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![[Post New]](/s/i/i.gif) 2015/04/30 18:38:13
Subject: Gorkanaut/Morkanaut Update ?
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Dakka Veteran
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With the new Wraith knight, new imperial knights on the way. Who else is hoping for new naughts varients/ rules and possibly making them super heavies ?
They are pretty big and them being a basic vehicle seems not to do them justice.
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2015/04/30 18:43:19
Subject: Gorkanaut/Morkanaut Update ?
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Shas'la with Pulse Carbine
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Been hoping for that since the new codex. They are so ridiculously outmatched by other large units such as Wraithknights, imperial Knights, and even just the riptide.
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Down with Allies, Solo 2016! |
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![[Post New]](/s/i/i.gif) 2015/04/30 18:46:00
Subject: Gorkanaut/Morkanaut Update ?
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Monstrous Master Moulder
Rust belt
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Not going to happen. Seems like the orks didn't get much love in the last codex... But there is always hope
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![[Post New]](/s/i/i.gif) 2015/04/30 18:51:00
Subject: Gorkanaut/Morkanaut Update ?
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Dakka Veteran
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I'd be happy with a point decrease and an assault ramp at this point =)
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2015/04/30 18:56:19
Subject: Gorkanaut/Morkanaut Update ?
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Longtime Dakkanaut
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You need to get Ork players into GW play-testing team, then we'll see 3pt Boyz and stuff
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/05/01 01:52:16
Subject: Re:Gorkanaut/Morkanaut Update ?
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Willing Inquisitorial Excruciator
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What GW should do is update the codex making Gorkanauts GMCs. Charge $50 for the "new" codex. Then hire someone to open up all the Morkanaut kits in the warehouse, clip off the bits that make it a Gorkanaut, put them in a plastic baggie, and take a sharpie to the box eliminating all references to Gorkanaut. BAM! Charge $30 for the "upgrade" baggie.
#trollface
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![[Post New]](/s/i/i.gif) 0009/01/27 02:04:07
Subject: Re:Gorkanaut/Morkanaut Update ?
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Smokin' Skorcha Driver
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the_Armyman wrote:What GW should do is update the codex making Gorkanauts GMCs. Charge $50 for the "new" codex. Then hire someone to open up all the Morkanaut kits in the warehouse, clip off the bits that make it a Gorkanaut, put them in a plastic baggie, and take a sharpie to the box eliminating all references to Gorkanaut. BAM! Charge $30 for the "upgrade" baggie.
#trollface
You better take this down in case GW is watching....
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![[Post New]](/s/i/i.gif) 2015/05/01 03:10:42
Subject: Gorkanaut/Morkanaut Update ?
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Flashy Flashgitz
Antwerp
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I doubt it'll happen, but an ork can hope. I want them to be stompier!
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Krush, stomp, kill! |
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![[Post New]](/s/i/i.gif) 2015/05/01 03:14:16
Subject: Gorkanaut/Morkanaut Update ?
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Krazed Killa Kan
Homestead, FL
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:-( My beautiful Morkanaut is gathering dust.
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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 |
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![[Post New]](/s/i/i.gif) 2015/05/01 03:19:19
Subject: Gorkanaut/Morkanaut Update ?
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Stabbin' Skarboy
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My hope is that with the Wraithknight being turned into a gargantuan that the Nauts will be turned into super heavies at the very least. However I won't hold my breath because we already have Stompa as a LoW.
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![[Post New]](/s/i/i.gif) 2015/05/01 03:49:14
Subject: Gorkanaut/Morkanaut Update ?
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Longtime Dakkanaut
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I would be happy if they gained some rule like 'mighty bulwark' but for vehicles.
'Ramshackle Behemoth' penetrating hits scored against a gorka/morkanaut receive a -1 modifier.
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![[Post New]](/s/i/i.gif) 2015/05/01 09:21:11
Subject: Gorkanaut/Morkanaut Update ?
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Krazed Killa Kan
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Whoever worked on the Ork codex didn't really "get" Orks and seemed to make them with the mindset of "an enemy to kill" instead of a codex to play as. They also suffered from PTSD from past experience with kan walls and nob bikers.
I really don't know the angle they where going with the gork/morkanaut. It's an incredibly expensive walker with meh anti infantry shooting, no protection from melta or explosion results, and trying go for the whole "repaired from inside" tactic. It's just asking for drop melta squads to earn their points back instantly. Needs more guns with large blasts, some sort of waveserpent shield defense (improved ramshackle), or a big points drop to make it worth it.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/05/01 12:30:07
Subject: Gorkanaut/Morkanaut Update ?
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Irked Necron Immortal
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I think the saddest thing I've ever seen in a 40k game was a miniwargaming campaign where an Imperial Knight stomped on a naught and destroyed it. They should have been super heavies from day one...
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![[Post New]](/s/i/i.gif) 2015/05/01 12:50:35
Subject: Gorkanaut/Morkanaut Update ?
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Monstrous Master Moulder
Rust belt
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Vankraken wrote:Whoever worked on the Ork codex didn't really "get" Orks and seemed to make them with the mindset of "an enemy to kill" instead of a codex to play as. They also suffered from PTSD from past experience with kan walls and nob bikers.
I really don't know the angle they where going with the gork/morkanaut. It's an incredibly expensive walker with meh anti infantry shooting, no protection from melta or explosion results, and trying go for the whole "repaired from inside" tactic. It's just asking for drop melta squads to earn their points back instantly. Needs more guns with large blasts, some sort of waveserpent shield defense (improved ramshackle), or a big points drop to make it worth it.
I agree with you not much thought went into the ork codex and I don't have much confidence that the next ork release will be much better. We all waited so long for that new ork codex with high hopes just for it to be a total let down. When I read the rules for the naught I knew better then going out and buying one, it is just a over priced walker that does not bring to much to the table. Oh well there is always hope for the next codex to be better Automatically Appended Next Post: Fafnir13 wrote:I think the saddest thing I've ever seen in a 40k game was a miniwargaming campaign where an Imperial Knight stomped on a naught and destroyed it. They should have been super heavies from day one...
How about the white dwarf where they had the naughts taking on several Knights... What a joke for a battle report.
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This message was edited 1 time. Last update was at 2015/05/01 12:53:12
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![[Post New]](/s/i/i.gif) 2018/05/01 13:18:31
Subject: Re:Gorkanaut/Morkanaut Update ?
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Trustworthy Shas'vre
california
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I hope it gets updated. I have one of each.. and even if it doesn't get an update, I love the way the model looks, I constantly run one of not both. Idc if it dies, my groups doesn't do competetive play anyway
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![[Post New]](/s/i/i.gif) 2015/05/01 13:21:37
Subject: Gorkanaut/Morkanaut Update ?
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Sister Vastly Superior
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Turn 1: Single lascannon shot rolls an explode result on the vehicle damage chart. There goes 245 points.
What is the division between monstrous creatures and walkers. Dreadnoughts and deff dreads are clearly giant robots, but the riptide and wraith constructs are also a giant robots. How do they decide what is a walker?
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Still waiting for Godot. |
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![[Post New]](/s/i/i.gif) 2015/05/01 13:26:35
Subject: Re:Gorkanaut/Morkanaut Update ?
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Stoic Grail Knight
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The 'nauts will be left alone, leaving people itching for an update to its atrocious rules. In this way, people will start to clamor with excitement when a new codex is announced about 2 years after the last one came out, hoping that (a) 'nauts get improved and (b) that some other unit doesn't get mindlessly nerfed. As far as releasing an improved product, well, that's not the point of new codexes.
Of course, they could just release an update via White Dwarf, or even a free update on the webpage for the model. But that won't happen. GW is such a silly place.
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This message was edited 1 time. Last update was at 2015/05/01 13:27:07
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![[Post New]](/s/i/i.gif) 2015/05/01 13:29:00
Subject: Gorkanaut/Morkanaut Update ?
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Decrepit Dakkanaut
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Make all walkers monstrous creatures. Make those models deserving it GMCs.
Boom. Dreadnought become instantly playable. More models are sold. Armies become more diverse.
But no. GW hates our money.
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DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2015/05/01 14:17:25
Subject: Gorkanaut/Morkanaut Update ?
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Mutilatin' Mad Dok
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This is a case where I love the model, but the rules are just too atrocious for me to pump over $100 into one.
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![[Post New]](/s/i/i.gif) 2015/05/01 15:05:04
Subject: Re:Gorkanaut/Morkanaut Update ?
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Stubborn Dark Angels Veteran Sergeant
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Make it a Gargantuan walker and it would be fine.
It doesn't have a D weapon, and its shooting is mediocre, so the points would be about right if you compare it to all the other big stuff being thrown around.
Assault ramps would make sense too of course.
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![[Post New]](/s/i/i.gif) 2015/05/01 15:14:59
Subject: Gorkanaut/Morkanaut Update ?
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Slashing Veteran Sword Bretheren
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Assault ramps would make sense.
You know what else would make sense? assault hatches.
Assault hatches would work like the old boarding plank. A unit embarked on the vehicle would be able to swing at an enemy. However, since this thing is a walker, this could only be used when the walker is in close combat.
So the walker would get it's close combat attacks, and then a number of models embarked would also get to attack whoever is in base-to-base with the Naught.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2015/05/01 15:17:28
Subject: Gorkanaut/Morkanaut Update ?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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All Gorkanaughts need changed is giving them a 12" move and a slight point decrease.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2015/05/01 15:20:01
Subject: Gorkanaut/Morkanaut Update ?
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Krazed Killa Kan
Homestead, FL
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even if it became a gargantuan walker, it would still need a price reduction or a power increase in shooting. 230pts for a model with a KMK a KMB 2 rokkitz and 2 TL Big Shootas. the only justification is the 13/13/12 but for 20pts more a space marine player gets a LAND RAIDER!
14/14/14 assault vehicle, comes standard with 2 TL Lascannons and a TL Heavy Bolter. AND it can carry 10 models. yes it has 2 less HP then the Mork/gorkanaut but So what? its better in every way, Every SM player I know HATES the land raider because its to over priced for points....and the Naut is worse then that thing by far and only costs 20pts less.
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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 |
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![[Post New]](/s/i/i.gif) 2015/05/01 15:30:24
Subject: Gorkanaut/Morkanaut Update ?
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Flashy Flashgitz
Antwerp
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Ghazkuul wrote:even if it became a gargantuan walker, it would still need a price reduction or a power increase in shooting. 230pts for a model with a KMK a KMB 2 rokkitz and 2 TL Big Shootas. the only justification is the 13/13/12 but for 20pts more a space marine player gets a LAND RAIDER!
14/14/14 assault vehicle, comes standard with 2 TL Lascannons and a TL Heavy Bolter. AND it can carry 10 models. yes it has 2 less HP then the Mork/gorkanaut but So what? its better in every way, Every SM player I know HATES the land raider because its to over priced for points....and the Naut is worse then that thing by far and only costs 20pts less.
I don't think that's a good comparison. The problem with the land raider (and the 'nauts to some degree too) is the fact that for their points cost you get very little shooting. That many points for just a transport is a bit over the top.
The 'nauts suffer from some of this, but making them super-heavy would be a huge improvement. They could shoot their rokkits at transports, use their big shootas against infantry and so on. Also keep in mind that unlike the land raider, the 'nauts want to get stuck in and aren't bad in melee. Oh and if they were super-heavy, they could stomp. Plus when you get blown up by drop melta, you might take the melta squad with you in your explosion.
I'd love if they became super-heavy walkers or at least were given an option to upgrade to that unit type. A S - D melee weapon could be nice as well, but it's not that necessary.
Sadly, I highly doubt it'll happen. The ork codex was the first 7th edition book and knowing GW, they won't release a new one until 8th comes out. Even if we get an update, I doubt the 'nauts will be buffed. We have a super-heavy in our codex - the stompa - and I doubt Phil Kelly is comfortable with a race of non-eldar having access to multiple super-heavies/gargantuans.
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Krush, stomp, kill! |
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![[Post New]](/s/i/i.gif) 2015/05/01 15:54:04
Subject: Gorkanaut/Morkanaut Update ?
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Dakka Veteran
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The stompa isn't even good compared to the other super heavies and GMCs
With the new ad - mech stuff orks are the ONLY GW faction with out MC'S =(
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2015/05/01 16:13:10
Subject: Gorkanaut/Morkanaut Update ?
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Mutilatin' Mad Dok
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Look on the bright side. We probably won't get an update for another 4 years.
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![[Post New]](/s/i/i.gif) 2015/05/01 16:22:34
Subject: Gorkanaut/Morkanaut Update ?
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Frightening Flamer of Tzeentch
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The suggestion GW would make is "If you don't feel as though our rules represent the Citadel model you collected houserule your own!"
So, my question is.....what rules would you make the Naut to make you happy?
I think its armor values are sane/solid. I think s10 is actually fair, its not as massive axed as the D Thirster, nor the reaper chainsword, nor the WKnight, and still costs less than the above,
I would be behind making it a superheavy if it increased by 50 points.
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Aftermath can be calculated.
Dark humor is like food, not everyone gets it. |
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![[Post New]](/s/i/i.gif) 2015/05/01 16:39:33
Subject: Gorkanaut/Morkanaut Update ?
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Flashy Flashgitz
Antwerp
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Lord Commissar wrote:The suggestion GW would make is "If you don't feel as though our rules represent the Citadel model you collected houserule your own!"
So, my question is.....what rules would you make the Naut to make you happy?
I think its armor values are sane/solid. I think s10 is actually fair, its not as massive axed as the D Thirster, nor the reaper chainsword, nor the WKnight, and still costs less than the above,
I would be behind making it a superheavy if it increased by 50 points.
That seems reasonable. A Gorkanaut would cost as much as a WK with that change (without upgrades) and the Morkanaut would be slightly cheaper. Other than that unit type change and point increase, I don't see much to change with them. But I still want S - D close combat because you can't tell me Gork's (or possibly Mork's) klaw won't wreck anything it touches.
Other than that, the only other thing that comes to mind is making Ramshackle something of a faction special rule.
"Ramshackle: Roll a D6 each time a vehicle with this special rule suffers a penetrating hit. On the roll of a 6, the vehicle only suffers a glancing hit instead. If a vehicle has the Ramshackle special rule with a number in brackets afterward - Ramshackle (5+), for example - then the number in brackets is the D6 result needed to downgrade the penetrating hit.
Basically, FNP for vehicles. Trukks keep their 6+. Burna-bommas, Blitza-bommas, Dakkajets, Warbuggies, Wartrukks, Skorchas and Killa Kans could gain the same 6+ 'save' for no additional cost. Deff Dreads, Battlewagons and Gorka/Morkanauts could gain 5+ and the Stompa could have a 4+ against pens.
Oh, I did just think of something else! Can we get 'Ere We Go! on our ork-piloted walkers? I know the Dread Mob formation ones get it, but it seems odd that an ork boy wired into a dread would suddenly not want to charge at things as enthusiastically as he did before he got his metal body...
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This message was edited 1 time. Last update was at 2015/05/01 16:39:56
Krush, stomp, kill! |
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![[Post New]](/s/i/i.gif) 2015/05/01 16:58:51
Subject: Gorkanaut/Morkanaut Update ?
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Krazed Killa Kan
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A fun rule for the Gorka/Morkanaut would be that after being wrecked or exploding, the naut would be left intact but deactivated on the table. A single model with the repair ability may attempt to reactivate it and a successful repair roll brings it back to 1 HP and shaken. It's grot riggers continue to operate even when it is deactivated. On a roll of 1 on the repair attempt causes it to fall apart and be removed from the game. Each time the Naut is brought back to operational status adds -1 to future reactivation attempts. Grot oilers can be used to reroll failed reactivation attempts.
It still isn't an amazing vehicle but at least it getting sniped isn't always the end of the road for the naut. Would be fun to see a rigger or mek repair it and then it goes smash an suspecting unit before blowing up again.
Really don't want to see it become super heavy.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/05/01 17:01:35
Subject: Gorkanaut/Morkanaut Update ?
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Mutilatin' Mad Dok
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The game needs to redefine "heavy" vehicles as a mid-size choice. Make it heavy. Heavy vehicles receive a -1 on rolls on the vehicle damage chart and ignore crew stunned shaked on a roll of 2+
That'd probably do it.
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