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Made in gb
Battlefortress Driver with Krusha Wheel






The Morkanaut and Gorkanaut are extremely expensive for what they are. The Morkanaut for example is 374 points (with the kff but the kff is the only reason you would take one) but yet is extremely underpowered compared to many other units of a similar pts cost in other factions.

1. Weapons Skill is 3+ but goes down to 4+ and 5+ when injured.
2. BS is 5+ (huge issue)
3. Main weapon is a d6 shots Kustom mega kannon that sounds good on paper with a s8 -3ap weapon but it's a Heavy D6, D3 wounds and inflicts a mortal wound on itself if you role a 1!
4. The melee weapons are kind of worth it with the choice between 12A S8 -2ap Damage 2 or 4A S16 -3ap D6 damage. However, even the stronger attacks only do D6 damage.
5. Has 18 wounds but I've seen cheaper units destroy a Morkanaut turn 1.
6. Has a kff. This is about the only good thing as it gives everything entirely within 9" a 5+ Invulnerable Save but only against Ranged attacks.
7. The other weapons are 12 Big shoota shots, 1 kustom blasta shot (again if you role a 1 you receive a mortal wound) and 2 rokkit launcha. All hitting on 5+

Basically, as you can see, the Morkanaut has some huge issues. Against anything with a -1 to hit you have equal chance of damaging yourself than you do them with two of your weapons. Plus, you have to roll a D6 to even get a good amount of the shots off to get the 5s to hit the damn things! The 5+ Invulnerable save is okay but can be easily replaced by two Big Meks.Has 18 wounds but with only a 5+ Invulnerable we know this doesn't matter too much in 8th against anti tanks.

There are a bunch more negatives ( especially when compared to similar units) but we have to remember this is 374 pts! That could buy you 60boyz! So what points should we make it or what other things could we do to it?
   
Made in us
Potent Possessed Daemonvessel





Yup the Morkanaut is an issue, especially because other than the KFF it is straight up worse than the cheaper Gorkanaut (fewer CC attacks, worse guns).

Starting fixes

1.) Change Close combat stats to damage 6 on the big attacks, even with the gorkanaut I rarely use the fewer big attacks. The AP -4 is nice, but random damage is just bad. Especially if you go against something with an invulnerable save. Unless something is T8 with a 2+ and no invulnerable it is almost always worse to take the fewer attacks. Against most vehicles at T7 3+ save, they are about equal, but the few attacks is super swingy because you may miss 3 times, or only roll a 1 for damage. If you made it 6 damage the few attacks would be a no brainer against big targets with no invul saves. If 6 seems too much make it 2D3 damage or 4 damage, 1D6 just isn't great. (this really should be for both nauts)

2.) Give it BS 4+, if it is supposed to be the shooty version of a naut give it a grot gunner rule or something.

Drop both Nauts to around 300 points after buying weapons (since you cannot choose not to buy weapons) Do that and I think both are pretty worth taking.

   
Made in gb
Battlefortress Driver with Krusha Wheel






Breng77 wrote:
Yup the Morkanaut is an issue, especially because other than the KFF it is straight up worse than the cheaper Gorkanaut (fewer CC attacks, worse guns).

Starting fixes

1.) Change Close combat stats to damage 6 on the big attacks, even with the gorkanaut I rarely use the fewer big attacks. The AP -4 is nice, but random damage is just bad. Especially if you go against something with an invulnerable save. Unless something is T8 with a 2+ and no invulnerable it is almost always worse to take the fewer attacks. Against most vehicles at T7 3+ save, they are about equal, but the few attacks is super swingy because you may miss 3 times, or only roll a 1 for damage. If you made it 6 damage the few attacks would be a no brainer against big targets with no invul saves. If 6 seems too much make it 2D3 damage or 4 damage, 1D6 just isn't great. (this really should be for both nauts)

2.) Give it BS 4+, if it is supposed to be the shooty version of a naut give it a grot gunner rule or something.

Drop both Nauts to around 300 points after buying weapons (since you cannot choose not to buy weapons) Do that and I think both are pretty worth taking.



I like these suggestions. The 4+ BS Makes sense. The Mork isn't just a hunk of junk, it's a technological marvel that confuses even the most advance engineers of the empire (we forget Orks were designed to produce this rather technological weapons to fight an advanced enemy) . The Thing shoots pure energy for Gork sake! Plus it even has a rule that says it has stabilisers and all sorts of fancy stuff so why does that not effect how it can aim?
   
 
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