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Made in gb
Oozing Spawning Vat




Anyone have experience with placing a unit of 4 lootaz and a mek with a grot oiler inside a gorkanaut? I want to know if it's good tactics and if da grot oiler counts towards transport capacity. Also open to anything else to put into a gorkanaut, but this seems to be my best bet personally.

You know what, maybe I'll start that anti-eldarflesh diet I've been talking about... 
   
Made in se
Squishy Oil Squig




Armymutt22 wrote:
Anyone have experience with placing a unit of 4 lootaz and a mek with a grot oiler inside a gorkanaut? I want to know if it's good tactics and if da grot oiler counts towards transport capacity. Also open to anything else to put into a gorkanaut, but this seems to be my best bet personally.


Haven't tried that, but at least I can answer that the oiler is not taking up any transport slots.

Personally I'm running burna boyz and a mek in my morkanaught.
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

I don't have my codex to hand, and I don't use a gorkanaut... but I would advise against this loadout.

Five lootas on their own aren't going to do a lot of damage at the best of times, especially if they are (1) stuck inside a gorkanaut and (2) forced to snap fire (if they are allowed to fire out at all - again, don't have the codex to hand here).

IMO the better option, if you are going to use a gorkanaut, is a big mek with KFF and da fixer uppers and a meganob or burna bodyguard. Probably the latter so that you don't turn it into too much of a fire magnet.

Also, I second what Tehenhauin said about the grot oiler - it doesn't count as a model per se, just an item of war gear, it's just that the actual model is on a base!

This message was edited 1 time. Last update was at 2015/01/04 12:22:01


 
   
Made in be
Waaagh! Warbiker





Lier, Belgium

if i remember correct, the naut has no firepoints so the lootas won't be able to fire unless you unload them first..

i take a squad of 5 burnas, make 3 of them meks and with that you have 4 iwnd dice each turn. only worht it in big games offcourse

8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in gb
Oozing Spawning Vat




I see. Didn't realize there were no fire pts. I do, however, own an additional mek to stick in there for now until I get a unit that will work better. Burnaz maybe, tankbustaz?

BTW both meks have killsawz and kustom mega-blastaz

You know what, maybe I'll start that anti-eldarflesh diet I've been talking about... 
   
Made in be
Waaagh! Warbiker





Lier, Belgium

I would put the mek there with a squad of burnas (since meks are not supposed to run alone. 2burnas and 3mekks make a squad i think). Tankbustas have no use in a naut. They kick ass in 7th imo and must be used in a trukk or bw to have mobility, some protection and all rokkits can fire.
burnas i think are less effective so its better to use them for that purpose.

8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in by
Flashy Flashgitz






I think lootas aren't the best source of meks, because they are Heavy Support ant this slot could be used for some other purpose.
   
Made in gb
Longtime Dakkanaut






The gorkanaught wants to get to CC. however, if a unit disembarks after he's moved, he can't move any further - including assault. so whatever unit you put in there mustn't be expecting to get out next to the enemy.

best bet is the cheapest unit (lootas or burnas, I forget which) to take 3 meks and a big mek, to try and keep it alive. but it can be one-shotted, so this itself is still somewhat useless.

I don't rate either of the 'naughts very highly. the times I've run them they didn't get to use their multiple hullpoints, they got blown up or mass-thunderhammer'd or mass-carnifex'd after only 1 previous hullpoint was lost.

you're far better off getting a real transport (IE one that can flat-out move after a 12" move) and a dreadnaught, and let the 2 units do their things seperately.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

Surely, if all you are after is a bunch of meks inside to fix the vehicle as it goes along, the most cost-effective option is to take a big mek and a couple of slotless meks (assuming you have at least one other independent character elsewhere in your army)?
   
Made in be
Waaagh! Warbiker





Lier, Belgium

 Krusha wrote:
Surely, if all you are after is a bunch of meks inside to fix the vehicle as it goes along, the most cost-effective option is to take a big mek and a couple of slotless meks (assuming you have at least one other independent character elsewhere in your army)?

the slotless mek (quote rules)" if possible be assigned to any unit with infantry or artillery type in their detachment. He cannot leave the unit and is part of it for the entire battle"
So i think a unit of slotless meks is against this rule.
But solution: squad of 5 burnas, up to three models may be upgraded to meks.

With 80pts its expensive but if you got some spare points it can keep a bulletmagnet alive. Lootas are 10pts cheaper but take the heavy slot...

For the rest, i think the transportcapacity of the nauts is useless. Unless someone else knows any other meaning for this

This message was edited 1 time. Last update was at 2015/01/04 20:21:41


8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in us
Regular Dakkanaut




i typically use a burna squad with three meks and two burnas and a big mek with fixxa uppas. Other than being one shotted, it pretty much keeps the thing alive for a long long time.
   
Made in us
Regular Dakkanaut




For fun....1 big mek+3 meks (the non slot hq ones)

Make the big mek a mega armored guy with the tellyporta blast thing.

If you can't do that then 1 meganob+ 3 meks.

This message was edited 1 time. Last update was at 2015/01/05 06:12:02


 
   
Made in gb
Stealthy Grot Snipa





As mentioned;
The slotless Mek has to be assigned to a squad, with troops/artillery before anything else.

So in any standard CAD or ork detatchment, 2-3 slotless meks will typically only be able to go with your 2+ required troops choices.

Burnas/lootas upgraded to meks are the only way it seems to get meks inside.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ca
Secretive Dark Angels Veteran




Canada

fill it full of boys and run the detachment in waaagh ghazkull, you might get a deepstrike gorkanaut (at least based on my potentially crude understanding of the tellyporta strike rules)

DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in be
Waaagh! Warbiker





Lier, Belgium

 ionusx wrote:
fill it full of boys and run the detachment in waaagh ghazkull, you might get a deepstrike gorkanaut (at least based on my potentially crude understanding of the tellyporta strike rules)


nope. boyz has to be with 10. transportcapacity of nauts is only 6. Deepstrike would only work with a lucky 6 on the start of the game in waaagh ghazzy supplement(only troops get DS on a 5, but they don't fit in)

8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
 
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