Warhammer 40,000: Sanctus Reach

Warhammer 40,000: Sanctus Reach

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Flashgitz too strong?
I just played a level where I found 4-5 units of flashgitz in the open, and they absolutely mauled everything i threw at them. A single unit of flashgitz can easily kill terminators, predator tanks, even Lord Dragongaze himself in a single turn. I found minor success in rushing in with wolf cavalry, but as i had only 2 of them against 4-5 gitz (it was messy). I barely won the level by the clock running out with my side consisting of a single space marine hiding behind a fence with the Space Wolves holding points 3:2.

I understand that I may be using the wrong units/tactics against them or that these units are a natural way to increase the game difficulty, but does anyone else think that these units are a bit too strong? Loving the game btw, keep it up devs.
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Showing 1-15 of 16 comments
Sten Jan 26, 2017 @ 9:52pm 
Well, they are elite unuts, they are supposed to be strong.
Wolfshart79 Jan 27, 2017 @ 12:18am 
Originally posted by Sten:
Well, they are elite unuts, they are supposed to be strong.

While that is somewhat true they are over powered like crazy. Terminators are elite as well but their damage output isn't even in the same ballpark as flash gitz. I just had a single unit take a predator down from full health in one round of shooting...
zhukodim Jan 27, 2017 @ 12:44am 
Originally posted by TWCWolfshart79:

Terminators are elite as well but their damage output isn't even in the same ballpark as flash gitz.

Mmm of course. And armor of flash gitz not in the same league as terminators. Plus melee abilty. flash gitz can be killed by any space marine units. ANY. Try to kill terminators with ork infantry. Even with 220+ points cost nobs.

I did not played single player at all. But in multiplayer I have zero problems vs orks. I mean most of the time orks player cant kill even half of my units.
Yep, try to do so as orks. Good luck.
Last edited by zhukodim; Jan 27, 2017 @ 12:45am
Wolfshart79 Jan 27, 2017 @ 7:52am 
Ah see this is where most games run into issues...your frame of reference is MP while mine is SP so balance issues conflict at times. I don't envy the devs in this regard since it is hard trying to make two seperate groups of players happy. That said, to your point. Granted the termies are heavily armored but the flash ggitz have heavier armour/health than a standard unit as well but the ratio of defensive vs offensive power is not proportional. Flashgitz are arguably the deadliest unit in the game, over a single round of firing in regards to damage output, by a mile. Therefore it feels a bit unbalance.
Last edited by Wolfshart79; Jan 27, 2017 @ 7:54am
zhukodim Jan 27, 2017 @ 8:04am 
I think there is one more reason why flash gitz damage seems too high. Because basic ork units have very little damage output. For example shoota boys. i explained in another topic why the are so bad. You often see 3-15 damage from them. And damage output from gits after those numbers feels like from the unit from another game.

Also orks in general do not have anti-tank infantry like at all. And flash gitz seems like closed this weakness. But yeah they damage is crazy he he.
Problem is in MP for example. If your list have 2 flash gitz thats means that the enemy have many heavy armor units in his list.
And the only chances to win for ork player are those 2 units.

I mean orks right now depends on those Elite units too heavly. Not only gits. For example battlewagon with huge gun also Very strong. Or bikes with super dakkas. But without such units orks can not deal with even medium armor.

As for SP point of view. I think such units have a role of Big bosses. But I can see a problem where you need to deal with 4+ such units at the same time. :steamhappy:
Last edited by zhukodim; Jan 27, 2017 @ 8:13am
GoDLeSS1 Jan 27, 2017 @ 11:19am 
Yea so a squad of them is more deadly than an IMPERIAL KNIGHT. Most definately against vehicles/walkers (which for some reason the knight sucks against.)
That makes no sense at all from a lore perspective, and a points cost perspective, and a common sense perspective....
Last edited by GoDLeSS1; Jan 27, 2017 @ 11:19am
DarkToad Jan 27, 2017 @ 1:04pm 
The plan was for the orks to be able to deal with armour in CC but needed some ranged Dakka also, the flash gitz could probably do with less AP. We'll impliment changes and test them to try to get all the units to feel right. If you use the beta build of the game you'll see changes quicker (and untested). We are looking at how big walkers work in melee so expect some changes in that regard.
bigritchie Jan 28, 2017 @ 4:36am 
Yea I can confirm, they are insane OP.

The only thing that I have found to be really effective is to keep a Rhino at all times, and keep it full of 2 Launcher Marines and 2 Laser Cannon Marines (Which both can act as snipers and kill 1 unit per shot.)

Or if they are packed together you can use the frag option on the launcher. Then reboard the Rhino (Never shoot or get in Gitz range. And go back to where you came from.

If you have Whirlwind, even better as you can use your Rhino Team for spotting.

Rhino's make all the difference in the world in this game, just use a bit under 1/2 their movement to scout, and if nothing there, move back to your line and end turn, and advance as an army (Or Wait as they come to you)

You sorta gotta play like Tau :-)

O btw Devs, had a skirmish Spawn with me having utterly crap tier 1 units, with 1 launcher........and the other Orks had elite Walkers and Their Titan unit who unloaded crap tons of melee. No way I could have even taken down the Titan alone as he one shot my Hero unit (The single man who can attack 3 times)
bigritchie Jan 28, 2017 @ 4:37am 
Leveled Rhinos help a lot too, because as you know they can one shot a level 1 Rhino with 1 attack.
Alan_Gord Jan 28, 2017 @ 5:38am 
Originally posted by bigritchie:

O btw Devs, had a skirmish Spawn with me having utterly crap tier 1 units, with 1 launcher........and the other Orks had elite Walkers and Their Titan unit who unloaded crap tons of melee. No way I could have even taken down the Titan alone as he one shot my Hero unit (The single man who can attack 3 times)
I have very similar expirience playing as Wolves in multi. I had a heavy armor roster (Knight, Predator, terminators) and my opponent had Killa Kan, bikes, few nobz and lots lots of basic infantry. This thing needs fixing. It seems unit choices in multi are very random, which is not good for a TBS game.
zhukodim Jan 28, 2017 @ 6:03am 
Originally posted by GoDleSS1:
Yea so a squad of them is more deadly than an IMPERIAL KNIGHT. Most definately against vehicles/walkers (which for some reason the knight sucks against.)
That makes no sense at all from a lore perspective, and a points cost perspective, and a common sense perspective....

Well Imperial knight seems like have problems with his cannons. Main cannon very good vs infantry but vs even medium armor not so much.

But in general guns with high ACC, high amount of shots, medium armor peirsing(30-50) and medium to high power(40-70) in this game way better than for example main gun of predator tank and others 1-2 shots big guns vs even High defence High armor targets. And from any distance - thats a problem.

I think Devs know about this and first fix right now in the beta patch - fix for battlewagons.

Also take a look at the Gorkanaut guns please. It feels like Tau tehnology level guns. And not the ork guns. Waaaay to powerfull at any distance. Altough price of such units seems way too low. Thats true for both sides. Looking at you landraider etc.


Last edited by zhukodim; Jan 28, 2017 @ 6:13am
Galdred Jan 28, 2017 @ 7:39am 
Flash gitz can destroy a squad of Terminators in 2 volleys. That is completely insane, and not in range for their price.
Wobbliest Jan 28, 2017 @ 3:51pm 
Only way I have found to fight flash gits is to flank with wolf calv away from their reaction arc, or kill outside their attack range. I am all for them being a powerful support unit, but they shouldn't be able to go toe to toe with a terminator and win before the termy can even fire a volley.
Galdred Jan 29, 2017 @ 2:41am 
The whirlwind is pretty good at dealing with them, though.
Harconn Jan 29, 2017 @ 2:43am 
flash gitz are - imo - the best unit in the game. They are insane. Totally overpowered. But Goffs are rather underpowered, so it's okay.^^
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Date Posted: Jan 26, 2017 @ 9:10pm
Posts: 16