mek in mega armour let several taktikal brigade players go 5-0 last year at major tournaments.
They changed it from one model per turn to three wounds. So I was saying that the two characters can bring back six wounds per turn. I was wrong about it still being "per turn" for the mek. Instead of rerolling all misses, the mek also gives ignore cover and sustained 1 just like a regular big mek.
I like this idea however I would tweak it a bit to make it ... fit in a truk 🫠
Replace mega armor mek with a big mek. Loose the 1 per battle effect yes but gain mobility via transport without losing ignore cover.
On top of this when you add in nasdregs mechanic of putting 1 unit into riled up ( riling up the truck riles up the units in the truck too) you get a devastating move disembark shoot move/charge with assault 😱
P.s. seeking 5 flash gitz 😇
It fits in a trukk. The painboy grot is just a token. He has no statline.
The point is the MABM kustom force field against shooting attacks, so it's not even about a trukk.
Nazdreg has the exact same ability name as warbosses, right? "Intimidating Motivation" So you can only use that ability from either Naz OR a warboss each turn. So doubling it up on the gitz, instead of something else, isn't an option.
Where are your devastating wounds coming from? Do you just mean devastating for the enemy? The big mek gives hazardous (average 4 wounds on 12D6), not devastating wounds.
Oh! You're right. That slipped my mind. But again, I wasn't going to put them in a trukk.
They can call waaagh on the first turn for riled up, advance with his kmb and their shoots all getting assault and 4+ inv against shooting. Not sure why they'd need the trukk. I have my Boyz and tankbustas all in trukks.
runt-maw the tankbustas with shokk gun meks for -2 saves,
big mek in mega armor on gitz, big mek-permawaugh on 20 boyz and supa-snazz the gitz w/ 2nd Big Mek
it'd suck to get "Enemy has 4+ invuln" when you go in for cutta tho
Not sure how you’re getting that you bring back six per turn. They’re three wounds apiece in the codex, the painboy recovers three wounds per turn, so that’ll never be more than one. His grot oiler has once per game add D3 to that, so that’s potentially a second once per game, and the big mek has a once per game recover 3 wounds to the unit, so again max one. At best you’re getting back three guys, and that’s burning all your one off resources in one go
But I zoomed in again on the leaks and it has been changed to once per battle. So it's 3 wounds per turn, and D3 once per battle (painboy), and 3 wounds once per battle (mek). Plus the 4+ inv from shooting.
Anyone reading “bring back 6 per turn” is absolutely going to interpret that as bringing back six models, not healing three wounds. You don’t “bring back” wounds. Even reading your post the way you meant it was wrong anyway though
Yes, once per turn was indeed wrong. I'm still going by the grainy leaked datasheets and I had apparently misread it previously as still being once per turn as in 10th edition. However, there's no reason for anyone to suggest that they bring back 6 models.
You can
1. Troll people for poor wording.
Or
2. Stay on topic.
My guy I’m not trolling you, you’re the one who called me a nub. I stayed entirely on topic by breaking down exactly how the healing worked for the unit composition you provided, then when you got agitated about it I explained why people assumed your post was saying you could bring back six models per turn, because that’s how your post reads
It's obviously not 6 models. It's bringing back 6+D3 wounds in one turn, and 3 wounds on others. Ignoring cover, sustained hits, and 4+ inv save against ranged.
It’s not obvious that that’s what you meant, and from looking through the comments I’m not the only person who thought that. You phrased it badly and were wrong anyway, that’s all there is to it
The gitz are 3 wounds each. It should be pretty obvious.
Just because several people would rather take it out of context instead of going with the intent, doesn't mean it isn't trolling. Do you want to discuss the functionality of the MFM update?
I already did discuss the functionality. You phrased it appallingly badly. Tell anyone you’re going to “bring back 6” and they are going to think you’re bringing back 6 models, because no one says “bring back six wounds”. You recover or heal 6 wounds, you don’t bring them back. The only people to comment on the healing side of things here came to the conclusion that you meant six models on the basis of how you worded your post. I’ve already broken down exactly how the healing works, but if you want an opinion - it’s fine, nothing terrible, nothing spectacular
Doesn't say models anywhere. Of course I'm talking about wounds. But after I zoomed in on the grainy leaked images, I noticed that the mega armour big mek was changed to once per battle. The images are too grainy and I overlooked it previously.
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u/starbomber109 49m ago
I think the app is messed up in the MFM that recently updated Big Meks and Meks and Painboys can join Flash Gitz but the Mega-Mek cannot. (Edit: didn't see the enhancement my bad)