Switch Theme:

Gorkamorka Morker Mob  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Poxed Plague Monk






They do, in fact, and I've been collecting parts to make a couple. Unfortunately, I haven't even begun assembling one, so it will probably be a while before I have any finished bomb squigs to show off. One of these days, though...
   
Made in us
Poxed Plague Monk






Hey, everybody!

The last month or two has been kind of crazy for me, and while I haven't managed to get much posted, I have managed to get a bit done here and there. First and foremost, I finally managed to get all the gubbinz for my big trakk finished.




While I didn't manage to model all of the possible gubbinz you can get in Gorkamorka, I managed to model all the ones I think I'll be taking on my big trakk. Bonus points if you can spot them all!

Sadly, I wasn't able to get it painted quite in time for the end of the last campaign, but I still got some shots of da boyz in action, so hopefully I'll get some pictures of that up soon.
   
Made in us
Roarin' Runtherd




Love this! any chance you are planning to introduce the new war buggies GW just announced into your campaign?
   
Made in us
Yellin' Yoof on a Scooter




Eastern Sierra

There is just so much good stuff going on there it is a bit overwhelming. I really love how customizable you've made everything.

When does the next campaign start?
   
Made in us
Poxed Plague Monk






@ManTube I've already got as many vehicles in this mob as I can realistically take in a campaign. Still, those shiny new buggies are so tempting...

We'll have to see.

@facelyss Next campaign is probably a long way off, but we did finally finish our last one, so I can post some of the highlights right now:



Since the previous scenario ended with my mob grabbing Chad's gunner and driving off with him, we began the next session with a rescue mission, with Chad and his boyz attempting to free their comrade from Grizwoad's fort.

Unfortunately, the fort was one of the many things I wasn't able to get finished in time for the campaign, so Grizwoad's mob had taken up temporary residence on top of da Kop while they waited for their new lair to be completed.



When the Gorkers struck, the only mobsters defending the camp were Grizwoad, Slash, and Snikshok, my shooty grot. Despite being outnumbered, the Morkers were confident that they could deal with Chad's trukk from the safety of their makeshift fortress.



As soon as the trukk got close to the camp, the Gorkers let loose with a barrage of stikkbombs that pummeled the entire Kop, taking Grizwoad out of action and even knocking out the tiny grot cowering on the far side of the defenses.

Slash quickly rushed over to block the Gorkers from scaling the rocky walls of their camp, but a second volley of stikkbombs made short work of the burly Runtherd. By the time Chad's boys entered the camp, the only remaining defender was a somewhat dazed grot, desperately trying to stall for time.



Fortunately for him, the smoldering remains of their temporary stronghold had caught the attention of the rest of the mob, who came rushing back to repel the invaders. The two smaller trakks arrived first and charged toward the trukk with guns blazing.

Wasting no time, Chad's boyz released their captured comrade and made a break toward the open desert, climbing down the rear cliffs on the side of the mesa furthest from the approaching trakks.



This time, however, the tables have turned and it's Chad's boys who have to try and stall the trakks long enough for the rest of the mob to get away. The trukk, up against a wall of solid rock, has no room to maneuver and gets shot to pieces.



In a valiant attempt to slow the trakks' pursuit, one of Chad's bikers rushed in and dropped an oil slick right in the path of Toast and his flamecar, only to be hit at point blank range by the trakk's skorcha.



Just as it seemed that the biker's bold maneuver might have bought the fleeing Gorkers the time they needed to escape, Spike and the big trakk came around the other corner of the Kop, cutting off their escape and ending the rescue mission in a hail of dakka. Grizwoad would keep his prisoner and Chad would have to hire a new gunner.
   
Made in be
Liberated Grot Land Raida






Belgium

Belated congratulions on a very nice big trakk, and not-so-belated gratz on a battle well fought

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in us
Poxed Plague Monk






Thanks, CommissarKhaine.

The next scenario in our campaign surrounded a mysterious tellyporta pad that had been discovered deep in the desert. Built long ago by a crazy Mek, the pad connected to another one far from the skid in an unexplored region rich with scrap.



Naturally, all four mobs were eager to plunder this new source of riches.



Marvolork's bikers were the first through the pad, though they were followed closely by Chad, who brought his whole mob through the tellyporta.



Meanwhile, Marvolork, who had acquired a spiffy new suit of mega armor, charged toward Urzig's mob, determined to keep the other Gorkers from reaching the pad.



Not wanting to miss out on all the scrap, I sent Abby Jr. and Shifty through the tellyporta. The speedy little trakk tore out of the immaterium just inches from Chad's trukk and flew off toward unexplored territory. Unfortunately, they didn't make it far from the pad before Chad's entire mob opened fire on them, immobilizing the trakk and dashing any hopes of quickly grabbing some scrap.



Back on the near side of the pad, Marvolork and Urzig, once again, had demolished each other's vehicle in a head-on collision. The resulting carnage would cause both mobs to bottle within a few turns.

In an unexpected turn of events, Chad was knocked from his trukk onto the pad and tellyported back to the other side, where Grizwoad and his mob were waiting. Although Chad's thick armor and Nobby toughness would allow him to survive the ensuing hail of dakka, he became trapped in the tellyporta, going back and forth between the two pads and perpetually being shot to pieces before he could actually stand and run off the pad.



Never ones to fret while their boss is getting the tar beat out of himself, the rest of Chad's mob continued to cruise the deserts on the far side of the pad, shooting down the last of Marvolork's bikers and gathering as much scrap as they could.



Unfortunately for the overconfident Gorkers, just because the scrap was uncontested, it didn't mean that it was safe. One pile of scrap happened to be right on the lair of a giant desert scorpion that was eager to make a meal out of Chad's boyz.

With most of the other mobs now fleeing the table, I decided that it was probably safe to send another vehicle through the tellyporta...



...I was wrong.

The trakk exploded during transport, flinging its occupants through the air and emerging in a heap on the far side. The smoldering wreck essentially blocked any other vehicles from using the pads and ended any hopes of the adventure being profitable for anyone. I believe Chad's mob ended up winning, though I don't know that anyone did much better than break even after all the repairs.

So, in summary, everything exploded, everybody basically lost to varying degrees, and it was one of the most entertaining scenarios of the campaign. I can't wait to try it again.
   
Made in be
Liberated Grot Land Raida






Belgium

That sounded... like a great battle! Thanks for the write-up!

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in us
Yellin' Yoof on a Scooter




Eastern Sierra

I do love these write-ups. The teleporter scenario was especially entertaining and turned out about as orky as could be hoped for. Keep 'em coming!
   
Made in us
Squishy Squighound





As the writer of the Tellyporta scenario, I appreciate the comments and agree that the Turnip Master did a bang-up job on reporting our game!
Since I wasn't sure how the scenario would play-out, I rushed the work on the tellyportas and used less-than-durable materials - since it was such a great game, I really regret not doing a better job.
Maybe for next time.
   
Made in us
Giggling Nurgling




cold darkness of the far north

I love coming back to this thread and reading of the new scraps these orks get into. thanks!

"Do you hear something in the hold?" Frigate Einstein circa M31 
   
Made in us
Poxed Plague Monk






Thanks guys. I've got one last bit of excitement from the last campaign for ya.



Our final scenario was, as had become customary, a race between the four mobs. I had finally earned enough teef to take all my spiffy new (though sadly still half-painted) gubbinz, which made my big trakk quite the imposing figure on the racetrack. I also had my trusty flamecar, which I had made fasta earlier in the campaign. Urzig had decided to go with two bikes as his entries, which meant that the Nob had to watch from the sidelines this time.



Right out of the gate, the bikers took an early lead, with Gabby and Toast keeping pace in their trakk. My big trakk, unfortunately, barely managed to lurch a full car-length forward before a thruster malfunction.



Seeing an opportunity, Marvolork quickly moved against Grizwoad. As the bikers flew past us, Marvolork's big trakk pulled along side Grizwoad's, a somewhat risky move considering how my big grabba had made short work of his vehicle earlier in the campaign. Unfortunately for Grizwoad, Marvolork was able to drop a boarding plank and stomp aboard his trakk in full Mega-Armor, which he had won during the previous race.



Meanwhile, the bikers were scrambling to avoid the tar pit on the far side of the first curve, a considerably more deadly hazard than the usual cacti. At this point, one of Urzig's bikers had pulled ahead of the pack, out of range of Toast's skorcha which meant that the spanner had to pull out his trusty shoota to have an hopes of taking him out.



Back at the starting line (none of the trukks had even managed to get to the first turn at this point), Marvolork had made short work of Grizwoad and his crew. Even with their new squigs, the Morkers were, sadly, no match for Mega-Marvolork. Grizwoad was skragged and Slash was hurled unceremoniously onto the racetrack. Grubmitz, who was still driver despite Spike's many attempts to get his position back, was also knocked out of the trakk.



With its driver incapacitated, the track drifted forward aimlessly, crashing into the steep canyon walls and blocking the narrow pass leading to the first curve. This meant that Marvolork and Chad would have to take their vehicles around the outside of the track, making it even less likely for them to catch up with Urzig's bikers.



By this point, the lead biker had pulled far ahead of Gabby and Toast, making full use of the free thrust that bikes get. The gun emplacements shot wildly at the speeding biker, but couldn't hit him. He would make sure that this was the only shot they got, zipping well out of their range by the end of the next turn.



With little chance of making it to the finish line, Marvolork went full-Urzig, charging toward Chad's trukk (which had spun around backward, still within spitting distance of the starting line).

With the biker now long gone, the gun emplacements turned toward Gabby and Toast, who fared far worse than Urzig's boy. Gabby was blasted out of the vehicle, dashing any hopes of stopping Urzig's mob from taking first place.



The biker crossed the finish line with no competition. The big vehicles were still in a jumble by the starting line and every other racer had spun out or crashed and was still trying to recover. Although my mob still won the campaign by a considerable margin, Urzig's decisive victory in the race gave him plenty to brag about.

And thus ended our Gorkamorka Not-So-Mini-Campaign. I think that all of the rule tweaks we made between the two campaigns really helped balance things out, allowing my mob to come back from being in dead last to having a huge lead, though even that didn't stop my mob from getting trounced now and again. I think we overdid it a bit on the racing. Ending every session with a race was probably too much, though I think a lot of that has to do with the fact that we've increased the diversity of available scenarios a lot since we first started playing. Now there's plenty of other scenarios that can easily match Da Big Race in terms of hilarious orky mayhem. The Tellyporta scenario was a blast, despite (or perhaps because of) the massive casualties each mob took. I was also impressed with how well balanced the rescue mission was. Despite having a triple-digit advantage in mob rating, I only just barely managed to hold onto my prisoner.

Next time I'll have to make sure I have a proper fort built...
   
Made in us
Roarin' Runtherd




These reports are always a pleasure. I plan to try and use your rules soon enough myself once speed freeks comes out and I have more vehicles to use for a campaign. None of my friends play orks, but that just gives me an excuse to buy up a huge arsenal of vehicles myself to loan out for a campaign. When we eventually start, I'll let you know how it goes and any questions that come up. It all looks like a blast!
   
Made in us
Poxed Plague Monk






It's been a while since I posted anything here, in part because I was distracted by Mordheim, but also due to the fact that my town has been hit not just by the global plague that is currently rampaging largely unhindered through my country, but also by earthquakes, food shortages, and whatever the desert equivalent of a class 3 hurricane is. Fortunately, we're still alive and doing pretty well, all things considered. And although I haven't had a ton of free time between work, repairing the house after disasters, and staring blankly into the void, I have made some progress on a proper fort for my Morker boyz.



I actually started this fort over a year ago and the planning began long before that. Since my gang was the most obsessed with vehicles and gubbinz of any in our campaign, I wanted them to be based out of a remote fort on the far side of the Skid, where the the grots are unruly and the spanner boyz are even more eccentric than usual. I designed their fort to be built up against the side of an especially large chunk of the 'Ulk that had long since been stripped of any useful scrap. I also wanted to make the fort modular so that the other gangs could use the parts and swap in their own sections to make their own custom forts.



Like most of the gubbinz for my big trakk, my plan was to hold everything together with magnets. Since there were going to be models standing on top of the walls, I wanted to make sure that the whole thing didn't tip over if someone bumped the table. It also had to fit the dimensions for the fort scenarios and be tall enough that all the vehicles in the campaign could fit through the gate. Fortunately, my mob has the most ridiculously tall vehicles in the campaign, so hopefully this will accommodate everyone.

Since in-person games are on hold for the time being, I'm hoping I have enough time to finish this one before the next Gorkamorka campaign, or at least before we play any fort scenarios.
   
Made in be
Liberated Grot Land Raida






Belgium

Welcome back! Looks lie you're of t a good (and well thought-out) start. Will you be repeating the elements from the hulk in the corner? Good use of the nerf guns over there . Here's to hoping the biblical plagues stop hitting you!

This message was edited 1 time. Last update was at 2020/12/09 11:18:47


A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in us
Poxed Plague Monk






Thanks, CommissarKhaine. I also hope to personally experience fewer biblical plagues.

None of my other wall sections have huge chunks built into them, though that could certainly change. One of the main reasons that I decided to build my fort with modular walls (apart from much easier storage and transport) was so that I could swap out standard, straight sections with alternative ones. This meant I could make diagonal or curved walls, two-story towers, or whatever else I thought might be cool and Orky. At one point I was going to make one side of the fort built into the side of a rocky cliff, but that was too much work. Maybe I'll make a cliff section in the next batch of walls.

I do plan to have some other big chunks of the 'Ulk as terrain pieces, but I have yet to start them.



The chunk of the 'Ulk is built mostly around parts from one big nerf gun, with a lot of other nerf guns and water pistols stuck to it with hot glue. Also, hard plastic water pistols tend to shatter into razor-sharp shards when cut, so I think I'll use fewer of them in the future.





I started painting the walls at one point when we were about to start up a new campaign, but it's been on hold since the outbreak of the plague. I also decided that the outer walls needed some additional detail to make my fort look appropriately ramshackle and industrial. My general goal was to make it look a bit like the remnants of old machinery that broke down and was just kind of left in place. I might add some dangling cables or broken rails as well. Also, every good fort needs a drainpipe.



After a lot of slow work and planning, it's finally starting to come together.

   
Made in gb
Liberated Grot Land Raida






Northern Ireland

Great job on all the terrain pieces. Showing GorkaMorka the dedication and investment of time and effort it deserves. Great stuff.

   
Made in be
Liberated Grot Land Raida






Belgium

Love how it's all coming together. And the modularity is a blessing indeed - until you realise your project isn't actually finished that way . I have the same issue with some of my buuils.

A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in gb
Fighter Ace





Edinburgh

Never played this but really appreciated the original rule set and concept. Great painting and modelling mate! Gorkamorka is clearly the place to go for those who want an Ork force without being obliged to collect hundreds of figures!! ... Well maybe...

   
Made in gb
Liberated Grot Land Raida






Northern Ireland

Just had a read through of some of your batreps. Teleporter in the desert sounds like the single greatest GorkaMorka scenario I've ever heard of. Fantastic fun.

   
Made in us
Poxed Plague Monk






Thanks, everyone! And yes, the teleporter scenario was among the craziest scenarios we played, but it was a lot of fun. We'll definitely be doing that one again.

Speaking of crazy terrain pieces, added some more detail to the fort.

I wanted to add some detail to the inner walls of the fort to make it look like someplace a band of gearhead orks actually lived in. Basically I imagine their fort to be a sprawling auto garage that has grown out of control.



This section is just a bunch of pipes and conduits, with a convenient access hatch on the top. This piece also has the outside, so presumably all the waste from the generators and refineries (and, of course, the Orks) flows through these pipes before being unceremoniously dumped into the desert.

I used a pretty eclectic assortment of materials for this section, including a chunk of a model railroad car, a box of raisin bran, some drinking straws, and loads of plasticard. The rivets and bolts are mostly tiny hex nuts, though quite a few of them are actual nails I used to attach the bits to the underlying XPS foam structure. I also inadvertently melted a bit of the foam with super glue in a few places, which required some appropriately Orky repair jobs.



This piece was a bit more straightforward in its construction. It was mostly plasticard with some random bits from my bits box. Most of the rivets on this piece were tiny glass beads, which I'd previously used on my Big Trakk. These were a lot harder to work with than the bigger greeblies I used on the other section, so I kind of gave up on the beads after this.

I was especially pleased with how these big electrical panels turned out. Not bad for mostly scratchbuilding.

This message was edited 1 time. Last update was at 2021/01/31 01:18:59


 
   
 
Forum Index » Dakka P&M Blogs
Go to: