Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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pugums Oct 21, 2018 @ 1:20pm
DLC Units (Flash gits)
So this is the second of four reviews of each new unit added into Gladius on the 19th. This review is meant to explain the units uses and how much it changes the factions existent meta as a whole and in the end i'll let you (ork boss’s) know if the Flash gits are just pampered grots or worth all the dakka.

So first and foremost was the cost of the DLC to add the Flash Gits into the game which in total came out to $5.00 US and brings out the price of each unit if you include the Genestealer cult squad, to $1.00 US each making them a better value then the previous DLC the lord of skulls which cost $3.00 for one unit. This is good to see but are the units worth what we paid?

The Flash git is a tier 3 unit in the ork roster which follows a very similar set up for this DLC by giving us new units to play with in the early game though they cost almost double that of your standard boyz and take twice as long to build making them cause a bit of a stunt in your army growth if you don't manage it properly.

This unit is a bit of a dilemma for me. I love orks in every way you can, they’re my favorite faction for a reason and I really do love this game and want to support the developers as much is possible which is why imma be honest about this. The Flash gits are not very good. They really serve no purpose and there stats are really nothing special for a unit that's basically supposed to be nobz with super powerful guns. There biggest issues is there low armor stat, even lower the boyz which makes this expensive early game unit easy to wipe out and there weapons being just simply lack luster. The ork roster starts with boyz and can get tank bustas by tier 2, both of these units are cheaper and actually have a lot more killing potential then the flash gits making me a little baffled on how im supposed to use them. I really wanted to enjoy them but no matter how I tested them, I couldn’t find a use that wasn’t already better filled. The ork faction in this game is characterized hard hitting, high numbers and the flash gits not only are in general weak but they also slow down your production in the early game.

At the current moment, the Flash gits lack all the dakka that its tabletop counterpart has and then some. IT really makes me sad as the immortals at least had a purpose to fill even if it was niche but for my favorite faction we get these honestly lack luster orks that dont live up to their name. Personally the thing that really drags them down is there low damage stat and abysmal accuracy which can be improved with upgrades but by time that happens you already have better choices. I can live with the low armor stat, it would make the unit something you’d need to protect but giving it higher damage and maybe something were the damage is improved the more models in a unit to amplify an anti-infantry role could spice them up a bit but in there current state I wouldn't even bother researching them.

UPDATE

(So this is an update after more extensive gameplay with the flash gitz. I have finally decided they do have a purpose in game, being used against light infantry or in conjunction with boyz to take on enemy infantry. I still feel they could be made more unique and maybe harder hitting but in all honesty its not as bad as i originally made it out to be. Once again I love this game and I'm excited to see how it is done and hope this game goes on for a long time.)

I will update this if my opinions on the Flash gits change after more gameplay and if you have played with them as well, please add your thoughts but refrain from deconstructive criticism as making complaints for the sake of complaining won't help anyone in the long run.
Last edited by pugums; Oct 23, 2018 @ 6:59am
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Showing 1-15 of 15 comments
Kabookie Oct 21, 2018 @ 9:10pm 
Flash gitz are pretty good imo. they fill a different battle field role, and are at their best when they have the painboy buff.
pugums Oct 22, 2018 @ 1:37am 
Originally posted by Kabookie:
Flash gitz are pretty good imo. they fill a different battle field role, and are at their best when they have the painboy buff.
I honestly am now uncertain, ive heard a number of people say they're actually good now and im like. "Was I testing the wrong thing lol" Imma have to do much more extensive testing to on them now.
Slitherine_Iain  [developer] Oct 22, 2018 @ 1:38am 
Gladius is all about using the units the right way. All units have value if you use them correctly and all units are awful if used badly. Getting used to how to use a new unit is part of the fun. Personally I haven't mastered them yet....
Total Oh No Oct 22, 2018 @ 2:50am 
Originally posted by Slitherine_Iain:
All units have value if you use them correctly
This is the claim that people are trying to test. :P
Blastom Oct 22, 2018 @ 4:18am 
Flash gitz are pretty good as an anti light ranged infantry, especially against flying wild monsters.
Shin Oct 22, 2018 @ 8:01am 
I still need to test them out more but they are kinda like glass cannons. They have good HP for 4 models but they have bad armor. They are able to do a lot of damage (especially with upgrades from the Painboy and Bigger Boltz and Ammo Runt researched...also they can use Stikk bombz). They even have a little armor pen which Immortals don't have so they can do some damage even against Space Marines/Terminators or even vehicles which isn't really bad for the price of just two squads of Boyz. This makes them really versatile even if their main role seems to be to shredd light infantry units to pieces but in the heat of battle the little armor pen shows it's value in different situations..sometimes it's just enough to finish off some armored vehicles. All in all I'm very happy to see some ranged Ork unit on the field which can do a lot of damage. The only problem is to keep them alive because the enemy will try everything to focus them down.
pugums Oct 22, 2018 @ 4:55pm 
ok by what im being told i am using them right its just i dont really think there all that good. The tank bustas seem to do much more damage and anything they dont do all that much too the boyz can handle. I just dont see there purpose in the game as there stats and how there set up puts them between the two units rather then being there own thing. I mean the tank bustas are a good ranged unit with tank busta bombs and stik bombs. not only that there much cheaper then the flash gitz as well and hit harder.
Galdred Oct 23, 2018 @ 4:57am 
Originally posted by pugums:
ok by what im being told i am using them right its just i dont really think there all that good. The tank bustas seem to do much more damage and anything they dont do all that much too the boyz can handle. I just dont see there purpose in the game as there stats and how there set up puts them between the two units rather then being there own thing. I mean the tank bustas are a good ranged unit with tank busta bombs and stik bombs. not only that there much cheaper then the flash gitz as well and hit harder.
Aren't Flash Gitz better against unarmored targets? ie other orks, AM infantry?
Against armored space marines and necrons, TB might be the better choice indeed, but that doesn't make flash gitz inferior. They just fill another niche.
pugums Oct 23, 2018 @ 5:10am 
To be honest i think my big issue is im comparing them to there tabletop counterpat who were very good against heavily armored targets most of the time and had decent armor. I find there a bit too niche litterally requing you to be up against guard or orks and litterally being useless against marines and necron and those are usually the two im up against online. It is nice to find they have a form of puporse but it seems like its not good enough for one of my favorite units in the tabletop but perhaps im being to much of a fanboy lol
Atoastydoofus Oct 24, 2018 @ 12:53am 
Im baffled on proper use for immortals
Ail Oct 24, 2018 @ 1:09am 
Originally posted by AHealthyGamer:
Im baffled on proper use for immortals
Yeah, they are very weird... They have higher Armor than Warriors which calls for using them as a frontline. But then again Warriors need to be closer to the target to deal their full damage-potential, which calls for using them as a frontline.
Blastom Oct 24, 2018 @ 4:25am 
Originally posted by AHealthyGamer:
Im baffled on proper use for immortals
They are like infantry version of Annihilation Barges. Generally they're better at skirmishes than heavy push.
Last edited by Blastom; Oct 24, 2018 @ 4:26am
pugums Oct 24, 2018 @ 6:16am 
Originally posted by AHealthyGamer:
Im baffled on proper use for immortals
Ive wrote another review for the immortals explaing how i found a use for them and its basically the old school tabletop tactic called the necron phalanx. Just have warriors in front to do there cqc damage and the immortals behind them giving them well armored support from range.
Shin Oct 24, 2018 @ 10:46am 
It seems that there is a weapon trait missing (heavy weapon). If Flash Gits move they lose accuracy. Is this intended?
pugums Oct 24, 2018 @ 6:21pm 
i didnt even notice that, that would explain why they always do so baddly when i use them
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Date Posted: Oct 21, 2018 @ 1:20pm
Posts: 15