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Made in gb
Hardened Veteran Guardsman





This isn't meant as another thread moaning about the new Ork dex, this is literally a "I don't get it" moment.

Been trying to figure out a way to use Gork/Morkanauts to their full potential by being a fairly big threat and have some chaps inside it. But I just can't figure out a way to make it work.

Take a melee centred one (Gork) and put a small meganobz unit in it? Nope - not an assault vehicle.

Take a shooty one (Mork) and put some flash gitz in it? Nope - no firing points.

Am I missing something here? If not then I think I am going to have to go back to the drawing board can consider them as just bigger walkers and compare them to dreads or something.

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Battlewagon Driver with Charged Engine





I dont get it either. Hopefully it is FAQd

 Tactical_Spam wrote:
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Ultramarine Librarian with Freaky Familiar





Southern California, USA

Maybe they want players to think "Oh, I can put in a unit of three meganobz in it! A kit which GW happens to sell! IT works out perfectly!".

Thought for the day: Hope is the first step on the road to disappointment.
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Made in gb
Hardened Veteran Guardsman





 TheCustomLime wrote:
Maybe they want players to think "Oh, I can put in a unit of three meganobz in it! A kit which GW happens to sell! IT works out perfectly!".


That's exactly what I wanted to do! But no assault vehicles means the Nobz sitting there a turn hoping no one has AP2 weapons!

There is just no synergy available. If they make the melee naut have an assault ramp and a the shoot one firing points it would be perfect, they could work together with their passengers perfectly.

The small capacity means the units inside have to basically function on their own, but they can't in the current state.

This message was edited 1 time. Last update was at 2014/07/01 19:59:08


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Made in us
Legendary Master of the Chapter






Sounds like something that is supposed to explode during your opponants assault phase so they can pop out and charge in your turn?

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Regular Dakkanaut




Jacksonville, FL

I stuck some Burna Boyz in my Morkanaut in the first game I used him. Walked up toward some IG, disembarked them, and laid down six templates, torched a whole platoon. Mmmmm, toasty. Second game I mixed it up, put Tankbustas in there to protect them until they got close. Now that TBs are cheaper, that's even more viable. Just nab a 78 point unit (maybe convert one to a Mek to repair the Morkanaut if it needs it), and protect them until they're in range of a useful target, then spit them out and let them open up with their rokkits.

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Made in us
Regular Dakkanaut




 Desubot wrote:
Sounds like something that is supposed to explode during your opponants assault phase so they can pop out and charge in your turn?


That doesn't even work anymore, unless it is an assault vehicle, if a transport blows up on the opponents turn, thetc occupants can not charge on their next turn
   
Made in us
Dakka Veteran




Manchester, NH

 ErikSetzer wrote:
I stuck some Burna Boyz in my Morkanaut in the first game I used him. Walked up toward some IG, disembarked them, and laid down six templates, torched a whole platoon. Mmmmm, toasty. Second game I mixed it up, put Tankbustas in there to protect them until they got close. Now that TBs are cheaper, that's even more viable. Just nab a 78 point unit (maybe convert one to a Mek to repair the Morkanaut if it needs it), and protect them until they're in range of a useful target, then spit them out and let them open up with their rokkits.


This is the way i would use it. Don't have one, but if I did this is how I would use it.
   
Made in us
Ragin' Ork Dreadnought




Optionally you could have a bunch of Meks inside to repair it if things go kablooie... Just an idea. No idea how effective it would be.
   
Made in pl
Storm Trooper with Maglight




Breslau

I think the burna idea is the most favourable so far.. not an Ork player so I don't know if you have any short range anti-tank units(they could work fine too), but the idea of slugging the enemy on the way towards his army and then deploying burnas to torch the unit just before the machine rams into it flailing it's.. belly( ) sounds fairly nice. I mean.. if it's gonna die, it'll die at some point anyway. But if it doesn't, it can hurt something badly. Might even work as a transport popper, trying to destroy the vehicle on it's way there and then deploy burnas to kill off those disembarked. Not really a dignified role, I guess, but still some use for it!

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Nasty Nob






Fill it with mekboys. Five burnas, swap three for meks, get another mek from your HQ; that's four repair rolls a turn on top of your IWND from grot riggers.

   
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Mutilatin' Mad Dok





I concur that loading it with Meks is the way to go, but I think four + riggers might be overkill. At that point all you've done is dissuade the enemy from even trying to shoot at it. What you want is to tempt him into thinking he can kill it so he doesn't turn those guns elsewhere. I think four Burnaz + two Meks + riggers would probably be sufficient to keep it alive, and that way you've got twice as much threat if you disembark the Burnaz.
   
Made in us
Irked Necron Immortal





Washington, USA

Meh, just shoot at it with ap 1 and blow it up. You can't repair a smoking crater.
It doesn't have anything preventing explode results, right?


 
   
Made in gb
Mighty Vampire Count






UK

 Fafnir13 wrote:
Meh, just shoot at it with ap 1 and blow it up. You can't repair a smoking crater.
It doesn't have anything preventing explode results, right?


Morkanut's option for a Kustom force field?

This message was edited 1 time. Last update was at 2014/07/02 19:40:52


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Jacksonville, FL

 Fafnir13 wrote:
Meh, just shoot at it with ap 1 and blow it up. You can't repair a smoking crater.
It doesn't have anything preventing explode results, right?


Nah, just a 5+ KFF on a Morkanaut if you pay the points for it. And really, why not? It extends 6" out from the base of the model, so it covers a lot of Orks.

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Made in ca
Gargantuan Gargant






Last time I played it in a game, it's really for the KFF for the Morkanaut since its base is so big and now that KFF no longer can extend to other vehicles if taken by a Big Mek embarked on a transport. With it, the Morkanaut is incredibly resilient even against sustained lascannon/melta fire w/the KFF since even on the chance they penetrate through your defenses they need to roll a 5-6+ to fully neutralize it, it took my opponent 3 rounds of shooting from a havocs squad, 2 squads of obliterators and 2 land raiders poking at it with its TL-lascannons to finally get through and blow it up with a lucky shot. Grot riggers + 4 meks inside meant that any glances it suffered were quickly repaired and all that firepower was diverted from my other walkers in my army that eventually managed to tear most of said units apart in shooting and CC.

The Gorkanaut on the other hand is a little more limited given its more offensive loadout, in his case you really just want to get stuck in as quickly as possible to make the most of his Rampage rule. Pretty much he's a bigger Deff Dread with more dakka options.
   
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Member of the Ethereal Council






Take the shooty one and give it a Mek with the 3+ repair relic and one that lets it reroll and Grot Oilers for IWND

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Longtime Dakkanaut




Wichita, KS

 Perfect Organism wrote:
Fill it with mekboys. Five burnas, swap three for meks, get another mek from your HQ; that's four repair rolls a turn on top of your IWND from grot riggers.

I like this strategy. I wouldn't bother with the grot riggers. It only has 5 Hull points. 4 Meks are going to repair 2 a turn (3 if you use Grot Oilers) So at most you could get 2 IWND rolls. Most likely it is either going to explode, or your Meks are going to repair it.

I also want to suggest lootas as opposed to burnas. You save 20 points which you can use to give your meks KMB's, then you can drop 4 KMB's + 2 Deffguns into a nearby vehicle, MC, or Elite infantry unit on the turn you disembark. It isn't great, but it is something. 20 more points gets you an Ammo-runt with your KMB's, so now you aren't dying to gets hot, and you are pretty confident of taking down a vehicle. Might be a waste though.
   
Made in ru
!!Goffik Rocker!!






Iirc you can't swap them for meks anymore. Meks are purchased separately for each HQ you have and join units just like comissars. They're not nearly as awesome as comissars or priests but can be used to eat up challenges or as a character in MAN missile unit for better mob rule chances.

This message was edited 1 time. Last update was at 2014/07/03 07:19:23


 
   
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Huge Hierodule





Louisiana

 koooaei wrote:
Iirc you can't swap them for meks anymore. Meks are purchased separately for each HQ you have and join units just like comissars. They're not nearly as awesome as comissars or priests but can be used to eat up challenges or as a character in MAN missile unit for better mob rule chances.



You can buy a single mek in the manner you described above, but also Burnas and Lootas can each upgrade 3 of their boyz to meks per squad.

Burnas are 2 pts each more expensive than Lootas, but they're not competing for a Heavy slot if you're trying to abide by the FOC for ideal mission commander and objective secured. So i like the idea of 2 meks, 4 burnas inside a morkanaut with grot riggers and a KFF. Resilient and has a real punch when the burnas disembark (who doesn't love 4 flamer templates and a couple kustom mega blastas?)

Been out of the game for awhile, trying to find time to get back into it. 
   
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Fill it with Burnas so you can get really close and hit loads of models with the template without the enemy destroying said burnas with their guns.

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Fixture of Dakka





Orks do odd things. This is one of them.


"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Gathering the Informations.

The Morkanaut has the point of providing a KFF 'umbrella' to models(including vehicles!) within range of it.
It can also be filled with 5 Burnas, three of which are upgraded to Meks, and have an attached Mek from the "Mekaniacs" rule that Orks have.
   
 
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