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Made in us
Krazed Killa Kan




Homestead, FL

Anyone have any good suggestions to make these things more viable in lists? I have never seen one in a competitive list and I only bring my morkanaut because I bought the damned thing and it was expensive and I love my paint job on it :-p

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in ca
Gargantuan Gargant






They're not terrible honestly, and as bullet magnets/sponges they do wonders as even if you tell people to not shoot at them they invariably draw inordinate amounts of attention just by their sheer physical presence on the tabletop.

If you meant making them better in terms of being comparable to our competition like the myriad of MC like Riptides, Dreadknights and Wraithknights without going OTT I would say the first thing they should change is just flat out make it an assault vehicle. It makes no sense why Orks can't charge out of the belly IMO.

Points-wise, they should either drop the Morkanaut and Gorkanaut's prices by 30-40 points each or make it so that their guns are properly juiced up for the points you pay for them. So the Morkanaut's KMK would be large blast instead of small and the Gorkanaut's Mega Deff-storm Shoota should either have rending or at least be twin-linked.

Also as a force multiplier and a role outside of walker heavy armies they should give off a 6" fearless bubble similar to how the Stompa's effigy rule works. This way they're a walking totem that holds your battleline and actively contributes rather than troddling along hoping someone will come close and play with them.
   
Made in us
Longtime Dakkanaut




It seems the only varient I see people play is the morkanaut. I have one as well with magnetized weapons. There really is no great formstions for it either. The best way to play a morkanaut seems to be with other armour, using the kff grant an aoe to all the other walkers in a dread mob list. I have high hopes the new fw ia8 book will uograd the dread mob to include nauts.

However I agree they both need a point reduction.
I would rather see the kff on both versions too as that's the major reason people take it.
I could see the nauts as an assault tranport however they only have a capacity of 6 and are not very fast so it's kinda pointless at that too. what can really assault out of it 3 mega nobz, 6 burnas? Best I could see is 6 tankbustas but it doesn't even have fire points so it's kinda a waste for that unit too.

It desperately needs a point reduction because a morkanaut w kff is 285 and that's into wraithknight, riptide territory without the same benefit.

This message was edited 1 time. Last update was at 2015/03/02 03:48:35


 
   
Made in us
Trustworthy Shas'vre



california

Points reduction, or weapons improvement, or even making them super heavies, would greatly make them worth more.
   
Made in us
Auspicious Daemonic Herald





Just make them a super heavy
   
Made in us
Longtime Dakkanaut




Honestly, let them reduce the results on the damage chart by 1 and I would be happy. Let it take ap1 to one shot them, it would give them a serious survival boost.

   
Made in ru
!!Goffik Rocker!!






As i've allready proposed in a thread about landraiders: Give them a buffed ramshackle. 5+ to reduce pen to glance. Think they deserve it like nothing else as they're supposed to be mini-stompas.
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

They need Invincibile Behemoth. Buffed Ramshackle sounds good too.
   
Made in us
Twisted Trueborn with Blaster





Hehe, see man, this is exactly what I was saying in the Land Raider thread. Gorkanauts and Morkanauts are Orks' Land Raiders. They're a great unit, until you compare them to some of the OP crap in some of the recent Xenos codexes. And much like the LR, while none of the buffs being suggested are at all overboard, I imagine you could just as easily fix them by droppinhg bgthe pricr significantly. That is, they'd be great at what they do now, if they didn't pay way too much to do it. Make them like 150-160ppm, and I think you're paying a fair price for the firepower and durability you're bringing to the table.

"But If the Earth isn't flat, then how did Jabba chakka wookiee no Solo ho ho ho hoooooooo?" 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

As they stand, I think lowering their costs a little would definatly help. They can be quite expensive for your list, eating upwards of 280pts (For the Mork, the more expensive of the two). But honestly, My Morkanaught has only been shot down once in any normal 40k game, though dies easily to massed Super Heavy action such as Knights or in Apoc.

They are pretty durable. Decent armor all around, 5 HP, and have decent weapon loadouts. I still want a Gorkanaught for that neato gattling gun. They also have S10 Ap1 klaws, which can tear up most anything in the game. Hell, one game against my Tau opponent, his Riptide spent ALL GAME trying to kill my Morkanaught and failed, meaning it left EVERYTHING else alone, and my Naught continued to providd 5++ to my army all game. Pretty nifty.

My only real beef is the formation they were given in the Red Waagh book is TERRIBLE. It's shamefully bad. Getting boosts over time is iffy at best, and when those boosts are outright aweful. Getting Furious Charge? On my S10 Walker? Even Rampage isn't that GOOD. It will likely win most combat you get it into ANYWAY, one extra attack isn't that fantastic.

Edit: I also do not like the idea of making them Super Heavy. That's what the Stompa is for if you want one. They just need a minor point decrease, that's really it. Or, make the Gork an Assault vehicle to make it's transport worth taking, perhaps for MANZ. Tucking 3 inside it and running headlong into the fray would be AWESOME, while the Mork would typically carry a mini mek shop if it were to carry much else. Though I'd probly put MANZ inside that too and laugh as two walkers full of mega armored dudes pelted up the field.

This message was edited 3 times. Last update was at 2015/03/02 22:37:13


 
   
Made in ru
!!Goffik Rocker!!






Add in combi-skorchas for manz.
   
Made in us
Krazed Killa Kan




Homestead, FL

aye, thats the problem they aren't terrible but for what they can do they are WAY over priced. I would say the Morkanaut is the better of the two as far as fire power is concerned and he only has 2 S8Ap2 gets hot weapons and one misses its target 2/3rds of the time while the other one drifts significantly (Blast). I am ok with the survivability of the nauts and hell, im even fine with the terrible carrying capacity...(transport capacity of 6 does not a ork transport make). It does need to be an assault transport and it needs a point reduction. 280pts for a naut with a KFF is to much. Furthermore I just realized I have been cheating every game I play my naut, it doesn't have TL rokkitz just 2 rokkitz looks like im going to be apologizing to my gaming friends on friday and saturday. Regardless, What I would like from GW is a point reduction or more/better transport capacity/weapons.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Regular Dakkanaut





Give all walkers the invincible behemoth special rule.

Solves pretty much all the problems.

   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I use my Morkanaut as an escort unit and have it use its KFF to escort a mob of 30 boyz across the field with a painboy. I've, also, used it to escort deff dread and kill kanz on the field as well. Normally, I put 5 burnas with 3 upgrade to meks and a mek inside mine. They are just there to keep the Morkanaut alive.

They seem like they were designed to be super heavy walkers but were changed. You can always just ask if your opponent is okay with you using it with that rule. I've also proxyed mine as a knight a couple times, just change its WS to 4 and its BS to 2. Because its piloted by an Ork.

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 gb
Steady Space Marine Vet Sergeant




England

That point is the thing though. It SHOULD NOT be an escort unit. It needs to be supa krumpy an' wiv lotsa dakka. Also, please for the love of Gork make it not cost so much. 280ish points for a walking 5++? Big Meks can do that for much MUCH less. Finally, the guns are terrible.

If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!  
   
Made in us
Krazed Killa Kan




Homestead, FL

 WarbossDakka wrote:
That point is the thing though. It SHOULD NOT be an escort unit. It needs to be supa krumpy an' wiv lotsa dakka. Also, please for the love of Gork make it not cost so much. 280ish points for a walking 5++? Big Meks can do that for much MUCH less. Finally, the guns are terrible.


Finally someone who agrees with me :-P

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 WarbossDakka wrote:
That point is the thing though. It SHOULD NOT be an escort unit. It needs to be supa krumpy an' wiv lotsa dakka. Also, please for the love of Gork make it not cost so much. 280ish points for a walking 5++? Big Meks can do that for much MUCH less. Finally, the guns are terrible.


But a Big Mek cannot cover nearly as many models with it's KFF and doesn't have 13 armor, nor 5 HP either. I use mine as an escort for the first portion of the game. I tend not to bother with shooting unless I want to try to pop a weakened vehicle from afar. But I'd much rather put that Klaw to good use. I like walkers in general, so I'll double CAD to take a Mork w/ KFF and 2 squads of 3 Kanz, with 2 Dreads. The Kanz act as a wall as they run up, preventing things from charging and slowing the Naught or the dreads. All the walkers beeline up the field, often times the Kanz will break rank and tackle something midway up, while the Naught and Dreads keep on moving.

The mass of Walkers tends to attract a LOT of gunfire. The Naught tends to get the brunt of it, as it protects the rest. It's easier, in theory, to kill the big thing first, then pick off the smaller walkers after. A mistake most of my opponents make. People often keep thinking it's a superheavy, when it isn't, which scares them even more so they fire more into it This also leaves everything else in my army virtually unscathed. I'll have Warbosses with Boyz running up in Wagons while the Walkers take the aggro. And in the odd case of my opponent focusing on the Wagons full of Boyz, the Walkers get another turn to run in and slash EVERYTHING to bits.

I get that we don't want them to be escorts, but it's what they do best. I got distracted the first few games I used mine. I was engrossed by how much dakka they have, but...it's all BS2, and often goes to waste. Just run. Smash things. I intend to get a Gork one very, very soon, so I can run them both at once.

This message was edited 1 time. Last update was at 2015/03/03 21:34:20


 
   
Made in us
Regular Dakkanaut





I find the gork usually gets targeted last. They wipe out the killa kans in the dread mob first, because they're easy targets. The lack of range on the guns of the gork are my biggest problem..that 3d6 gun seems to wound about 2-3 times each time it fires. Sound so impressive, then does nothing. I do really like rampage on him, it has saved the day so many times. Generally gets assaulted by something init 1 (power fists) and he wipes the whole unit out before they swing.

I just wish he couldn't be one shooted, and had assault vehicle, so we could charge mega nobz out of his belly

   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 greggles wrote:
I find the gork usually gets targeted last. They wipe out the killa kans in the dread mob first, because they're easy targets. The lack of range on the guns of the gork are my biggest problem..that 3d6 gun seems to wound about 2-3 times each time it fires. Sound so impressive, then does nothing. I do really like rampage on him, it has saved the day so many times. Generally gets assaulted by something init 1 (power fists) and he wipes the whole unit out before they swing.

I just wish he couldn't be one shooted, and had assault vehicle, so we could charge mega nobz out of his belly


Yeah, the Naughts seemed destined to be run in pairs, or with other stuff.

I think what I'd have liked they to do was, give you a 'build a naught'. A single profile page, with a bunch of options. Similar to Marks of Chaos, you could give them 'Mark of Gork' or 'Mark of Gork' for an appropriate points cost, which would then give the walker specific bonuses. Each 'Mark' would then have access to exclusive wargear that you could add onto it, to your taste. I'd even have liked them to allow you to NOT 'mark' the naught and run it as a big old hulking monster for even cheaper. Allowing us to have fluffy, unique walkers of our very own.

Example: A marked Naught could gain access to the S10, AP1 Klaw, but if you had a non marked Naught, you'd get a regular Power Klaw, like the Deff Dreads if you wanted to keep the cost down, but still have a better armor profile. You could add up to 6 weapons, a mixture of Rokkits, Big Shootas, etc etc.

This message was edited 1 time. Last update was at 2015/03/03 22:00:49


 
   
Made in us
Krazed Killa Kan




Homestead, FL

pretty much like a kustom stompa. The problem being that GW doesn't plan much they just put crap out for us and soak up the money when they make 1-2 things WICKED OP and we all have to get more of them to be competitive.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Ghazkuul wrote:
pretty much like a kustom stompa. The problem being that GW doesn't plan much they just put crap out for us and soak up the money when they make 1-2 things WICKED OP and we all have to get more of them to be competitive.


*Shrug* Well, Orks never got too much love from GW it seems anyways, so I'm just happy we got the decent book we have now. No point in turning this into another 'Gw is greedy bitches" thread.
   
Made in us
Krazed Killa Kan




Homestead, FL

Hard not to, SO anyway, the conclusion now would seem to be a 25-50pt reduction, make them assault transports and maybe a bit more dakka. let me toss this idea out at you lot

so we take the walkers reduce price by 25 for both, we make them assault transports and we double the main weapon of both nauts? So 6D6 shots for the gork and a 2 shot KMK for the mork. that last part probably needs work as that will probably make them OP but hey lets see what people think.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

I think 6D6 is a bit much, even if it is Ork shooting. That alone would regain the 25pts you cut from them. I could see the Morkanaught getting a special variant of the KMK where it's 2 shots instead, but it would have to cost something.

It's hard to justify lowering their costs while giving them more stuff. This is how we get into the situations we are in now with most other books. They gain all kinds of stuff, but drop in price because reasons.

I'd much rather them work as mini custom stompas. Flat rate them at 100 points with just the Klaw so they are basically a bigger, more durable Deff Dread with one weapon, and tack on point costs depending on what you equip them with.

This message was edited 1 time. Last update was at 2015/03/04 01:54:29


 
   
Made in us
Krazed Killa Kan




Homestead, FL

I really like that Idea, they kind did that for mork giving him the option to take a KFF but realistically thats the only reason you would take a morkanaut......even if i have had that KMK hit a DS termy squad and destroy it 1 turn :-P very lucky shot and I got a hit marker

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in ca
Secretive Dark Angels Veteran




Canada

Assault vehicle and grant them the same bonuses as a marine company standard they are a towering icon of gork/mork let them inspire the men around them to soldier on.

Reroll failed morale and pinning checks offer it as an expensive alternative to the boss pole.

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

 
   
Made in us
Krazed Killa Kan





Denver, Colorado

It either needs a massive increase in damage output or a massive reduction in points.

The only reason to take either, really, is for the mork's 5++ bubble, which is ok, but it's still one lascannon shot away from a scrap heap (which happened last time I brought it, turn 1).

Invincible behemoth would help, a little, but it's damage output is still laughable. You're looking at ~250 points for what approximates a single plasma cannon or a single (BS4) twin-linked assault cannon that doesn't rend. Basically, the ranged capacity of these towering monstrosities is approximated by a single heavy weapons terminator. It's pathetic. Melee isn't much better - a warboss will outkrump it any day of the week for a third the points at only one less initiative.

You give it IB, make the mork's weapon large blast, and make the gork's weapon 6D6 shots and possibly rending (or 3-4D6 with twin linked), you make it's melee weapon str D, and then you're looking at a decent unit. Not an amazing one, but a decent one that's still far inferior to knights in just about every regard.

But you make the above changes, make it a lord of war like a mini-stompa, maybe give it the effigy rule, and make it ~300 points, it'd be the knight approximation I think it's always supposed to have been, but so laughably is not. Fun fact: A knight titan can still stomp a naught right off the board. Somehow. I guess it kicks the naught on its side so it's helpless like a turtle.

I could honestly care less about it being an assault vehicle. too slow and not enough capacity to make it worth my while, even if I could assault out of it.

Even though they are a massive, disappointing pile of fail, I'm still planning on picking up a second one to try out the dread mob formation, because I'm a great big sucker for ork walkers.

This message was edited 6 times. Last update was at 2015/03/06 21:53:00


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

Eh, I don't think it deserves the LoW slot. I don't even think it needs a SD weapon at all, as that will just jack the price and it won't perform any better than it does now. A drastic change for no drastic change in performance.

Seriously, just make them custom built units. It would promote people to either A.) Buy a box for a GW chassis to built off of, or promote buying more kits/bits to kitbash our own unique little mini stompa, that will vary in performance (n theory) to how we personally build them.

Or, if we HAVE to keep them two seperate entities, then just lower their base prices, and tweak their weapon loadouts. I still think 6D6 could be either A.) Overkill B.) will jack the price or force it to stay the same.

The Gork's gun is still a S6 weapon, mind you. While not a super powerful gun, it still can mow down most infantry units, and threaten to glance down vehicles of armor 12 or under. Even taking into account Ork shooting, the potential for 36 S6 shots from a single model in a single shooting phase is a little insane.
   
Made in us
Bonkers Buggy Driver with Rockets





Melevolence wrote:
Eh, I don't think it deserves the LoW slot. I don't even think it needs a SD weapon at all, as that will just jack the price and it won't perform any better than it does now. A drastic change for no drastic change in performance.

Seriously, just make them custom built units. It would promote people to either A.) Buy a box for a GW chassis to built off of, or promote buying more kits/bits to kitbash our own unique little mini stompa, that will vary in performance (n theory) to how we personally build them.

Or, if we HAVE to keep them two seperate entities, then just lower their base prices, and tweak their weapon loadouts. I still think 6D6 could be either A.) Overkill B.) will jack the price or force it to stay the same.

The Gork's gun is still a S6 weapon, mind you. While not a super powerful gun, it still can mow down most infantry units, and threaten to glance down vehicles of armor 12 or under. Even taking into account Ork shooting, the potential for 36 S6 shots from a single model in a single shooting phase is a little insane.


3D6 averages 3.5 hits with Ork BS. Far from impressive...

This message was edited 2 times. Last update was at 2015/03/07 04:41:32


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

If i could do 1 thing to the nauts, it would be 1 of 2 things

1) Immune to Explode! result (takes an extra hit instead if anything)

2) 50pts less.

Yes, 50pts. Both their shooting is meh on average and theyre unlikely to find anything other than a tarpit since theyre so slow in melee. That and its another precious heavy slot used for ONE of them.

Ive had the Gork shoot like crazy with his 3D6 shots, but mind you i was lucky and my warlord got the 12" bubble of reroll shooting hits of 1. Crazy good trait to get as orks lol. In the end though the nauts are the same role as a Riptide but without the nasty gun and potentially can get 1shotted while tanking for his army.

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
Bonkers Buggy Driver with Rockets





I think they need more Uniqeness / Customisability. I also think they should have assault transport, 2x as many guns, TL rokkits, Effigy, and I think Ork Walkers in general should have 'ere We Go without needing that formation.

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
 
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