Switch Theme:

Wounder twins! (orks)  [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
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I recently finished both my Morkanaut and Gorkanaut. I like to run them together. I think its first best to understand how these to our kitted out.

Morkanaut with KFF and Grot riggers.

Gorkanaut with Grot riggers

Crew for Morkanaut:
Burna boyz w/ 3 upgraded to meks
Mek boy

Crew for Gorkanaut:
Big mek with Mega Force Field
Burna boyz w/3 upgrade to meks

This gives both an Invul save and 4 dice to rule for a repair roll. Since these two are not super heavy walkers, you will find players will attempt to one shot these guys off the table. Now what type of rules do these two server on the table top. I've found that the Morkanuat is a support class. With it's ability to generate a huge 5++ bubble on the field. It's weapons are good for shooting high armor units. Having 3 strength 8 weapons and a strength 5 can put some serious damage on the high armor units and force invul saves. Gorkanaut is anti-infantary. His weapon are designed for high capacity damage. Gorkanaut also has Rampage. This means the Gorkanaut needs to be out number everytime it assaults. Don't forget its klaw is concussive and Gork/Morkanaut are also Initiative 2.

Now what kind of deployment should these use. With the Morkanaut being a support class. Some players call it bubble wrapping, I call it horde formations. So get as many boyz as you can around the morkanaut to get his 5++ save he provides. Personally, I like to put Mad doc Grotsnik in the blob. Making them fearless and feel no pain. 5++ and 5+ feel no pain will go a long way for them. Just move the whole horde up the table and wait to get into charge range. Gorkanaut, for me, works as a flanking element. By playing Waagh Ghazghkull, getting deep strike with him is amazing, if not put him on onside of the table and move him up the side and provide cover fire to other units. Don't be afraid to smash the Gorkanaut into large blobs of infantry. As long as you are out number you will get rampage every assault phase.

Thoughts, Comments, Questions

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
 
   
Made in us
Regular Dakkanaut




If you're using multiple detachments, having a big mek with the fixxa uppas in the morkanaut is great. And while it sounds good to give that gorkanaht a 4++, I find its generally better to have a large squad of boys walking with it to bubble wrap it in case of emergencies. Yeah, the gorkanaut is a cc beast, but what if abbadon or something like that charges it? Its good to have the option to bubble wrap. And throwing the big men on a home with the big boss pole as well means they're not going anywhere, the squad also gets a 4++ and the gorkanaut does too.
   
Made in ru
!!Goffik Rocker!!






I'd not bother with repair meks. Naughts tend to get blown up much more often than wrecked.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

I put a KFF mek in my Gorka, who can also repair while providing the KFF goodness.

I usually let the Morka fend for itself, using its own KFF.

I also like running the Gorkanaut Krushin' Krew from Red Waagh!, and having a Mega-kff bikermek hanging out by them.

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
 
   
 
Forum Index » 40K General Discussion
Go to: