Switch Theme:

Big model to face tanks for Orks, should it be Morkanaut or Gorkanaut?  [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
Screamin' Stormboy



Somewhere in rural Georgia

So, my last battle against the AM didn't go so well, they brought a Baneblade to a 1k list and while I was preparing for artillery and infantry they tried to cheese it up. Anyways, I was totally unable to wound them much due to my army lacking AP and AT units, thus I'm deciding if I should go with either the Gorkanaut or the Morkanaut. Plz keep in mind that I'm thinking of ranged firepower that I can use to krump those pesky tanks, I've tried meleeing the tanks as well and that didn't seem to work. I need something akin to an Ork ranged unit that can wound enemy vehicles. So I'm curious which of these 'nauts would do the trick?

   
Made in no
Liche Priest Hierophant





Bergen

I would not use those vehicles. My ork friend owns one that is magnetised. Every few games he will grow impatiend and bring it. And it is always very bad. It has been this way since I started playing him in 8th edtion. Trough 8, 9 and 10th edtion. (It was OK during 9th when it could get spakrling bitz.) One game in 10th he trippel charged my units of custodians and Tradjan soloed him before it could attack the unit.

If you are playing orks I would recomend you to put preasure on the map and either crump him or force him so far back that he does not get any points.

Your only good shooting units are flashgitz with badrukk, perhaps some of the solo gun models (do not remember the name.) Grab boyz or beast snagge boyz - put them in trucks. Beast snagga hog riders are good. Mozrock is great, if they shoot at him they are not shooting at the rest of your army.

Grab some gretschins to hold objectives.

I personally like the rocket backpack orks, but I don't know if they are objectivly good.

The gorka/morkanaught is a big fat trap!

   
Made in us
Fixture of Dakka




NE Ohio, USA

You could try a Kill Tank.
   
Made in us
Ragin' Ork Dreadnought




Frankly, I don't think either of these vehicles are going to get you what you want.

Orks just don't really have much in the way of ranged shooting that actually takes out extremely beefy profiles like the Baneblade. Our anti-vehicle choices skew heavily towards melee, and in particular to the various Beastsnagga-type units.

Ork Shooting in general is in a poor place due to the fact that we don't have any sort of army buff support - WAAAGH! doesn't help shooting, and our only subfaction doesn't help shooting either. Plus, the majority of our cost-effective shooting units cluster in the anti-MEQ and anti-TEQ range with things like Lootas (incredibly cheap, even with middling dps) and Flash Gits (sturdy with solid close range shooting.)

Consider, though, what you can get from a Beastboss + 10 Beastsnaggas in a Trukk. The beastboss alone can lay down six attacks (which translate to six hits) that cause devastating wounds on a 4+ - Half a dozen unavoidable wounds from the boss, without factoring in extra WAAAGH attacks. Then you get a couple more wounds from the Beastsnagga boys chipping away, and a couple from the Nob - In one charge, you have a good shot at melting half the Baneblade's profile from a 205pt unit. (Or, 265, factoring in the Trukk.)

A Nob on a Smash Squig plus some Squighogs might do you even better - Give the Nob 'Eadwompa's Killchoppa and call a WAAAGH, you're liable to get 8+ mortal wounds from his attacks alone, (or average 5 without the WAAAGH,) plus a ton of attacks from the Riders that'll be wounding on 4s on the WAAAGH turn. You have to run them across the board, but that's still quite a lot of damage for quite cheap - under 200pts.
   
Made in gb
[DCM]
Lone Wolf Sentinel Pilot





Leicester, UK

I would take the Gorkanaut, and don't worry about shooting with it. Just advance + charge into whatever you want to kill and punch it into space. Take two if needed. It's the most fun you can have at a wargames table

My painting and modeling blog:
PaddyMick's Chopshop

 
   
Made in us
Rampagin' Boarboy





United Kingdom

Decent Ork AT options;

Flash Gitz with Badrukk - melts basically anything they shoot at, but will be wiped off the board the turn after. Make sure they kill something worthwhile.

Beastboss on Squigosaur/Mozrog Skragbad - another great anti-pretty much everything unit.

Squighogs with Smasha Squig - good at hunting lighter vehicles straight off the bat, can threaten even heavier stuff if the Nob is given the Killchoppa.

Snagga Boys with Beastboss - another great unit option for killing basically anything.

Nobz with Warboss - another good all comers unit.

KMK Mek Gunz - a battery of three is threatening enough that they can harass most targets, but are easily killed if not protected properly. Also unlikely to kill a really hard target when you need it to (but still possible).

Squiggoth/Gargantuan Squiggoth - the Garg Squiggoth will destroy absolutely anything it touches during a Waaagh, and is actually one of our toughest units, so it's highly likely to survive the march across the board. D12 attacks are bonkers. The regular Squiggoth has D6 attacks but still hits like a trukk into vehicles and monsters, and is a third of the points of the Garg.

Gorkanaut - get it across the board ASAP and let it punch things to death. You're not using it for its ability to shoot.


Or ultimately, you could ignore it. If he's bringing a Baneblade to a 1k game, that's half of his list. Splat everything else and then win the objective game. On a properly set up board, a Baneblade isn't going to be able to move all that much so you should be able to play around it if all else fails.

This message was edited 1 time. Last update was at 2023/10/05 15:57:20


 
   
Made in us
Ragin' Ork Dreadnought




Some mathhammer: (with rounding)
A Morkanaut shooting everything: ~7 wounds
A Morkanaut buffed by a Mek: ~10 wounds
Mek buff, firing through cover: ~8 wounds

A Gorkanaut shooting:
Practically nothing. Even in ideal circumstances, Gorkanaut shooting just won't hurt a Baneblade.

Morkanaut Melee:
Regular - 6/12 damage (one or the other)
Mek buffed - 12 damage

Gorkanaut Melee:
Regular - 12 damage
Mek Buffed - 18 damage

Melee is always going to outperform shooting.


More comparisons:
6 Squighog Boyz + Nob with Eadwompa: (300 points)
14 wounds

When WAAAGHing:
20 wounds

Beastboss on Squigosaur: (165pts)
4~5 wounds

Beastboss on Squigosaur with Eadwompa: (185pts)
6-9 wounds

Mozrog: (195pts)
5/11 wounds

This message was edited 5 times. Last update was at 2023/10/05 17:46:10


 
   
 
Forum Index » 40K General Discussion
Go to: