MeanGreenStompa wrote: and just bear in mind folks, that buggies, trukks and all the rest of our vehicles just got boned by the new rules that template weapons affect open topped vehicles.
The vehicles didn't get boned. The orks got BURNED.
Seriously, I like the idea of this rule. If a mob of orks zip by a Salamander, giving him the finger as they hurtle onto battle, he should unleash promethium upon them.
However, in actual practice, it just makes an assault army weaker and less competitive (hurts those raiders full of wyches, too). Sure, you could offset it with a points drop, but at some point boys are gonna be worth -1 points each at this rate.
Plus, while it makes sense, it ALSO makes sense that shooting at a vehicle that isn't open-topped might hurt a crewmember. Why is it that a flamethrower can burn some ork boys in their trukk, but a LASCANNON, penetrating a Rhino and immobilizing it, has zero chance of hurting a marine?
MeanGreenStompa wrote: and just bear in mind folks, that buggies, trukks and all the rest of our vehicles just got boned by the new rules that template weapons affect open topped vehicles.
well, at least that screws the dark eldar, too. i hate dem spiky emo pointy-ears!
MeanGreenStompa wrote: and just bear in mind folks, that buggies, trukks and all the rest of our vehicles just got boned by the new rules that template weapons affect open topped vehicles.
I think this nerf is more than compensated by the new vehicle damage table. Orks dying due to 5's on the damage rolls has killed far more orks than flamers will.
MeanGreenStompa wrote: and just bear in mind folks, that buggies, trukks and all the rest of our vehicles just got boned by the new rules that template weapons affect open topped vehicles.
I think this nerf is more than compensated by the new vehicle damage table. Orks dying due to 5's on the damage rolls has killed far more orks than flamers will.
The problem is that it hurts us more than it helps us.
It's only template weapons. short range, sure it will suck when someone pops out of reserve with 5 templates on my battlewagon, but at least I should be able to do something with another unit next turn and krump those lads.
Also think about all the fun WE will be able to get when we see an open-top vehicle and we can bring a trukk/BW/whatever you want full of burnas. put one template, and declare: Now that's 10D6 hits on your guys inside. 35 hits, 17 wounds... it it's other boys it will be an epic burn.
MeanGreenStompa wrote: and just bear in mind folks, that buggies, trukks and all the rest of our vehicles just got boned by the new rules that template weapons affect open topped vehicles.
I think this nerf is more than compensated by the new vehicle damage table. Orks dying due to 5's on the damage rolls has killed far more orks than flamers will.
Yeah, so that's no problem given the exceptional amount of AP2/AP1 that Orks have.
Especially now that we have this awesome new walker with tons of AP4/3 S6 shooting.
I think this nerf is more than compensated by the new vehicle damage table. Orks dying due to 5's on the damage rolls has killed far more orks than flamers will.
Yeah, so that's no problem given the exceptional amount of AP2/AP1 that Orks have.
Especially now that we have this awesome new walker with tons of AP4/3 S6 shooting.
It makes our hated enemy Armour 14 even more evil.
You'll not lose a whole squad of Tankbustas to an Explodes any more
Agreed. I can see a lot of uses for it. Mostly in getting a small squad of cynobs, burna boyz, or tank bustas close enough to actually do some damage. Often for me they end up dead before they can really do their thing.
It is not open top (I hope!) so when it opens up its belly the orks coming out cannot assault right? All 6 of them (or 3 if they are MANz) must just shoot and wait for the next turn?
I really hope flashgitz have super-reliable awesome fire power because with BS2, even if they get 2 shot each they can only hit 4 times. Most units will soak up the 2-3 resulting wounds.
It is not open top (I hope!) so when it opens up its belly the orks coming out cannot assault right? All 6 of them (or 3 if they are MANz) must just shoot and wait for the next turn?
I really hope flashgitz have super-reliable awesome fire power because with BS2, even if they get 2 shot each they can only hit 4 times. Most units will soak up the 2-3 resulting wounds.
I was kinda hoping for Deep Strike myself But it doesn't appear to have any USR's.
I noticed that normally if a transport gets destroyed on the enemies turn, the unit left behind in the wreckage cannot assault on their following turn. Except for assault vehicles! Is this new to 7th?
MeanGreenStompa wrote:and just bear in mind folks, that buggies, trukks and all the rest of our vehicles just got boned by the new rules that template weapons affect open topped vehicles.
Buggies don't transport, but yeah, that rules kinda sucks. Thankfully most template weapons have short range. Torrent, on the other hand...
TedNugent wrote:
MeanGreenStompa wrote: and just bear in mind folks, that buggies, trukks and all the rest of our vehicles just got boned by the new rules that template weapons affect open topped vehicles.
What a resounding cause to go out and buy a $105 model that moves 6 inches per turn and has a 6 model transport capacity.
Things are already looking up
The Gorka/Morkanaut isn't open topped, so that rule doesn't have any effect whatsoever on the 6 models inside it.
Ok so maybe we'll have some good dangerous shooty orks like Flash gitz...
but in this case why would I want to leave them in a morkanaut for 3 turns as he shuffles around?
Sorry guys, I am not a fan of this new model, its too boxy and idk lame. 6 unit transport? Come on, who has a unit of only 6 with orks? Ill wait for the new dex but I really hope that it does not have some sort of new model that is an auto take. Also GW please don't ruin my lootas, thanks.
Well as was pointed out earlier, you can drop a small group of Meks inside and they can constantly repair HP or Weapon Destroyed results from inside. With careful planning, you could drop out your assault group, speed a trukk or two to block LOS, and then assault the next turn. It's not ideal, but then assault in 6/7 never really were.
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zammerak wrote: Sorry guys, I am not a fan of this new model, its too boxy and idk lame. 6 unit transport? Come on, who has a unit of only 6 with orks? Ill wait for the new dex but I really hope that it does not have some sort of new model that is an auto take. Also GW please don't ruin my lootas, thanks.
Warboss + 5 nobz? MA Warboss and 4 nobz? I agree the 6 transport capacity just seems sort of "there", but there are "options".
streamdragon wrote: Doesn't FW already make a Squiggoth? Not that GW hasn't pilfered Forge World in the past...
In general, there is a standing rule that says one cannot make what the other already makes. (it's to stop FW just making better looking versions of everything GW currently does... )
You'll not lose a whole squad of Tankbustas to an Explodes any more
You still can, just on 6's instead of 5s.
Actually I was referring to them beating down an enemy vehicle, and then not losing the whole squad when it blows Unless you are fighting DE or orks that is, or someone actually brought a landspeeder
Greyhound wrote: Ok so maybe we'll have some good dangerous shooty orks like Flash gitz...
but in this case why would I want to leave them in a morkanaut for 3 turns as he shuffles around?
It has no fire points, so that's still of dubious value. They either can't shoot until they disembark or they can't assault until the turn after they disembark.
To be honest, I was wondering if it might just be better to not use the Morkanaut as a transport and instead to just use it as a gun platform. Unlike a regular transport it doesn't serve the purpose of getting you into combat faster.
I'm also in the 'that model is kinda weak looking' camp. But hey, we're orks for feths sake. Here is an example of what can easily replace that model. I took my mega dread from FW and beefed up its base so its the right height. I then converted a mega blaster thing for the cannon which is now magnetized, used some deaf dread bits to make a KFF on the back of it and added on a platform on the back for models to ride on. How do they get off you might ask, the dread lifts its arms and the jump off, again they are orks.
Just need to add on some rokkets.
Let me know what you think of the idea, its going to the paint station soon. Its just got its base rust color on it now.
The transport capacity is misleading. It isn't there to actually do what a transport does (namely, getting a unit from A to B as quickly and as intact as possible), the capacity is there to allow units of 3 meks and 2 burnas + a KFF mek inside.
4 rolls on the repair table + IWND + whatever a KFF does now (I'm guessing Shrouded) = pretty durable gun platform.
You can either do that, or put a small counterdefense unit like 6 burnas inside, to protect it from things wishing to fight it in close combat, in that when the enemy gets close enough they hop out and burninate everything.
Case in point, the Deffstorm mega-shoota is actually slightly worst than a single scatterlaser on average, and rolling is still weaker than a warwalker with 2 scatterlasers.
The mega-shoota and the 2 twin-linked big shootas together are directly comparable to a HYMP broadside that comes in at 65(?) points, giving slightly more hits, but at S6 instead of S7, and no ignores cover\LOS on the S5.
Greyhound wrote: Ok so maybe we'll have some good dangerous shooty orks like Flash gitz...
but in this case why would I want to leave them in a morkanaut for 3 turns as he shuffles around?
It has no fire points, so that's still of dubious value. They either can't shoot until they disembark or they can't assault until the turn after they disembark.
To be honest, I was wondering if it might just be better to not use the Morkanaut as a transport and instead to just use it as a gun platform. Unlike a regular transport it doesn't serve the purpose of getting you into combat faster.
It's probably meant to just be a walking gun platform with the added benefit of 6 troops inside. I can see how it could work: Gork/Morkanaut makes it across the board, dump out your "kill team," and use them as a distraction so you can capture objectives or get the rest of your units across the board. If you have 3 MANZ, or a squad of burnas and meks, or some other combination of killy things, then whoever you're fighting will more likely try to kill those new threats than things that are 20 inches away.
We should note that we've only seen the stats for the MORKANAUT - the Gorkanaut remains a mystery as to most of its wargear and options besides the klaw, rokkits, big shootas and deffstorm. It can be assumed that it's probably the same though.
Dr. Delorean wrote: The transport capacity is misleading. It isn't there to actually do what a transport does (namely, getting a unit from A to B as quickly and as intact as possible), the capacity is there to allow units of 3 meks and 2 burnas + a KFF mek inside.
4 rolls on the repair table + IWND + whatever a KFF does now (I'm guessing Shrouded) = pretty durable gun platform.
You can either do that, or put a small counterdefense unit like 6 burnas inside, to protect it from things wishing to fight it in close combat, in that when the enemy gets close enough they hop out and burninate everything.
Except as pointed out, it has 0 fire points and isn't open topped; the burnas inside can't shoot, and so can't "protect it from things wishing to fight it in close combat". That's also 75 points being spent on models riding around inside it, which doesn't save it from being Explode-able by melta weapons. It's durable, sure, but the extra points spent making it so probably go a good way to just getting a second one.
Toburk wrote: The Gorkanaut is prime bait for being overcosted.
Case in point, the Deffstorm mega-shoota is actually slightly worst than a single scatterlaser on average, and rolling is still weaker than a warwalker with 2 scatterlasers.
The mega-shoota and the 2 twin-linked big shootas together are directly comparable to a HYMP broadside that comes in at 65(?) points, giving slightly more hits, but at S6 instead of S7, and no ignores cover\LOS on the S5.
How would you take that into account whilst keeping in mind the far higher durability this platform offers? A warwalker can have 18 scatterlasers on it for all I care, I've never seen one survive past turn one.
A broadside also only has 2 wounds at toughness 4 and a relatively low leadership. 2+ armour, mind, but there's plenty that ignores that.
Also, your statement of "slightly worse on average than a single scatter laser" is misleading. It implies that the only thing we can expect the mega-shoota to do is perform as a scatter laser. This is false, it has a far higher potential. Plus, higher AP if that's a consideration. Maybe you're shooting against necron warriors, fire warriors, AM veterans, tempestus scions, various flavour of eldar, or 'ard boyz.
Dr. Delorean wrote: The transport capacity is misleading. It isn't there to actually do what a transport does (namely, getting a unit from A to B as quickly and as intact as possible), the capacity is there to allow units of 3 meks and 2 burnas + a KFF mek inside.
4 rolls on the repair table + IWND + whatever a KFF does now (I'm guessing Shrouded) = pretty durable gun platform.
You can either do that, or put a small counterdefense unit like 6 burnas inside, to protect it from things wishing to fight it in close combat, in that when the enemy gets close enough they hop out and burninate everything.
Except as pointed out, it has 0 fire points and isn't open topped; the burnas inside can't shoot, and so can't "protect it from things wishing to fight it in close combat". That's also 75 points being spent on models riding around inside it, which doesn't save it from being Explode-able by melta weapons. It's durable, sure, but the extra points spent making it so probably go a good way to just getting a second one.
If you'd bothered to take the extra 5 seconds and comprehend what I meant, instead of jumping to a false conclusion, you'd see that I intended for the burnas to hop out in response to an extant assault threat in the proceeding turn. They then form a protective ring around the machine, protecting it for a turn with flamer templates and Wall of Death if the assault threat charges them. The same thing applies for a (non-deep striking) melta threat, incidentally, as generally melta units need to get pretty close to become effective.
I don't really understand how you can argue that saving 75pts will help you buy another one when it's almost certainly going to be priced around the 220-250pt range.
Dr. Delorean wrote: I intended for the burnas to hop out in response to an extant assault threat in the proceeding turn. They then form a protective ring around the machine, protecting it for a turn with flamer templates and Wall of Death if the assault threat charges them. The same thing applies for a (non-deep striking) melta threat, incidentally, as generally melta units need to get pretty close to become effective.
I don't really understand how you can argue that saving 75pts will help you buy another one when it's almost certainly going to be priced around the 220-250pt range.
I thought of that option too, but realistically things might likely got this way:
1. You finish your turn, Burnas inside... you think your enemy is close enough and might try to assault you soon, you disgorge your ring of burnas.
2. Ennemy closes in, for instance in a vehicle, or just 2 small units.
First unit shoots the burnas. All they need to do get is 3 wounds so 7 hits at ST4, most units can output that, even a dedicated transport.
Burnas run, other unit charge the morkanaut. At this rate/cost you would have been better off unloading 6 lootas, shoot all 6 as snapshot and net the same benefit.
You don't need to put a KFF mek in there, the Gorkanaut (or maybe the Morkanaut) can buy a KFF for 50 points.
I'm still not sold on the transport function... unless of course we get some new grot units OR grots take only half the space. That would mean 10 grots and a runtherd.
Melta is only going to explode a vehicle on a 5+, not exactly reliable.
Sure, you can deepstrike a melta heavy sternguard or command squad next to it and reliably take it down, but you can say that for pretty much any vehicle in the game.
My nobs disembark and charge - no you can't just sit there
My Kommandos come out and charge - no you can't just sit there
My 30 boys go on rampage running at you - roll a D6, that's a 1, just move them a little, and see you next turn
I'm rolling over your troops with my deffrolla! - I'm hiding behind leaves actually, so no, I have cover save, no one is hurt
I'm shooting my 18 shots - Thanks mate, you clipped some branches, but that's unfortunately 5 hits, and my armour save laugh back at you.
Play the ork, I do that all the time, it's the result I cry about.
For 6 boys inside you can't have 6 boys at the start of the game, only 10.
Greyhound wrote: Ok so maybe we'll have some good dangerous shooty orks like Flash gitz...
but in this case why would I want to leave them in a morkanaut for 3 turns as he shuffles around?
It has no fire points, so that's still of dubious value. They either can't shoot until they disembark or they can't assault until the turn after they disembark.
To be honest, I was wondering if it might just be better to not use the Morkanaut as a transport and instead to just use it as a gun platform. Unlike a regular transport it doesn't serve the purpose of getting you into combat faster.
It's probably meant to just be a walking gun platform with the added benefit of 6 troops inside. I can see how it could work: Gork/Morkanaut makes it across the board, dump out your "kill team," and use them as a distraction so you can capture objectives or get the rest of your units across the board. If you have 3 MANZ, or a squad of burnas and meks, or some other combination of killy things, then whoever you're fighting will more likely try to kill those new threats than things that are 20 inches away.
We should note that we've only seen the stats for the MORKANAUT - the Gorkanaut remains a mystery as to most of its wargear and options besides the klaw, rokkits, big shootas and deffstorm. It can be assumed that it's probably the same though.
Spoiler:
Gorkanaut has Deffstorm cannon, a skorcha, two TL big shootas, two rokkits, and the klaw.
Sounds like a wargear swap similar to Knight Paladin vs Knight Errant.
Except as pointed out, it has 0 fire points and isn't open topped; the burnas inside can't shoot, and so can't "protect it from things wishing to fight it in close combat". That's also 75 points being spent on models riding around inside it, which doesn't save it from being Explode-able by melta weapons. It's durable, sure, but the extra points spent making it so probably go a good way to just getting a second one.
If you'd bothered to take the extra 5 seconds and comprehend what I meant, instead of jumping to a false conclusion, you'd see that I intended for the burnas to hop out in response to an extant assault threat in the proceeding turn. They then form a protective ring around the machine, protecting it for a turn with flamer templates and Wall of Death if the assault threat charges them. The same thing applies for a (non-deep striking) melta threat, incidentally, as generally melta units need to get pretty close to become effective.
I don't really understand how you can argue that saving 75pts will help you buy another one when it's almost certainly going to be priced around the 220-250pt range.
I did take 5 extra seconds; it was still a bad suggestion. 5 burna boyz for bubble wrap? You really think they'll survive enemy shooting? Your enemy is charging an AV13 walker, but you'll have your 5 T4 6+ armor boyz in the way? Really?
As for deep striking melta, how does flaming them AFTER they've fired do anything? Your Naut is still likely down at least a couple HP, if not destroyed entirely. Which is funny, because it would then likely kill your bubble wrap given their lack of saves. I mean, there are far better things to throw inside it, and far better places for Burna Boyz to be is all.
It's going to be like having an intellectual conversation with Kelly Brook, looks great but just ain't gonna work. If the boss and retinue are in there the rest will be laughing. He'll either get to the party late, or not at all. All the while the dakka looks impressive but wont achieve much. Feels like gargants in epic armageddon. Look cool but far better options available. After that thinking, ill get one as they look cool!!!
I don't know about them being late. Just use them as part of your green tide and have them provide the KFF for everyone instead of that snipeable mek we used so foar. You can tansport some stuff in them that you don't want shot up (foot nobz come to mind), or simply nothing at all. I'd just bring them for the S8 shots and the ability to tear many MCs a new one in close combat. AV13 walker are already hard to handle, now they are even harder to explode and this one got 5HP, IWND and possibly whatever mek tools will do now. Seems solid to me, screw the transport capacity.
re the supposed twin-gun kanz, I'd be very surprised if we get an updated kanz kit. But just maybe the codex lets you choose what to put on each arm, i.e. one shooty and one choppy, two choppy, or two shooty? Sure, a little conversion would be needed if you want e.g. a unit of three each with two choppy arms, but most players would not complain...
New usr, Orks treat all vehicles as assault vehicles. I can dream, can't I?
I predict there won't be buggies this update, which is crazy until you consider that there will almost certainly be a speed freeks supplement, and they'll need something to release at the same time. Fingers crossed, boyz...
I dig the model but the rules aren't sounding so great from an assault perspective. It'd make a good gun platform but then what's the point in having an ap1 one claw on it if you only mean for it to be a shooty thing.
Far more interested in seeing more of the manz plus the gitz & gunz.
I somehow fail to see how an average of 3 hits is "so few times, it's not worth it". It's pretty much equal to comparable weapons from other codices and roughly equals half a dakkjet in terms of hits.
It doesn't really hold a stick to the S8 AP2 blast, but then again, we don't know anything but the wargear about the Gorkanaut. If it's a lot cheaper, can transport more models or has some other awesome options, it might outmatch the S8 shooting of the Morkanaut.
I also find it highly amusing that you call the Deffstorm mega-shoota bad and go on to suggest the zzap-gun, which is literally the worst option in the whole codex right now.
Speaking of zzap guns, I really hope they completely redo their rules. Right now they are costed the same as a lascannon, while being worse in every way, even inferior to kannons in sheer AT capabilities.
If I get the money, I might buy and build the big walker as the Mek one, as I am a sucker for all things Big Mek. It is very expensive however, so much that buying a meka dread from FW is comparable in price.
Jidmah wrote: I somehow fail to see how an average of 3 hits is "so few times, it's not worth it". It's pretty much equal to comparable weapons from other codices and roughly equals half a dakkjet in terms of hits.
It doesn't really hold a stick to the S8 AP2 blast, but then again, we don't know anything but the wargear about the Gorkanaut. If it's a lot cheaper, can transport more models or has some other awesome options, it might outmatch the S8 shooting of the Morkanaut.
I also find it highly amusing that you call the Deffstorm mega-shoota bad and go on to suggest the zzap-gun, which is literally the worst option in the whole codex right now.
I meant the Str 8 Ap 2 blast on the Naut, not the actual Zzap gun.
It is not a flying saucer, its a superheavy jump tank. Its very flat and has the special ability "obduct". If the tank jumps over any independant character on the field, on a successfull roll that character is taken on board in a holding cell and has to roll against AV14 to escape. Characters that end the game inside the tank count as destroyed.
Kosake wrote: It is not a flying saucer, its a superheavy jump tank. Its very flat and has the special ability "obduct". If the tank jumps over any independant character on the field, on a successfull roll that character is taken on board in a holding cell and has to roll against AV14 to escape. Characters that end the game inside the tank count as destroyed.
WOAH, I bet the stats on that are great! And for the low low price of 139.99 usd (649.99 for new Zealand and Australia) You can add this beauty to your ork collection!
zammerak wrote: WOAH, I bet the stats on that are great! And for the low low price of 139.99 usd (649.99 for new Zealand and Australia) You can add this beauty to your ork collection!
HA! without of course. But there are a lucky 500 that can opt for the "Limited Edition" model that comes with the data slate and a custom flying base with build in rock scenery!! Only 399.99 usd (not available in Australia or New Zealand as it would be far to expensive for anyone to afford)
The lens flare pushed it over the top for me. Bravo!
I am having trouble adjusting to this weekly release mode. I don't think I'll pick this up any time soon. I have the stompa and three battle wagons. I just don't think it will be high on my list. I am really hoping for pictures of the meganobs. That's what I am waiting for.
Just a few more tweaks.. Let me save it as 100x80... then blow up to internet standard size of 480x422... Just a few tweaks to brightness and contrast.. and voilá!
"Rettungswurf" Google Translates to "saving throw", so all I can do is appeal to our German-speaking allies as to whether an invulnerable save is referred to as a Rettungswurf anywhere.
- KFF confirmed as 5++ save for models (not units) within 6"
- Gorkanaut has rampage, adding d3 attacks whenever outnumbered, but can't take KFF. Otherwise identical statline to Morkanaut.
- Gorkanaut 245 points, Morkanaut 230
- Text keeps talking about TL bazookas, unit entries have regular bazooks. Yay GW.
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Dr. Delorean wrote: "Rettungswurf" Google Translates to "saving throw", so all I can do is appeal to our German-speaking allies as to whether an invulnerable save is referred to as a Rettungswurf anywhere.
"Rettungswurf" has always been invulnerable save. Cover save would be "Deckungswurf".
Hmm, the difference in "units" to "models" will noticeably weaken the usefulness of the KFF. I wonder if the stats/points for the KFF on the Big Mek will be the same; if so, then maybe we will see Big Meks less simply because they aren't as viable.
Accolade wrote: Hmm, the difference in "units" to "models" will noticeably weaken the usefulness of the KFF. I wonder if the stats/points for the KFF on the Big Mek will be the same; if so, then maybe we will see Big Meks less simply because they aren't as viable.
It might weaken the usefulness, but is it really surprising?
Seems ridiculously overcosted to me. Five killa kans would be cheaper and more effective and killa kans aren't exactly good at the moment. There's absolutely nothing on that profile that justifies a higher cost than a riptide.
A battlewagon with a big mek and some tankbustas or lootas is tougher, faster and just as capable of killing stuff.
I really hope that the rest of the codex is a lot better.
Dr. Delorean wrote: Thanks for the translation, deutschfreund! Sorry about mangling your language.
Invuln save is goooooood. Models within 6" isn't so good though.
Well, "saving throw" is the correct translation, the Warhammer 40k translators just never cared for exact translation (which actually turned out mostly good). For example, nob was translated to "Boss" and Warboss became "Waaghboss".
That the 6" is models only now, isn't surprising. A single boy chaining the KFF to 29 others was just too strange, even for ork tech. I think it will balance out with the KFF no longer being ignorable and the ability to take up to 5 in a regular army.
3 MAKFF meks + 3 Morkanauts + 180 boyz seems like the re-installment of what used to be the kan wall to me.
Accolade wrote: Hmm, the difference in "units" to "models" will noticeably weaken the usefulness of the KFF. I wonder if the stats/points for the KFF on the Big Mek will be the same; if so, then maybe we will see Big Meks less simply because they aren't as viable.
It might weaken the usefulness, but is it really surprising?
No, not really. I don't know, I guess I would have liked to have seen a slight price drop since it will be much less effective. Maybe 40 points or thereabouts, consistent with the value but still a considerable investment.
Perfect Organism wrote: Seems ridiculously overcosted to me. Five killa kans would be cheaper and more effective and killa kans aren't exactly good at the moment. There's absolutely nothing on that profile that justifies a higher cost than a riptide.
A battlewagon with a big mek and some tankbustas or lootas is tougher, faster and just as capable of killing stuff.
I really hope that the rest of the codex is a lot better.
Yep, it's costly. But the built-in 5++ bubble to protect your walkers is nice to have, even more so if your other KFF meks are busy elsewhere.
Accolade wrote: Hmm, the difference in "units" to "models" will noticeably weaken the usefulness of the KFF. I wonder if the stats/points for the KFF on the Big Mek will be the same; if so, then maybe we will see Big Meks less simply because they aren't as viable.
It might weaken the usefulness, but is it really surprising?
No, not really. I don't know, I guess I would have liked to have seen a slight price drop since it will be much less effective. Maybe 40 points or thereabouts, consistent with the value but still a considerable investment.
Yeah, but should it actually have been "units" before?
Accolade wrote: Hmm, the difference in "units" to "models" will noticeably weaken the usefulness of the KFF. I wonder if the stats/points for the KFF on the Big Mek will be the same; if so, then maybe we will see Big Meks less simply because they aren't as viable.
It might weaken the usefulness, but is it really surprising?
No, not really. I don't know, I guess I would have liked to have seen a slight price drop since it will be much less effective. Maybe 40 points or thereabouts, consistent with the value but still a considerable investment.
Yeah, but should it actually have been "units" before?
Perfect Organism wrote: Seems ridiculously overcosted to me. Five killa kans would be cheaper and more effective and killa kans aren't exactly good at the moment. There's absolutely nothing on that profile that justifies a higher cost than a riptide.
A battlewagon with a big mek and some tankbustas or lootas is tougher, faster and just as capable of killing stuff.
I really hope that the rest of the codex is a lot better.
Yep, it's costly. But the built-in 5++ bubble to protect your walkers is nice to have, even more so if your other KFF meks are busy elsewhere.
I'd also like to point out that the writer didn't specify "against shooting". It might still be in the codex, but one can dream, right?
Also note that KFF spreads from the base, assuming the Morkanaut is based on the oval flyer base, that's easily enough to get two mobs of boys underneath.
KFF being 5++ now more than makes up for the nerf IMO. I can't tell you how often I've been fried by cover ignoring fire in 6th.
It will be SO NICE to be able to always take my KFF save.
Im just hoping the rrst of the dex won't be a wiff. But with all the randomness of 7th and tables and charts mixed in with orks who are already random enough... we may just have a book of tables
Perfect Organism wrote: Seems ridiculously overcosted to me. Five killa kans would be cheaper and more effective and killa kans aren't exactly good at the moment. There's absolutely nothing on that profile that justifies a higher cost than a riptide.
A battlewagon with a big mek and some tankbustas or lootas is tougher, faster and just as capable of killing stuff.
I really hope that the rest of the codex is a lot better.
I agree with you, it seems very over-costed, especially compared to the Wraithknight and Riptide. However, a 13/13/12 vehicle with 5 Hull Points, a 5++ save and IWND, is potentially unkillable in some situations. You'll want to stay far away from Melta weapons.
I'm not sure the offense matches the defense though. A bunch of Big Shootas and some Rokkits aren't very impressive. We can take those in spades. The main cannon for both variants is very nice, but are you going to pay that many points for a chassis to mount it on?
This unit is unlikely to earn its points back in terms of slain models.
Perfect Organism wrote: Seems ridiculously overcosted to me. Five killa kans would be cheaper and more effective and killa kans aren't exactly good at the moment. There's absolutely nothing on that profile that justifies a higher cost than a riptide.
A battlewagon with a big mek and some tankbustas or lootas is tougher, faster and just as capable of killing stuff.
I really hope that the rest of the codex is a lot better.
I agree with you, it seems very over-costed, especially compared to the Wraithknight and Riptide. However, a 13/13/12 vehicle with 5 Hull Points, a 5++ save and IWND, is potentially unkillable in some situations. You'll want to stay far away from Melta weapons.
I'm not sure the offense matches the defense though. A bunch of Big Shootas and some Rokkits aren't very impressive. We can take those in spades. The main cannon for both variants is very nice, but are you going to pay that many points for a chassis to mount it on?
This unit is unlikely to earn its points back in terms of slain models.
Ork units overcosted? Well I never...
Seriously though, I agree with you both. It's waaaay to expensive for what you're getting. No real killing power that we can't get in better numbers for cheaper in other units. I do see Morkanauts making their way to the table, if only for the KFF on such a durable platform. Sure, melta can still one shot you, but at least you're providing a decent save to models around it. I guess stick it near some Big Gunz units? Lootas or Flashgitz maybe? I dunno, its weaponry is so all over the place it's hard to say.
I'm seeing the Morkanaut as designed to anchor a footslogging or dredmob list. Stick a 5-man unit of burnaz with a mek and an attached big mek inside to repair approximately 1 HP or damage result per turn. While it may not rack up the kills commensurate with its points cost, it can account for that by saving other models. Note also that if they stick close to a KFF nobz can now forgo cybork bodies, so that's a potential cost savings as well.
Bludbaff wrote: I'm seeing the Morkanaut as designed to anchor a footslogging or dredmob list. Stick a 5-man unit of burnaz with a mek and an attached big mek inside to repair approximately 1 HP or damage result per turn. While it may not rack up the kills commensurate with its points cost, it can account for that by saving other models. Note also that if they stick close to a KFF nobz can now forgo cybork bodies, so that's a potential cost savings as well.
I'd just do a full Mek unit of Burna Boyz, frankly. You're unlikely to ever actually need the burnas themselves, so why not get more chances to repair HP/damage results?
It's interesting to me, but not surprising, that they would sculpt such a big, expensive model and then give it such underwhelming mechanics. It's almost as if they WANT to fail.
Theories anyone?
Perfect Organism wrote: Seems ridiculously overcosted to me. Five killa kans would be cheaper and more effective and killa kans aren't exactly good at the moment. There's absolutely nothing on that profile that justifies a higher cost than a riptide.
A battlewagon with a big mek and some tankbustas or lootas is tougher, faster and just as capable of killing stuff.
I really hope that the rest of the codex is a lot better.
I agree with you, it seems very over-costed, especially compared to the Wraithknight and Riptide. However, a 13/13/12 vehicle with 5 Hull Points, a 5++ save and IWND, is potentially unkillable in some situations. You'll want to stay far away from Melta weapons.
I'm not sure the offense matches the defense though. A bunch of Big Shootas and some Rokkits aren't very impressive. We can take those in spades. The main cannon for both variants is very nice, but are you going to pay that many points for a chassis to mount it on?
This unit is unlikely to earn its points back in terms of slain models.
Ork units overcosted? Well I never...
Seriously though, I agree with you both. It's waaaay to expensive for what you're getting. No real killing power that we can't get in better numbers for cheaper in other units. I do see Morkanauts making their way to the table, if only for the KFF on such a durable platform. Sure, melta can still one shot you, but at least you're providing a decent save to models around it. I guess stick it near some Big Gunz units? Lootas or Flashgitz maybe? I dunno, its weaponry is so all over the place it's hard to say.
I can see it as sort of a Vehicle escort for Battlewagons and Deff Dreads.
The weapon loadout is just all over the place, especially for the variant with the Kustom Mega Blasta. What kind of target are you going to want to shoot a bunch of Big Shootas, some Rokkits, and a couple Mega Blastas at? Anything you're firing a S8 AP2 blast at probably isn't going to care that much about some S5 Big Shootas, no matter how many you have. The other one is a little bit more obviously kitted out to be anti-infantry with the high rate of fire on the S6 AP4 gun.
New images confirm that the legs look awful. It seems to be even more of a waddling mess than the stompa.
That cyclops head looks cool, but between the rules and the overall look, I can't see myself splashing out on one of these. Especially when there is serious competition for my teef out there.
From the FAQ:
Page 97 - Weirdboy
Replace the first line of the Weirdboy's options with the following:
"May be upgraded to a Psyker (Mastery Level 2).... 25 pts"
Perfect Organism wrote: Seems ridiculously overcosted to me. Five killa kans would be cheaper and more effective and killa kans aren't exactly good at the moment. There's absolutely nothing on that profile that justifies a higher cost than a riptide.
A battlewagon with a big mek and some tankbustas or lootas is tougher, faster and just as capable of killing stuff.
I really hope that the rest of the codex is a lot better.
I agree with you, it seems very over-costed, especially compared to the Wraithknight and Riptide. However, a 13/13/12 vehicle with 5 Hull Points, a 5++ save and IWND, is potentially unkillable in some situations. You'll want to stay far away from Melta weapons.
I'm not sure the offense matches the defense though. A bunch of Big Shootas and some Rokkits aren't very impressive. We can take those in spades. The main cannon for both variants is very nice, but are you going to pay that many points for a chassis to mount it on?
This unit is unlikely to earn its points back in terms of slain models.
Ork units overcosted? Well I never...
Seriously though, I agree with you both. It's waaaay to expensive for what you're getting. No real killing power that we can't get in better numbers for cheaper in other units. I do see Morkanauts making their way to the table, if only for the KFF on such a durable platform. Sure, melta can still one shot you, but at least you're providing a decent save to models around it. I guess stick it near some Big Gunz units? Lootas or Flashgitz maybe? I dunno, its weaponry is so all over the place it's hard to say.
I can see it as sort of a Vehicle escort for Battlewagons and Deff Dreads.
The weapon loadout is just all over the place, especially for the variant with the Kustom Mega Blasta. What kind of target are you going to want to shoot a bunch of Big Shootas, some Rokkits, and a couple Mega Blastas at? Anything you're firing a S8 AP2 blast at probably isn't going to care that much about some S5 Big Shootas, no matter how many you have. The other one is a little bit more obviously kitted out to be anti-infantry with the high rate of fire on the S6 AP4 gun.
The Mork/mek loadout doesn't seem too bad. Sure, the big shoota is just sort of "there", but lots of vehicles seem to have that. Rokkits and Mega Blastas are all good at dealing with AV13 or less (and can at least glance AV14 ), so there's at least SOME consistency there. Anti-infantry isn't exactly a weakpoint for Orks, so I don't really see the Gorkanaut doing anything I can't do elsewhere cheaper. The Morkanaut, OTOH, can provide saves for things like Boomgun Looted Wagons, Big Gunz or other shooty units.
Escorting/protecting Dreads/Kanz isn't a bad idea either, especially if Kanz can take 2 guns now. I'm definitely picking one up, we'll just have to see how it fits with the rest of the new Codex.
Escorting/protecting Dreads/Kanz isn't a bad idea either, especially if Kanz can take 2 guns now. I'm definitely picking one up, we'll just have to see how it fits with the rest of the new Codex.
Yup, that's the crux of it. Hard to judge without seeing how this will fit into the larger codex. Honestly this makes me a little bit excited about pulling out my Deff Dreads and Kans.
ALSO
I haven't seen anyone else point this out yet, so forgive me if everyone has already seen it.
If my eyes don't deceive me, you can see the new MegaNobz kit represented in the picture with the Red Morkanaut (or is it the Gorkanaut?). You can see it in the previous picture from the German White Dwarf that has the full page with the point cost.
So random Ork Psychic Powers replaced by being able to Perils all the time.
After looking at the power sets, I'd have to say Santic might be the Orkier powerset to use with Gate of Infinity (get them into the fight faster), the Vortex power (who doesn't like a good reality crushing vortex?) and Hammerhand (to krump things harder with +2S!)
At the very least it seems fluffier than "summon all the Daemons" (outside of a specific army that fights Khorne Daemons).
Automatically Appended Next Post: So if all we end up seeing this month (not this week as we could see a split release) is the WD rules for the Gork/Morkanaught and a model wave release, how many people are planning on lighting Kirby's car on fire?
So if all we end up seeing this month (not this week as we could see a split release) is the WD rules for the Gork/Morkanaught and a model wave release, how many people are planning on lighting Kirby's car on fire?
...considering that "this month" is over on Saturday, I honestly wouldn't worry too much about a lack of releases so far. My guess is that the next issue of White Dwarf - not this upcoming Gork/Morkanaut one, but rather the one following - will have a ton more ork stuff, including info on the codex.
So if all we end up seeing this month (not this week as we could see a split release) is the WD rules for the Gork/Morkanaught and a model wave release, how many people are planning on lighting Kirby's car on fire?
...considering that "this month" is over on Saturday, I honestly wouldn't worry too much about a lack of releases so far. My guess is that the next issue of White Dwarf - not this upcoming Gork/Morkanaut one, but rather the one following - will have a ton more ork stuff, including info on the codex.
Use the Kustom Stompa from Forge World's IA 8(?) to tailor this.
Hmmm, the only reference I can find to lords of war in the rulebook just says that some things can be taken as lords of war. Dosent say much more than that. Too bad I dont have escalation :/
Is there a chance that the Stompa will be listed in the new codex, if it's now available as a Lord of War choice? What are everyone's thoughts on that?
Mr. Grey wrote: Is there a chance that the Stompa will be listed in the new codex, if it's now available as a Lord of War choice? What are everyone's thoughts on that?
Were the Baneblade or any other super heavy tanks listed in the new IG/AM codex? (honest question, haven't picked that book up yet.)
Mr. Grey wrote: Is there a chance that the Stompa will be listed in the new codex, if it's now available as a Lord of War choice? What are everyone's thoughts on that?
Were the Baneblade or any other super heavy tanks listed in the new IG/AM codex? (honest question, haven't picked that book up yet.)
Mr. Grey wrote: Is there a chance that the Stompa will be listed in the new codex, if it's now available as a Lord of War choice? What are everyone's thoughts on that?
Were the Baneblade or any other super heavy tanks listed in the new IG/AM codex? (honest question, haven't picked that book up yet.)
Seeing as putting LoW into the codexes would largely negate Escalation, I don't see it happening. They want to keep the book useful and thus worth something to players.
I'm worried now that Zogwort will be removed entirely. I hope the removal of Zogwort's Curse isn't an indication that we'll be seeing the more fun, fluffy Ork stuff being dulled down to make them less random and more appealing to a wider market. </TinFoilHat>
ClockworkZion wrote: Seeing as putting LoW into the codexes would largely negate Escalation, I don't see it happening. They want to keep the book useful and thus worth something to players.
But didn't they just throw Escalation into the new rulebook? I really need to go back and read it again, but I thought it detailed LoWs.
Squidbot wrote: I'm worried now that Zogwort will be removed entirely. I hope the removal of Zogwort's Curse isn't an indication that we'll be seeing the more fun, fluffy Ork stuff being dulled down to make them less random and more appealing to a wider market. </TinFoilHat>
It seems all but certain that Zogworts will get the chop. What I'm really concerned about is that Wazzdakka will get the chop too!!! He is a mainstay of a lot of speedfreak lists and really needs a model (most likely going to be priced the same a Sammael of the Dark Angels if we are lucky!).
I did see mention that Buggies are coming with the possible release of a speek freaks expansion. That would be the greatest if true, that would likely mean Wazzdakka gets held back for that too. So if he isn't in this codex all hope isn't lost.
It seems all but certain that Zogworts gets the chop, sorry to be the bringer of bad news. That said there maybe plastic characters on the way one maybe a weirdboy depending if the rumours pan out.
ClockworkZion wrote: Seeing as putting LoW into the codexes would largely negate Escalation, I don't see it happening. They want to keep the book useful and thus worth something to players.
But didn't they just throw Escalation into the new rulebook? I really need to go back and read it again, but I thought it detailed LoWs.
They added the LoW into the FOC, added rules concerning D-Weapons, and the LoW types, but not the LoW themselves, nor the Warlord Traits Table or mission types.
Squidbot wrote: If they bring back Nazdreg with Telyporta tek, I might forgive them for taking out Zogwort,
Good Call.
But still - I want my Zogwort back...
Fielding him frequently provoked a comment: HAHA. You are fielding Zogwort. Waste of points.
(Unreadable face expression - something between scoff and panic...)
And then first round shooting phase... all lead sprayed on Zogwort mob... Surprise, surprise...
I've got the WD, and it has a little tid-bit about waaaghs, and how an ork army builds up a waaaagh! and the more you build up, the more powerful it becomes...
Possibly based on number of orks in the army? Or perhaps related to the old "waaagh token" rumours that were going round months ago?
Automatically Appended Next Post: My friends have just agreed to have a house rule to still field Zogwort, with curse. Obviously I'll still have to play without him at the local club, but it's nice to know I can keep him if GW take him away.
Nice to see more pics of the Ruzzbot (Gork/Morkanaut. It's pretty much a Ruzzbot.) , the cyclops head is really cool! It's really funny to see because it's super similar to a head I kitbashed a few months ago!
Sad to see Orks lose their Waaagh! psyker powers, but I'm going to make my daemon mobs squigs. I'm not bothered too much by the removal of Zogwort as a unit, but as a character I hope he stays in the fluff somehow. If he's replaced with Nazdreg however, then that'll be fun to have another mega-armoured boss unit. Tellyportas means deep-striking MANZ or nobz, which is the best thing imaginable.
I don't know about you, but I feel like GW is focusing on Bad Moonz more that Evil Sunz with those releases (mini-Stompa, big meks, mega armour ...)
so, I'm not very confident about that "rumour" of an Evil Sunz mini-dex
nflagey wrote: I don't know about you, but I feel like GW is focusing on Bad Moonz more that Evil Sunz with those releases (mini-Stompa, big meks, mega armour ...)
so, I'm not very confident about that "rumour" of an Evil Sunz mini-dex
Yeah me neither gotten me all worried about the possible dropping of said Wazzdakka. Oh well just close the old eyes.
I'd just like to point out that we've had a plethora of rumors about what new units Orks will be getting. Everything from new Kommando / Tankbusta kits, a dual Buggy kit, a new huge squiggoth-type unit, a new dual Deffkopta unit... etc.
At this point, the "Pregnant Deff Dread" has pretty much been confirmed, and that comes along with these rumors from Kroot...
The new mid size stompa thing looks like a pregnant Deff Dread. Comes with various weapon mountings, including what looks like a KFF.
New Gretchin models, including a grot oiler.
New mega nobs, not plastic versions of the existing.
Big Mek in mega armour with some interesting KFF like add ons.
Big Mek in Mega Armour with shoulder mounted weapons, maybe SAG but doesn't look like it.
Warboss is similar to the remodelling of the Helbrute from Dark Vengeance, it looks like a reworking of the AOBR Warboss with an attack Squig
New Pain Boy with a kind of Narthecium cybork hand.
Flash Gitz (They look particularly awesome, very much like Freebootaz with loads of variation in the kit).
Big Gunz. Total redesign.
Currently this is the most TRUE rumor that we've seen for the models in the Ork release. We have confirmed sightings of the new Meganobz, and the Gorkanaut.
If true, this means we can look forward to:
Gorkanaut / Morkanaut kit
new Gretchin box, or maybe just a couple new grot models included with other kits, like the Ammo Runt and the Grot Oiler.
Meganob box (including parts for Big Mek, possibly with multiple weapons?)
Warboss
Painboy
Big Gunz
That means this might be ALL we get. All the other model rumors might be totally false. No new dual Buggy. No new Deffkopta. I really hope I'm wrong.
Someone on The Waaaagh mentioned that they'd heard something about "grot tekkies" - maybe we'll get a plastic kit of various gretchin krew that we can add to our warmachines/tanks? Which would be pretty great; I've always liked grots.
So 2nd and 3rd, but never had rules for teleporter.??
As I recall (Someone correct me if I'm wrong, I have a dreadful memory) his telyporta stuff is just fluffy lore. It's from the Purging of Kadillus. Nazdreg has telyporta tek that he shares with Ghazghkull, for his invasion of Armageddon.
I think you're right, it is mentioned in the description of the attacks on Piscina if I remember correctly.
I think the first mention of Tellyportas dates back to late 2nd, early 3rd, back when the Piscina War was an actual narrative campaign played by some studio folks including Adrian Wood and Andy Chambers, if memory serves.
Rubs wrote: I've also noticed that the Morkanaught has wargear listed as two rokkits, but if you look at the picture above, it has 4 rokkits on his arm.
Perhaps the rokkits are twin-linked?
Could be, but plenty of ork models have single rokkit launchas represented by multiple rockets. Just look at the Killa Kan arm for an example.
Rubs wrote: I've also noticed that the Morkanaught has wargear listed as two rokkits, but if you look at the picture above, it has 4 rokkits on his arm.
Perhaps the rokkits are twin-linked?
Could be, but plenty of ork models have single rokkit launchas represented by multiple rockets. Just look at the Killa Kan arm for an example.
Just finished reading the text, it does indeed say its twin-linked rokkits and big shootas. Gorkanaught and Morkanaught both have twin-linked rokkits and big shootas.
After reading it all, I'm leaning more towards to Morkanaught - its cheaper base + KFF + 4 str 8 shots (2 are twin-linked, 1 blast, 2 ap2s). It's more of a vehicle killer. I just wish it were a large blast!
Unchanged Ork lore is a good thing, and nothing about the Gorkamorkanauts seems out-of-character. If anything they're super-orky. From the descriptions it seems there's 2 Ork pilots in the kit: one on the shoulder (we've seen him peeping around the "cowl" of the 'naut.) and one thatsits behind the big gun arms to shoot, which sounds like a really interesting bit.
I'm very curious about the kustomizing options we might have to get that thing in a better pose. I'd much rather have it looking stompy instead of waddly.
Rubs wrote: I've also noticed that the Morkanaught has wargear listed as two rokkits, but if you look at the picture above, it has 4 rokkits on his arm.
Perhaps the rokkits are twin-linked?
Could be, but plenty of ork models have single rokkit launchas represented by multiple rockets. Just look at the Killa Kan arm for an example.
Just finished reading the text, it does indeed say its twin-linked rokkits and big shootas. Gorkanaught and Morkanaught both have twin-linked rokkits and big shootas.
After reading it all, I'm leaning more towards to Morkanaught - its cheaper base + KFF + 4 str 8 shots (2 are twin-linked, 1 blast, 2 ap2s). It's more of a vehicle killer. I just wish it were a large blast!
I agree. And with the KFF it'd fit in with a couple large mobs of boyz.
Rubs wrote: I've also noticed that the Morkanaught has wargear listed as two rokkits, but if you look at the picture above, it has 4 rokkits on his arm.
Perhaps the rokkits are twin-linked?
Could be, but plenty of ork models have single rokkit launchas represented by multiple rockets. Just look at the Killa Kan arm for an example.
Just finished reading the text, it does indeed say its twin-linked rokkits and big shootas. Gorkanaught and Morkanaught both have twin-linked rokkits and big shootas.
After reading it all, I'm leaning more towards to Morkanaught - its cheaper base + KFF + 4 str 8 shots (2 are twin-linked, 1 blast, 2 ap2s). It's more of a vehicle killer. I just wish it were a large blast!
I agree. And with the KFF it'd fit in with a couple large mobs of boyz.
The appeal of the Gorkanaut will increase significantly if it is possible to put a Big Mek in Mega Armour with a KFF inside it, with a couple other Mega Nobz to keep him company. One can dream....
Rubs wrote: I've also noticed that the Morkanaught has wargear listed as two rokkits, but if you look at the picture above, it has 4 rokkits on his arm.
Perhaps the rokkits are twin-linked?
Could be, but plenty of ork models have single rokkit launchas represented by multiple rockets. Just look at the Killa Kan arm for an example.
Just finished reading the text, it does indeed say its twin-linked rokkits and big shootas. Gorkanaught and Morkanaught both have twin-linked rokkits and big shootas.
After reading it all, I'm leaning more towards to Morkanaught - its cheaper base + KFF + 4 str 8 shots (2 are twin-linked, 1 blast, 2 ap2s). It's more of a vehicle killer. I just wish it were a large blast!
I agree. And with the KFF it'd fit in with a couple large mobs of boyz.
Yeah, I'd love to see how 2 Morkanaughts play with a bunch of boyz around. Would be pretty interesting.
matphat wrote: I'm very curious about the kustomizing options we might have to get that thing in a better pose. I'd much rather have it looking stompy instead of waddly.
Or just stick Battlewagon treads on the bottom. There's a lot I could see happening with this guy.
Dr. Delorean wrote: Have the Gorka and Morkanaut points, thanks to Deutschland and /tg/
Not bad. 300pts for a 5HP AV 13 walker with a KFF, IWND and some AP2 blast weaponry seems alright to me.
It's pretty godawful actually.
In comparison to some really rather broken units (e.g. Riptides, saw a Riptide comparison earlier), yeah, it isn't that great. However, Orks desperately need some decent, ranged AP2 and, unless the Codex brings more elsewhere (flashgits, perhaps), this may be the go-to option. Orks also appreciate some decent AV. Yes, the BW is AV14 at the front, but due to its length and thinness, it's ridiculously easy to get round to that AV12 side. AV13 front and side with 5 HP is pretty good, especially with the new vehicle damage tables.
I think the extra hull point, plus IWND, puts it on roughly the same durability with a landraider, perhaps a little less. Add in the KFF and the better weaponry, and that extra 60 or so points is good value.
I guess we'll see when the Codex is released, but I'm hopefully for the Gork/Morkanaut.
But at 300ish pts would taking two mega dreads be a better value? Av13 front and side with a 5+ invul and 3hp each. 2bigshootas and a killkannon str 7 ap3 large blast.
A single small blast and a BS 2 shot on something approaching landraider cost isn't what I would call decent ranged AP 2. The SAG and Zzapp guns seem like better options.
It probably is more survivable than a battlewagon. It also costs a lot more than a battlewagon. At best you would want one of those things to act as a flank screen to protect your battlewagons. It might just be wide enough to do that.
Not sure how these things have 'better weaponry' than land raiders. I'd much rather have twin-linked lascannons or assault cannons plus multi-meltas.
I just going to go ahead and say it now. If the new codex doesn't give us at least one reliable ranged anti-vehicle option, I wont be putting my Orks on the table anymore. Too big a pain in the ass to get that Klaw all the way to the opponents back edge. I'll still model and paint them, but damn if I'll spend another editions slogging it for three turns to even stand a chance to punch a vehicle to death.
matphat wrote: I just going to go ahead and say it now. If the new codex doesn't give us at least one reliable ranged anti-vehicle option, I wont be putting my Orks on the table anymore. Too big a pain in the ass to get that Klaw all the way to the opponents back edge. I'll still model and paint them, but damn if I'll spend another editions slogging it for three turns to even stand a chance to punch a vehicle to death.
Kannons are sort-of OK. A small price drop should make them effective. Seventh edition lets you move and fire with them, I think, so if mega-armour is still SAP they can move across the board chucking out S 8 shots at BS 3 being towed by a warboss or big mek. Zzapp guns need a bigger improvement, but could become godly if they get Haywire.
Tankbustas are overpriced at the moment, but if they get a drop in cost or a boost in abilities and battlewagons stay as good as they are now they could be practical. Looks like Grot Riggers will help make up for not having mekboys in the unit.
Worst case scenario, go unbound and take a load of big trakks with supa kannons from the dred mob list.
Perfect Organism wrote: Tankbustas are overpriced at the moment, but if they get a drop in cost or a boost in abilities and battlewagons stay as good as they are now they could be practical. Looks like Grot Riggers will help make up for not having mekboys in the unit.
I honestly don't mind Tankbustas that much. I use them quite often at my FLGS to great effect.
I'd say the problem is less TankBustas and the rokkit launcha itself. Bomb squigs, Tankbusta bombs, and tank hammers are FINE (although they should get tank hunter) but a single shot krak missile with half the range and on a model with BS 2 is not worth it.
Luke_Prowler wrote: I'd say the problem is less TankBustas and the rokkit launcha itself. Bomb squigs, Tankbusta bombs, and tank hammers are FINE (although they should get tank hunter) but a single shot krak missile with half the range and on a model with BS 2 is not worth it.
What would you suggest then? In the Kill Team video game, the model of a Tankbusta has 3 rokkits on it. Maybe twin-linked or assault 2?
Assault two would definitely be my pick. It makes up for the bad aiming, and follows the ork philosophy of "Moar dakka". I particularly liked how rokkits worked in DoW 2 Retribution, where the rokkit launcher just fired a wide wave of rokkits that could all either miss or hit the ground, or if you're close all of them hit and did tons of damage
Twin-linked rokkits would work, as would giving them Tank Hunters, BS 3 or dropping their cost to around 10 points per model. Essentially, anything that lets you get about 50% more wrecked vehicles for your points out of them.
Luke_Prowler wrote: I'd say the problem is less TankBustas and the rokkit launcha itself. Bomb squigs, Tankbusta bombs, and tank hammers are FINE (although they should get tank hunter) but a single shot krak missile with half the range and on a model with BS 2 is not worth it.
Tankbustas mainly need tank hunter and a decent transport option. The rokkits are fine if they would get +1 armour pen. A 30" threat range is good enough when transported.
Luke_Prowler wrote: I'd say the problem is less TankBustas and the rokkit launcha itself. Bomb squigs, Tankbusta bombs, and tank hammers are FINE (although they should get tank hunter) but a single shot krak missile with half the range and on a model with BS 2 is not worth it.
Tankbustas mainly need tank hunter and a decent transport option. The rokkits are fine if they would get +1 armour pen. A 30" threat range is good enough when transported.
They are not a sit back & shoot unit.
I think you're confused. Orks are already being pushed into a sit back and shoot army because the only good anti tank that we have are Lootas. While I like lootas, I do want Tankbustas to work and the reason they don't is because they can't hit for piss.
Goresaw wrote: So this is a less effective soul grinder at double the points?
WHERE DO I SIGN UP?!?! (to quit 40k)
Bro, I don't think you understand. This is a unit that can move your 200 point assault unit 6 inches per turn. You could be spending twice as much points to put your assault unit which has the only high strength attacks in the entire Ork arsenal in a shooting vehicle that moves 6 inches per turn. This is amazing news.
Goresaw wrote: So this is a less effective soul grinder at double the points?
WHERE DO I SIGN UP?!?! (to quit 40k)
Bro, I don't think you understand. This is a unit that can move your 200 point assault unit 6 inches per turn. You could be spending twice as much points to put your assault unit which has the only high strength attacks in the entire Ork arsenal in a shooting vehicle that moves 6 inches per turn. This is amazing news.
Goresaw wrote: So this is a less effective soul grinder at double the points?
WHERE DO I SIGN UP?!?! (to quit 40k)
Bro, I don't think you understand. This is a unit that can move your 200 point assault unit 6 inches per turn. You could be spending twice as much points to put your assault unit which has the only high strength attacks in the entire Ork arsenal in a shooting vehicle that moves 6 inches per turn. This is amazing news.
Luke_Prowler wrote: I'd say the problem is less TankBustas and the rokkit launcha itself. Bomb squigs, Tankbusta bombs, and tank hammers are FINE (although they should get tank hunter) but a single shot krak missile with half the range and on a model with BS 2 is not worth it.
Tankbustas mainly need tank hunter and a decent transport option. The rokkits are fine if they would get +1 armour pen. A 30" threat range is good enough when transported.
They are not a sit back & shoot unit.
I think you're confused. Orks are already being pushed into a sit back and shoot army because the only good anti tank that we have are Lootas. While I like lootas, I do want Tankbustas to work and the reason they don't is because they can't hit for piss.
No I am not confused.
Your +range idea doesn't fit the fluff.
Doubling the firepower of the unit will just turn them into rokkit spammers, not actual tank hunters. A longer range will make it so much easier for the enemy to abuse glory hogs rule. Tankbustas can ping rokkits off AV14 armour all day long, it kinda makes no difference.
Having the ability to penetrate AV14 is what is desperately needed. The ability to damage the vehicle on the chart e.g, remove weapons, immobilise, etc.,
Gaining a buff of +16% to glance vehicles and +16% to penetrate, as well as the ability to penetrate AV14 on sixes is better than assault 2.
So here is my question about the Gorkanaut/Morkanaut. If this thing is locked in combat and the guys inside decide to get out are they then locked into that combat? Kind of hard not to be really.
TedNugent wrote: Why can't they just give us a damn meltagun like everybody else.
Because without deepstrike, a 12" range sucks.
So? It's not like they're going to give us long range firepower, so why do we get neither long range firepower nor melta? I wouldn't even ask for drop pods, a couple of meltaguns on Kommandos or Warbikers would be the shizzle squizz.
koolaid64 wrote: So here is my question about the Gorkanaut/Morkanaut. If this thing is locked in combat and the guys inside decide to get out are they then locked into that combat? Kind of hard not to be really.
that could be potentially the only way you get the payload into assault, but at the moment the rules for disembarking would say that you can't disembark because there are people 1" away from the door.
TedNugent wrote: Why can't they just give us a damn meltagun like everybody else.
Because without deepstrike, a 12" range sucks.
So? It's not like they're going to give us long range firepower, so why do we get neither long range firepower nor melta? I wouldn't even ask for drop pods, a couple of meltaguns on Kommandos or Warbikers would be the shizzle squizz.
Er... yes because we really need an overcosted meltagun on a paper kommando unit that will maybe, just maybe... pop off a single shot in a game @ BS2 before they die a horrible horrible death.
Warbikers... I'd rather just use Klaws... much more effective.
44Ronin wrote:Having the ability to penetrate AV14 is what is desperately needed. The ability to damage the vehicle on the chart e.g, remove weapons, immobilise, etc.,
Gaining a buff of +16% to glance vehicles and +16% to penetrate, as well as the ability to penetrate AV14 on sixes is better than assault 2.
Have you read the new Tank Hunters rule? They don't get +1 to armour penetration rolls anymore. I don't think that's been the case since 5th edition.
koolaid64 wrote:So here is my question about the Gorkanaut/Morkanaut. If this thing is locked in combat and the guys inside decide to get out are they then locked into that combat? Kind of hard not to be really.
Pretty sure you can't disembark into contact with enemy models.
koolaid64 wrote: So here is my question about the Gorkanaut/Morkanaut. If this thing is locked in combat and the guys inside decide to get out are they then locked into that combat? Kind of hard not to be really.
that could be potentially the only way you get the payload into assault, but at the moment the rules for disembarking would say that you can't disembark because there are people 1" away from the door.
We need some equivalent of Drop Pod, and this 'Orkanaut could have been great for that. I would not like something too copied/pasted but a little ork-ish madness would be great.
Some sort of Katapult?
I find it interesting that in WD, Andy Clark emphasizes so much the Oddboyz and talk about tellyporta ...
Maybe something in the rules that we still have to discover?
44Ronin wrote:Having the ability to penetrate AV14 is what is desperately needed. The ability to damage the vehicle on the chart e.g, remove weapons, immobilise, etc.,
Gaining a buff of +16% to glance vehicles and +16% to penetrate, as well as the ability to penetrate AV14 on sixes is better than assault 2.
Have you read the new Tank Hunters rule? They don't get +1 to armour penetration rolls anymore. I don't think that's been the case since 5th edition.
koolaid64 wrote:So here is my question about the Gorkanaut/Morkanaut. If this thing is locked in combat and the guys inside decide to get out are they then locked into that combat? Kind of hard not to be really.
Pretty sure you can't disembark into contact with enemy models.
I'm talking about having something similar to the original tankbustas rule
I find it interesting that in WD, Andy Clark emphasizes so much the Oddboyz and talk about tellyporta ...
Maybe something in the rules that we still have to discover?
- Boss
- Wat
- I can 'ear dem fight without us, can we go out!?
- No
- But Boss da Morkanaut is getting the best ones, we'll have nothing left!?
- I said we wait, I want to make sure there is room to step out.
- but Boss... this will be over before we can swing a choppa
- Look I think it's clear, let's open the door now.... lads where you going?
- But... krumping of course!
- No, you lads put those choppas back on your belt and you show me some dakka.
- Oh not again!
- You know we NEVER charge after coming out of a morkanaut, it's not a trukk lad, these things have to be done the right way, do as I do
Nob shoots his slugga and misses. The boys raise their sluggas and halfheartedly press the trigger missing completely.
- Good lads... now we wait.
matphat wrote: I'm very curious about the kustomizing options we might have to get that thing in a better pose. I'd much rather have it looking stompy instead of waddly.
Or just stick Battlewagon treads on the bottom. There's a lot I could see happening with this guy.
That would fundamentally make it an Ork Skulldozer.
I'm not sure if I like the model or not yet. All the pictures I have seen leave me ambiguous about it. I need to see the 360 view. I might just scratchbuild something if I don't like it, and while it will be the same dimensions as this, it will not be a humanoid with tank bottom - I'd go all tank or all walker.
- Boss
- Wat
- I can 'ear dem fight without us, can we go out!?
- No
- But Boss da Morkanaut is getting the best ones, we'll have nothing left!?
- I said we wait, I want to make sure there is room to step out.
- but Boss... this will be over before we can swing a choppa
- Look I think it's clear, let's open the door now.... lads where you going?
- But... krumping of course!
- No, you lads put those choppas back on your belt and you show me some dakka.
- Oh not again!
- You know we NEVER charge after coming out of a morkanaut, it's not a trukk lad, these things have to be done the right way, do as I do
Nob shoots his slugga and misses. The boys raise their sluggas and halfheartedly press the trigger missing completely.
- Good lads... now we wait.
I'm thinking the G/MOrkanaut traps the orks inside will fighting CC to keep the glory for itself
IF it could unload the Orks straight into assault by assaulting then THAT would solve the disembark issue and be pretty freaken awesome from rules and fluff perspective
I've seen a few comments here about the cost (points) of the model, but I'm wondering if anyone actually did some math?
A Deff Dread is 75
+ 15 (for an extra CCW so it gets the same number of A)
+ 15 (KMB)
+ 40 (2 TL big shoota + 2 rokkit launcha)
+ 20 (at least, Kustom Mega Kannon is sort of an improved Zzap Gun)
Not sure how to price the Klaw or Gork/Mork
So, that's already 165 points.
But that Deff Dread only has 3 HP, is between 1 and 2 armour points lower, no transport, no option to include KFF (the Deff Dread would eat an HQ slot to get it)
So, looking at it this way, I'm not so sure it's such a bad deal, point wise...
I think it would be really cool if the Orkanaut would disembark it's orks into combat after it successfully charges into a unit., thereby protecting the unit inside itself from overwatch.
With such a small unit., you'd need this protection.
nflagey wrote: I've seen a few comments here about the cost (points) of the model, but I'm wondering if anyone actually did some math?
A Deff Dread is 75
+ 15 (for an extra CCW so it gets the same number of A)
[...]
So, looking at it this way, I'm not so sure it's such a bad deal, point wise...
and you are spot on. It is "correctly" priced.
When was the last time you build your ork list around the deffdread?
When was the last time you put a KMB on a deffdread?
The issue is not that it is overpriced, it is mostly that the Morkanaut does not know what it wants to be, and that it keeps stacking poorly effective solutions.
Slowest vehicles: Walker, check!
Worst weapon you can get if you have a low BS: a "Get hot" weapon, check!
Worst transport capacity for an army based on number: 6, check!
I'm going to give you an alternative version of stacking points which would use the same rules and make it effective:
A Deff Dread is 75
+ 15 (for an extra CCW so it gets the same number of A)
+ 25 for 5 big shoota
+ 20 (for 2 grot bomms as per IA8, Large blast TL AP3 rokkits - one use only)
+ 20 (for a supa skorcha as per IA8, an AP3 skorcha)
-------------
165 points
That's a Shooty dread with still a wide array of weapons, plenty of ork mix-bag of different guns, but it would really focus on the weapons with the biggest bang for buck.
in terms of point efficiency against MEQ (where orks are at the weakest) you can't really beat template AP3 and big shootas.
The issue is not that it is overpriced, it is mostly that the Morkanaut does not know what it wants to be, and that it keeps stacking poorly effective solutions.
I disagree.
It does know what it wants to be, and that is., a big tough S>O>B, line of sight blocking fire magnet
nflagey wrote: I've seen a few comments here about the cost (points) of the model, but I'm wondering if anyone actually did some math?
A Deff Dread is 75
+ 15 (for an extra CCW so it gets the same number of A)
[...]
So, looking at it this way, I'm not so sure it's such a bad deal, point wise...
The issue is not that it is overpriced, it is mostly that the Morkanaut does not know what it wants to be, and that it keeps stacking poorly effective solutions.
I agree on that, I was just saying that point-wise, it's not a bad deal.
Of course, I would like a better option, but in terms of points, it's better than what we have now, don't you think?
nflagey wrote: We need some equivalent of Drop Pod, and this 'Orkanaut could have been great for that. I would not like something too copied/pasted but a little ork-ish madness would be great.
Some sort of Katapult?
I find it interesting that in WD, Andy Clark emphasizes so much the Oddboyz and talk about tellyporta ...
Maybe something in the rules that we still have to discover?
- Boss
- Wat
- I can 'ear dem fight without us, can we go out!?
- No
- But Boss da Morkanaut is getting the best ones, we'll have nothing left!?
- I said we wait, I want to make sure there is room to step out.
- but Boss... this will be over before we can swing a choppa
- Look I think it's clear, let's open the door now.... lads where you going?
- But... krumping of course!
- No, you lads put those choppas back on your belt and you show me some dakka.
- Oh not again!
- You know we NEVER charge after coming out of a morkanaut, it's not a trukk lad, these things have to be done the right way, do as I do
Nob shoots his slugga and misses. The boys raise their sluggas and halfheartedly press the trigger missing completely.
- Good lads... now we wait.
i vote we send this in to gw as a petition to think about what the heck they're doing.
The article is hilarious because the dev is saying "a unit of nobz can jump out and help the assault". I face palmed so hard, I think my hand went out through the back of my head.
Its assault power is laughable. A power claw warboss has more attacks and costs half as much. Then to bring it up to the bloated point cost of this idiotic monstrosity you're more durable with mega nobs, faster with a battlewagon, and have waaay more killing power.
Its shooting is a joke. Having played tau for the last few months I look at the weapons, and I look at the BS, and just laugh. Its downright pathetic.
And the joke becomes absolutely tragic when you consider knights are out there. This gigtanitic fat waddling fool will totter up to a faster, stronger, better Knight, get love tapped, and instantly explode. Oh boy, wasn't that fun.
This was a monstrously mishandled release. They're tyraniding us. We're just targets for some space marine player to shoot so he can forge his narrative.
Goresaw wrote: The article is hilarious because the dev is saying "a unit of nobz can jump out and help the assault". I face palmed so hard, I think my hand went out through the back of my head.
Its assault power is laughable. A power claw warboss has more attacks and costs half as much. Then to bring it up to the bloated point cost of this idiotic monstrosity you're more durable with mega nobs, faster with a battlewagon, and have waaay more killing power.
Its shooting is a joke. Having played tau for the last few months I look at the weapons, and I look at the BS, and just laugh. Its downright pathetic.
And the joke becomes absolutely tragic when you consider knights are out there. This gigtanitic fat waddling fool will totter up to a faster, stronger, better Knight, get love tapped, and instantly explode. Oh boy, wasn't that fun.
This was a monstrously mishandled release. They're tyraniding us. We're just targets for some space marine player to shoot so he can forge his narrative.
Goresaw wrote: The article is hilarious because the dev is saying "a unit of nobz can jump out and help the assault". I face palmed so hard, I think my hand went out through the back of my head.
Its assault power is laughable. A power claw warboss has more attacks and costs half as much. Then to bring it up to the bloated point cost of this idiotic monstrosity you're more durable with mega nobs, faster with a battlewagon, and have waaay more killing power.
Its shooting is a joke. Having played tau for the last few months I look at the weapons, and I look at the BS, and just laugh. Its downright pathetic.
And the joke becomes absolutely tragic when you consider knights are out there. This gigtanitic fat waddling fool will totter up to a faster, stronger, better Knight, get love tapped, and instantly explode. Oh boy, wasn't that fun.
This was a monstrously mishandled release. They're tyraniding us. We're just targets for some space marine player to shoot so he can forge his narrative.
This was a monstrously mishandled release. They're tyraniding us. We're just targets for some space marine player to shoot so he can forge his narrative.
Yeah this dosent look like a good unit on paper, but to say the release is mishandled seems a bit shortsighted considering it hasnt happened yet.
Sorry if I sound incredibly angry, but I've been frustrated with my first love, the orks, for a long time. They deserve better than this. I've thrown my boyz against hopeless odds over and over again, and just gotten shredded the new nasty armies that have been released since...well 4th ed. I just want orks to get their due, instead of being that 'funny army that the annoying guy who screams Waaagh! all the time plays". My favorite army should not have only a single person out of 128 people playing them at a tournament.
(and to be fair to the bugs, I think 6.5 is much kinder to them, thanks to the changes to force org and the buffs to shooting FMC's).
Goresaw wrote: Sorry if I sound incredibly angry, but I've been frustrated with my first love, the orks, for a long time. They deserve better than this. I've thrown my boyz against hopeless odds over and over again, and just gotten shredded the new nasty armies that have been released since...well 4th ed. I just want orks to get their due, instead of being that 'funny army that the annoying guy who screams Waaagh! all the time plays". My favorite army should not have only a single person out of 128 people playing them at a tournament.
(and to be fair to the bugs, I think 6.5 is much kinder to them, thanks to the changes to force org and the buffs to shooting FMC's).
Just be patient and wait until we see what our codex looks like , This is really only one unit and we don't have all the information on it just yet.
- Great sprue to build plenty or Ork stuffs, the rokkits will always find a use on a buggy or another vehicle
- There must be 75% of the components to build a mega/meka dread from IA8 - We don't have to field it, it's not like it's the only kit available to tackle specific threat.
The change to making the KFF a 5++ on a per model basis also worries me. The only other rule that works like that is from the DA codex, and it doesn't work when embarked on a transport. I feel that giving us the silly, broken, shrouded buff venomthropes have would have been preferable.
Perfect Organism wrote: A single small blast and a BS 2 shot on something approaching landraider cost isn't what I would call decent ranged AP 2. The SAG and Zzapp guns seem like better options.
It probably is more survivable than a battlewagon. It also costs a lot more than a battlewagon. At best you would want one of those things to act as a flank screen to protect your battlewagons. It might just be wide enough to do that.
Not sure how these things have 'better weaponry' than land raiders. I'd much rather have twin-linked lascannons or assault cannons plus multi-meltas.
Anyone suggesting that the zzapp gun is better than anything ever obviously has no idea about statistics
Also, "don't mix speeds" still applies to orks, no matter what happens to the codex. These things and battlewagons will be mutually exclusive strategies.
+ kit looks kinda nice. the modell itself isn't that great, but there is lots of room for conversion and it will net you a load of extra bitz an gubbinz to use elsewhere.
+ Could be a more mobile version of lootas, providing (by guesstimate) roughly the same firepower but on the move and with a good defensive capability
- Compared to a Land Raider, we pay more points, more moneys, get weaker dakka, less transport capacity and probably less durability. Burn. Bad burn.
- Doesn't solve a major ork problem: handling vehicles with high armour values at range.
- Doesn't actually fill a battlefield role, that is not allready covered to some degree by other units.
I usually play BW with Zogwort, some bikes plus lootas and ADL... And I wanted some nice Grot units...
So already Weirdboyz nerfed. No prospects for Grots. Feeling the atmosphere here: there is a possibility for Lootas to be hit. And now you mention Bikes...
Hmm... I can see the pattern here, but I will not yield. I refuse to worry and I will stay optimistic...
Ork weirdboyz were always, back in the day, fairly immune to the perils of the warp. A possessed Warp'ead wasn't taken over by a daemon, instead the daemon fell into a trap by attempting to take the tasty psyker as the ork mentality is so basic there's nothing for the daemon to exploit. The daemon would find it's self trapped and at the mercy... of the ork.
Perhaps we'll see something like that come back, perhaps immunity to perils or somesuch.
Automatically Appended Next Post: The MorkGorknaut on paper really doesn't excel at anything. It's point cost is very high and it's a poor 'jack of all trades, master of none'.
Unless they put something seriously useful in to combo with it, or alter it's rules in the actual codex, it's not going to see much action with my army...
Unless unless, they nerf everything else to make it a viable choice of desperation...
The MorkGorknaut on paper really doesn't excel at anything. It's point cost is very high and it's a poor 'jack of all trades, master of none'.
Unless they put something seriously useful in to combo with it, or alter it's rules in the actual codex, it's not going to see much action with my army...
Unless unless, they nerf everything else to make it a viable choice of desperation...
If anyone from gw is reading... nothing to see here. This is not the idea you're looking for. Move along.
Sorry, quote error that I don't know how to fix...
Morathi's Darkest Sin wrote: Aye.. imagine if we get that thing.. (which at this point seems to have.. limited uses to put it politely) but no buggies/Tracks kit again...
I hope that's not the case. As that would be, not just dropping the ball, but strapping explosives to it and throwing it out the window.
To make up for it we will get a shiny new grots box, double the price as the one we have now but with 5 models and one runtherd...did I mention its going to be fine cast?
Morathi's Darkest Sin wrote: Aye.. imagine if we get that thing.. (which at this point seems to have.. limited uses to put it politely) but no buggies/Tracks kit again...
I hope that's not the case. As that would be, not just dropping the ball, but strapping explosives to it and throwing it out the window.
To make up for it we will get a shiny new grots box, double the price as the one we have now but with 5 models and one runtherd...did I mention its going to be fine cast?
Or, you know... a strip of greenstuff with the label: Ork Meganob, Ork Flashgit, Ork Kommando, Ork Deffkopta, Ork Buggy* (* delete unnecessary) and special version of Stompa casted in white metal (two part model)...
Not getting my wallet out for this one, that's for sure.
It's far from being a display cabinet quality sculpt, and if I ever wanted to actually field one in a game (unlikely) I could scratch build a much better one myself.
IDK I think people are being unfair with this guy. He is AV13 with 5HP, that is the equivalent to T9 in AV. If you give those grot rigger and a KFF that thing is not going to be dying and in 7th it scores. You can also hide a grot squad in its belly until last turn and grab another objective.
Due to the change to objective placement in 7th I think most games will favor the mid field more and this guy will be tough to move.
What is strangest to me though are the rules interactions. will its contents be stuck inside when it is in assault? How do stompas work in that regard?
It's far from being a display cabinet quality sculpt, and if I ever wanted to actually field one in a game (unlikely) I could scratch build a much better one myself.
I'm extremely lucky that I was able to pick up a couple of scratch-built mini-stompas a while back:
I never knew what to do with them before, but the GorkaMorkanaut looks to be a perfect use! Too bad its rules aren't stellar, but at least all I have to do is fit some new arms to these guys.