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Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

ShadarLogoth wrote:
 PhillyT wrote:

The gorkanaut has no redeeming qualities.





Not a single one? Wow.


I've missed the absurd hyperbole of this place. Good times.


No one on dakka is very positive lol I think the gork/mork are great. They have done a lot of good for me in the past

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

For the heck of it im going to play a 1750pt game today (was 2k but time restrictions has befallen us) using 2 gorkanauts. We'll see how this pans out lol.
Just using my riptides as a proxy, since i refuse to buy something almost as expensive as a Stompa and half the size with damn near the same construction style used.

Only fear i have is i have no answer to air AV12. Only anti air we have that hurts AV12 is in the heavy slot, and im facing space wolves....he always has 1 of the better-transport variant flier...whichever that was. With hope i can kill it dead when it goes hovermode to dump its occupants lol. Yes i can glance it to death using the deffstorms and getting lucky rokkit shots, but thats a very unfavorable use of a 265pt unit lol

This message was edited 1 time. Last update was at 2014/09/12 17:30:30


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Build some traktor kannonz.

Watch that thing bellyflop hard

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Didnt have the points for traktors.

I will say the Gorkanaut performs well enough to not be hindered by bringing it, but its not competitive at all for the cost. Both my gorks were basically unkillable even without a kff around them because my opponent couldnt roll a 6 on his ap2 guns to save his life and the 5 repair chances kept bringing them back to full the few times they did take damage. Flipside, they did even less damage than a riptide does without marker support - and thats pretty bad lol.
Eventually when i make a giant deffdredd model basically (screw the offical gork model) i'll probably keep running a gork just because its unique, i like walkers, and its durable as feth. Doubt i'll run two though unless its a big game or dread mob formation, as that felt a little overkill on the tankyness vs killyness.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It's hit-or-miss unit. Either it doesn't get killed and it will rampage across the board with little resistance. Or it gets penned by an AP1 weapon and loses you 300 points.

If it were immune to explode results like the knight, I'd field it without batting an eye, but the ability to one-shot the naut with any AP1 or AP2 weapon is kind of ruins the part.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

That, or at least being resisting to it. Such as an explode result only causes an extra hull point of damage or it has some high chance to ignore penetrating hits and turn them into glances.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Regular Dakkanaut




Hong Kong

My Gorkanaut 'usually' put a lot of damage.
For shooting I find it a good av10-11 armor hunter (including fliers lol) and medium infantry.
Put big threats on the table , the Naut may be left unchecked. Of course the opponent can still focus on it (and certainly will take it down) and it's the rest of my army that is safe.
I usually try to take out the main threat for the Naut first if possible.

There is always that chance it get one-shot by the lucky lascannon, but then I play ork so I suppose I start get used to stuff that dies easily. Just don't base your army around it, it is not durable enough for that.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






XC18 wrote:
There is always that chance it get one-shot by the lucky lascannon, but then I play ork so I suppose I start get used to stuff that dies easily. Just don't base your army around it, it is not durable enough for that.


Cheap ork stuff is supposed to die easy, expensive is not. There is no single weapon in the game that can one-shot 50 boyz (=300 points).

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Regular Dakkanaut




Hong Kong

A lot of vehicles, even expensive ones (okay except the heavy ones), can be one-shot (LR, BW,...) If you start comparing everything with boys (which are still some of the best troops/units in the game) we will all be playing the greentide and that's it.
The Naut can be one-shot, but it is also not so easy to do it either. I feel it is easier to do it on a side BW, and even then it does not explodes often.
   
Made in us
Growlin' Guntrukk Driver with Killacannon




USA, Maine

ShadarLogoth wrote:
 PhillyT wrote:

The gorkanaut has no redeeming qualities.





Not a single one? Wow.


I've missed the absurd hyperbole of this place. Good times.


Hold on now, if you read my posts, I am actually a never optimistic guy! I adore orks and really like the morkanaut and gorkanaut, but the issue with both is:

1. over priced
2. poor shooting
3. under whelming cc
4. not durable enough for what it commands in attention
5. $25 too expensive
6. not an assault transport

It is inefficient, doesn't do as well in CC as even a deff dredd with four ccw who is almost 1/3 their price, and generally just can't get anything going on the table. The morkanaut does provide the best kff coverage in the army and gets the added bonus of ignoring 1/3 the hits it takes. It has a role and a purpose.

Calling a spade a spade isn't hyperbole! I bought kits for both and have one painted and assembled. I have used them. They aren't good investments but they are cool.

Painted armies:

Orks: 11000 points
Marines: 9500 points
Khorne Marines: 2500 points
Khorne Demons: 1500 points 
   
Made in us
Longtime Dakkanaut




1. begs the question. You must establish it is overpriced before you can conclude its overpriced.
2. Compared to what? It's actually pretty good at shooting compared to most orc units, particularly the walkers its designed to run with.
3. Again, compared to what? You seem to think the deff dread is better in CC? I don't think that's true.
4. 5 AV13 HPs with IWND and 5++ isn't durable?
5. Has nothing to do with this.
6. It IS, however, a transport.

Anyway, my point is, and you illustrated it well enough, you are focusing on what it doesn't do instead of focusing on what it does. It does a lot of things okay, and when you combine them all together, it's a reasonable center piece unit. Isolating just one of those things and trying to compare that point for point against something that ONLY does that, like CC and the deff dread, is pretty asinine.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

actually i'd argue the real cost of the model is relative. People paid the insane cost for the Riptide because the Riptide was/is crazy good and reliable - the naut isnt. Nauts are basically the ork's jack of all trade unit ive discovered. They murder infantry and put a lot of wounds on elites pretty reliably via shooting, they splat most things in melee that didnt kill them first (not many do that unless its anotehr walker or an MC with S9+), and theyre unusually more durable then you would think with the vehicle weakness. Problem is every single one of those strengths come at a cost like theyre specialized to completely dominate in it, and each one has a pretty decent chance to flop.
Nobody wants to pay a near-stompa cost for a unit that is only "its not 100% useless" in terms of strength and reliability. This is why i will never EVER buy one, but i will kitbash one.

The nauts i ran fire pretty piss poorly the first 3 turns. Took both of them to kill a bloody rhino and the reroll to hit of 1 warlord trait to make one of them actually do damage in melee...which i cant rely on getting every time. They shined in the 4th/5th turn though when they started firing their heads off and actually glanced the new spacewolves gunship thingie to death and killed a couple psykers at a distance. In the end they were effective, but they still felt like i invested too much in the duo since it was literally 1/3 of my army in 2 models lol.

This message was edited 1 time. Last update was at 2014/09/19 04:14:37


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Regular Dakkanaut




Hong Kong

Anyone tried the Gorkanaut Krushin Krew formation in game?
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Not yet.

Trying Dread Mob out tonight against SW.

Might try the Krushing Krew after that, but downside is that you need to have 3 Gorkanauts for that..

If it was 3 Morka OR Gorka i would be all over it, but i don't (yet) have 3 gorkas.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

I've run my Morkanaught once so far, wish to run it more but I've been scrapped for games lately :(

I chose it over Gorkanaught because of it's ability to TRY to be a Dakka Platform with several good S and AP weapons, or it can work as support with the KFF to keep walkers or mobs of Boy's safe. It can also just run up and Klaw stuff to death, which in itself is terrifying if left unchecked.

The game I played it in, it was ignored because...Ork Walker. They figured it wasn't worth the firepower yet and didn't bother to check what it could do. Keeping it alive meant they couldn't kill as many boyz or my kanz as they wanted. and once it got to their lines, it chopped up tanks, and tarpitted a pesky unit while my Boyz took out everything else or sat on objectives.

Both Mork/Gorkanughts are pricey points wise. But if ignored, they kill things and pretty quick. If shot at first, it gives you a round or two to get dudes closer, safer. If you take Mork, you get saves. And saves for Orks is worth the cost.

I also vouche for the Naught because I can use it for KFF, and free up an obligatory HQ slot for another painboy or Warboss.
   
Made in us
Dakka Veteran





California

My 1850 morkanuaght list:

Big mek w / heavy armor, kill saw, boss pole, attack squig, lucky stikk
2x painboyz w / boss pole
2x meks w / kustom mega-blasta

30 shoota boyz w / 3 rokkits and nob w / pk and shoota
30 shoota boyz w / 3 rokkits and nob w / big choppa and shoota
10 grots

4 kanz w / rokkits
Morkanaught w / kff ,armor, riggers

allied dredd mob from IA8
big mek w / kff
10 spanner boys w / shootas and mek w / rokkit
3 dredds 2 w/ 2 mega-blasta and 1 with 2 rokkits all have armor and riggers

I use the morkanaught to support and cover the boyz and walkers along with the 2 other KFFS. 8 walkers. Competitive ? Probably not , but loads of fun. And lots of targets to overwhelm opponent. It's my dredd mob "light" formation until I get 3 more kanz and second morkanuaght =)

This message was edited 2 times. Last update was at 2014/09/24 02:09:10


- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

well, the Waaagh ghaz dreadmob did decently well tonight, with the Morkanaut's KMK and KMB (and other dakka) killing a large unit of termies and Njal (after they had killed 2 of the three dreads in H to H...

My Kanz did pretty well for themselves too, glancing a LR to death and ambling off with the Relic....

14 walkers is fun to run

Fluffy lists on both sides though. I get the feeling it would fold hard to a tournament list.


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Dakka Veteran





California

Just realized with the dredd mob formation all the walkers gain ere'we'go. So does that mean when you waaaagh they can run and charge ?

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Correct, assuming you manage to get a Warboss, Grukk or Ghagzghkull from a different detachment.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Which is why i actually want to run that formation lol. Its roughly 1600pts to bring one gork one mork, 3 scorcha/klaw dredds, 6 rokkit kanz and 3 zooka kans as well as a MFF mek on bike.

My CAD is literally just a warboss and a supporting bike unit lol. Minimal grotz so i can field the troop requirements of course. Havent been able to field it though, no opponents available lol

Also the D3 HoW is sexy on models that actually have a strength value. Nauts have an S8 HoW, hell even kans have an S5 one. Thats not that bad on its own...D3 of them? each? ooo

This message was edited 1 time. Last update was at 2014/09/24 20:53:12


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Dakka Veteran





California

I'm hoping forge world makes some varient builds like it has for the riptide and knights.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in pr
Been Around the Block



Puerto Rico

 Jidmah wrote:
Correct, assuming you manage to get a Warboss, Grukk or Ghagzghkull from a different detachment.


Couldn't you go Unbound, with a "lone" Warboss as your warlord, plus the Dred Mob formation? No detachment bonuses, but you do get the formation ones.

Tonio  
   
Made in us
Battlefortress Driver with Krusha Wheel






Here is how I use them.

First I use them exclusively in the dred mob list. It leaves me with 750 points of upgrades and boyz. For my upgrades I give the dreads flamers, and 6 kanz get rokkits, 3 get grotzookas. I get the kff for the mork, and a kff for the mek, who rides in the gork giving them both invuns. My second force includes 2 10 man boyz squads in trukks. The mandatory HQ is another painboy. Nobz get klaws. Both painboyz ride in the trukks. Then I buy 11 tankbustas, five to ride in the gork with the mek, 6 for the mork.

Unless they have a ton of blast weapons, I start a dread on either side of the work within 6 for the field. The other near the gork, but he gets no field protection. Start the kanz on the far sides and middle. Never in front as they get immobalized all the time. Everything but the gork usually runs turn one. Keep the trukks in reserve. I ALWAYS take the finkin map and try for outflank for my trunks. You need them off the board turn one so they have no good targets for str 4.

The rest of the game usually goes march up the board and pray. I should point out i have yet to win with it. Walkers are terrible this edition. They allll need another hull point all around.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in gb
Longtime Dakkanaut





Nottingham

Morka, kff, then an extra 40 points for two mecs with squigs rolling around inside repairing hull points and weapons.

Have a look at my P&M blog - currently working on Sons of Horus

Have a look at my 3d Printed Mierce Miniatures

Previous projects
30k Iron Warriors (11k+)
Full first company Crimson Fists
Zone Mortalis (unfinished)
Classic high elf bloodbowl team 
   
Made in us
Stabbin' Skarboy




Pittsburgh

I love these units. I personally have 2 morkanauts and 3 Gorkanauts. They occasionally explode instantly and grav hurts a lot. If you are running very competitively then I would probably ditch them. However if you are just having fun whether in a tournament or not they are great. Normally I run them in the Dread mob from the Ghazghkull book. Now I normally run a gork and a mork. Both have all the upgrades though I may skip the extra armor for the mork if I dont have the points. The gork is the one that does all the damage. Occasionally the Morkanaut can kill tanks but normally for heavy tanks CC is the way to go. Against T3 models the gorkanaut just wins. It just has potentially ludicrous firepower and S6 AP4 isnt bad. Also in the dread mob giving them ere we go and d3 hammer of wrath makes them brutal. You can easily kill other vehicles in hammer of wrath with either 2 or 3 hits. Also rampage on the gorkanaut helps a lot. I normally put a big mek with a mega FF inside the Gork and put him on one side of the board with a trukk full of boyz and the middle/other side of the field has the other trukk and the rest of the dread mob to move up it. People normally shoot at least one whole turn at the mork and possibly more depending on how my FF saves are going. Expect to lose half of it on the way to combat though. Also heavy shooting armies will give you trouble so if you can take a few trukks full of boys to get in their face turn 2. You definitley want turn 1 and even if you arent bringing the mob unless your opponent has deployed in a corner you should try to put them towards the middle of the board and walk, shoot, and myabe charge if you are close enough. They are too expensive to not fire in my opinion and with 2 weapons reaching out 36 inches on either of them you have some decent range.

Apparently I misread something and they are base S8.... Oops... Could have sworn it said S10 in my book but the pdf says 8 so I guess I was wrong...

The gorkanaut Krushin Krew is a lot of fun as well.

This message was edited 2 times. Last update was at 2015/10/07 21:07:01


My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in au
Stinky Spore





I have run the Gorkanaut for the past 5 games (I really like the model...) I have played (at the 1000-1500pt level) and, although it may seem to have a bad AV and standard equipment, with a mek inside and Grot riggers + Extra Armour, It can actually tank a fair amount of firepower (Mine took +7 Lascannon shots one game).
The sheer size of the thing is also an advantage, as it allows you to hide copious amounts of boyz behind it.
It is also good at dealing with almost everything in small games, being able to deal with flyers (albeit less affectively), copping intense amounts of overwatch (I'm looking at you, Tau) and also being able to deal with CC centric units that will bog down your boyz.
Yes, it is a large points investment, but in small games it absolutely rocks as a proper all round tool, mine has even taken out riptides.(and rampage is just the icing on the cake when versing IG).

 Blacksails wrote:
Let's just answer every 'cheese' post all at once here.

Cheese is in the eye of the beholder.

Everything is both cheesy and not cheesy simultaneously. A schrodinger's cheese, if you will.
 
   
Made in gb
Battleship Captain




one tried the Gorkanaut Krushin Krew formation in game?


Once. Actually, it was a 1500 point army consisting of two Krushin' Krews. The amount of dakka was extremely satisfying....the speed, less so.


Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Longtime Dakkanaut





UK

Everything has a use.

For example, a Deff Dread can be taken as Troops in a Dread Mob army, allowing you to free up heavy supports. Killa Kans can be taken to provide cover for said Deff Dread, as well as provide harassment with Grotzookas. A Gorkanaut makes for a aesthetically pleasing paperweight.

You just gotta look at the bigger picture.

Nah, in all seriousness I don't see the Gorkanaut being particulary effective. Morkanaut probably a bit better due to KFF but if I take a KFF I go Great Waaagh and take Big Mek MFF.

Still will buy one, hoping to be proved wrong. In any case S10 will help against me mates TWC

This message was edited 1 time. Last update was at 2015/10/08 08:49:52


YMDC = nightmare 
   
Made in ru
!!Goffik Rocker!!






 Frozocrone wrote:

Still will buy one, hoping to be proved wrong. In any case S10 will help against me mates TWC


Actually, you're better off with an equal ammount of points of...literally anything else. Naught will kill a model or two at best and than go down to s10 fists(or 9 - depends on how you houserule twc)
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Personally, I've not used the new dread mob and I'm not a fan of the gorkanaut formation. I like the IA:8 dread mob list. To the tactics I like to use when playing Gork/morkanaut. First I see them as two different type of field roles in my army. Gorkanaut is there to kill things and a lot of things, mainly an assault/harassing type of unit. Morkanaut, has some pretty awesome fire capability, but its big bonus is the KFF bubble it can make. Morkanaut is a support type of unit. I use the transport part of them just a bit. In the Gorkanaut, I would put in a big mek with either the KFF, or MFF from ghaz book. Then you can put unit inside with him to repair a bit if you want to. Morkanaut with KFF, I usually bubble wrap with boyz. A unit of 30 makes a good cover and about fills the KFF bubble around the Morkanaut. I usually put a pain boy and warboss with the big boss pole with them. Makes them Fearless, 5++ and Feel no pain. Then you just walk across the table with them.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
 
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