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Made in us
Resentful Grot With a Plan





Seattle

Ok so I couldn't help myself. I bought a gorkanaut. Now I need some ideas on how to use him. I mostly play against BA and Tau. Looks to me from the stats that the best way to use the Gorkanaut is as a shooting magnet. Have him threaten up the middle and take all the fire while running trucks up the side the try and get in close combat. I don't really see how he will ever get to use the klaw of gork as I think he will just be focused down before he makes any ground. Thoughts? I am sure there are better uses for my points. That is not what I am asking here. I want to know the best way to use him.

Insert inspiring text here.
3K 
   
Made in fi
Tough-as-Nails Ork Boy






Switch to a Morkanaut, put a bunch of shooty Battlewagons full of shooty stuff in front of it and trundle along 6" going "DAKKADAKKADAKKA" while the 'nauts' KFF protects everyone from harm?

The Gorkanaut seems like the weaker option of the two in most cases.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Agree, the Gorkanaut is also more expensive while having worse weapons than the Morkanaut. Rampage isn't that awesome when you've already got four attacks base and hammer of wrath, if you ever make it into combat, that is.

Personally I'd run it alongside footslogging boyz and kanz or dreads to spread some KFF saves to everyone while drawing fire of your other walkers.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Daring Dark Eldar Raider Rider




Salt Lake City, Utah

Makinit wrote:
Ok so I couldn't help myself. I bought a gorkanaut. Now I need some ideas on how to use him. I mostly play against BA and Tau. Looks to me from the stats that the best way to use the Gorkanaut is as a shooting magnet. Have him threaten up the middle and take all the fire while running trucks up the side the try and get in close combat. I don't really see how he will ever get to use the klaw of gork as I think he will just be focused down before he makes any ground. Thoughts? I am sure there are better uses for my points. That is not what I am asking here. I want to know the best way to use him.

I would suggest using him the same way I seen people using a Wraithknight, a big scary target that absorbs a large amount of firepower while keeping the rest of your army safe. In cc he best targets would be vehicles and monstrous creatures, most MC will have a hard time hurting him due to AV 13 while he easily tears them apart with his Str 10 claw which will also lower their initiative for the next round. Probable should keep him away from hordes unless you have a squad of burna boyz along for the ride since he does not have the sheer number of attacks to tear them apart. Hope this is helpful.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Keep in mind that boyz are great at killing hordes themselves. if anyone tries to tarpit your Morkanaut, just charge some boyz into the tarpit, it's pretty unlikely for them to lose the fight when the big robot is helping.

This tactic has worked well for kanz and mega dreads for me, I'd be surprised if it wouldn't work with nauts.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Resentful Grot With a Plan





Seattle

There are no fire points so the burna boyz are out. I normally run a big mek w/ kff in a battle wagon but it might work to put him in the gorkanaut instead. That way you get the best of both worlds. The kff on armor 13 and the deffstorm mega shoota. A good payload would be a small squad of meganobz. Gets a bit pricey at that point though.

Insert inspiring text here.
3K 
   
Made in fi
Focused Fire Warrior




Helsinki

A friend of mine came up with the idea that you get six burnas, upgrade 3 to meks and have the squad sit inside the morkanaut, you get three rolls to fix it each turn and if there's a horde nearby you can always bring out the burna boys for three flamer templates. The squad makes the morkanaut significantly harder to kill while helping out against it's main adversary, tarpits.

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vior'la sept 12k
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rothwyr morwan's company 1,5k
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Made in us
Longtime Dakkanaut



Cheyenne WY

 Dantioch wrote:
A friend of mine came up with the idea that you get six burnas, upgrade 3 to meks and have the squad sit inside the morkanaut, you get three rolls to fix it each turn and if there's a horde nearby you can always bring out the burna boys for three flamer templates. The squad makes the morkanaut significantly harder to kill while helping out against it's main adversary, tarpits.


This is the direction of my thoughts as well, though I was thinking 1 or 2 Meks... Burna Boyz make for a very nice passenger list.

The will of the hive is always the same: HUNGER 
   
Made in ca
Mekboy on Kustom Deth Kopta




 Dantioch wrote:
A friend of mine came up with the idea that you get six burnas, upgrade 3 to meks and have the squad sit inside the morkanaut, you get three rolls to fix it each turn and if there's a horde nearby you can always bring out the burna boys for three flamer templates. The squad makes the morkanaut significantly harder to kill while helping out against it's main adversary, tarpits.


I was thinking the same thing, but with a kff mek, 2 burnas and 3 meks.

 
   
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Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 Dantioch wrote:
A friend of mine came up with the idea that you get six burnas, upgrade 3 to meks and have the squad sit inside the morkanaut, you get three rolls to fix it each turn and if there's a horde nearby you can always bring out the burna boys for three flamer templates. The squad makes the morkanaut significantly harder to kill while helping out against it's main adversary, tarpits.


Thats basically what i had in mind. Burnas because if the gak hits the fan they can atleast cause some damage before dying (3 flamers unless they change the mek rules can still do something if in the right spot). However i was intending to go with 3meks, 2 burnas, and use the last slot for a Big Mek with the KFF. Little more pricy, but it puts a KFF on the naut that doesnt have the KFF, which afaik is better at killyness just lacks the kff.

AV13/13 with 5HP, closed top, and new vehicle explode chart means that this thing is highly resistant to damage. Add 4 50% chances to restore a hullpoint, or unstuck or repair a busted weapon each turn? Even harder to kill.

An ork with an idea tends to end with a bang.

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Made in im
Nasty Nob on Warbike with Klaw





Liverpool

I just can't bring myself to stick guns on mine unitl I've got the Codex.

There's lots of nice options, but until i see how it synergises with the new book (instead of the old) I just can't decide.
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 grendel083 wrote:
I just can't bring myself to stick guns on mine unitl I've got the Codex.

There's lots of nice options, but until i see how it synergises with the new book (instead of the old) I just can't decide.


But...that's why they make magnets>

The will of the hive is always the same: HUNGER 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 grendel083 wrote:
I just can't bring myself to stick guns on mine unitl I've got the Codex.

There's lots of nice options, but until i see how it synergises with the new book (instead of the old) I just can't decide.


If you actually bought one instead of kitbashing, hell even if you kitbash it, i'd magnetize the hell out of that thing. It might take awhile to magnetize those large arms but that is a very expensive model to not allow modular equipment. You might get the codex and immediately go "THIS LOADOUT RULES!!" glue everything on, paint it, field it, find out it sucks balls and now you are delicately trying to pry/cut off all the crap you installed lol.
Unless a weapon is totally worthless and i would never run it no matter what, i always include the option to bring it. All the weapons of my battlewagons including the 'ard case, kannon turret, and bigshootas are magnetized because i almost never run them identically between games lol. Totally worthless and i would never bring it falls under the Killkannon category - there is literally no reason to bring that garbage gun lol.

This message was edited 1 time. Last update was at 2014/06/14 16:27:18


An ork with an idea tends to end with a bang.

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Made in gb
Longtime Dakkanaut






how does it work with the old codex for now? if the morkanaughts KFF causes 5+ invulns to models nearby, but the KFF mek's KFF causes 5+ cover to units nearby... does that mean a KFF mek in a KFF morkonaught is like the ultra-utility vehicle for vehicles and hordes alike?

well, until they finally say "oh, and i suppose you want a new book to back up all those expensive things you bought, don't you?" and release the damned codex already!

12,300 points of Orks
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I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

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

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Nebraska, USA

Kinda cant use it right now, as the rules conflict with the codex like the KFF you mentioned.

You could consult with your opponent and allow it in, since afaik thats the only glaring difference in rules (rest being mork/gorkanaut specific or very minor stuff)

An ork with an idea tends to end with a bang.

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Made in gb
Longtime Dakkanaut






well, that and grot riggers giving IWND as opposed to fixing immobilised results.

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! 
   
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Nebraska, USA

Wait, what? Didnt see that one, thats pretty freakin huge as its basically allowing riggers to repair a hull point. Hope thats a universal rule not a naut' specific. Far more likely to have a HP to repair than an immobilize to fix, and what ork wont have a couple meks in this thing anyway (with current rules that is, if its Assault vehicle in the codex i could see other things inside it)

An ork with an idea tends to end with a bang.

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Made in us
Utilizing Careful Highlighting





Augusta GA

Gonna chime in to agree with magnetizing. Had a friend put one together and like a lot of the recent GW kits, it's really magnet-friendly. And even if you do a terrible job with it, Orks are the one army that looks just fine with wonky bits swiveling everywhere.
   
Made in ie
Fixture of Dakka





Steelcity

 Archon_Zarbyrn wrote:
Makinit wrote:
Ok so I couldn't help myself. I bought a gorkanaut. Now I need some ideas on how to use him. I mostly play against BA and Tau. Looks to me from the stats that the best way to use the Gorkanaut is as a shooting magnet. Have him threaten up the middle and take all the fire while running trucks up the side the try and get in close combat. I don't really see how he will ever get to use the klaw of gork as I think he will just be focused down before he makes any ground. Thoughts? I am sure there are better uses for my points. That is not what I am asking here. I want to know the best way to use him.

I would suggest using him the same way I seen people using a Wraithknight, a big scary target that absorbs a large amount of firepower while keeping the rest of your army safe. In cc he best targets would be vehicles and monstrous creatures, most MC will have a hard time hurting him due to AV 13 while he easily tears them apart with his Str 10 claw which will also lower their initiative for the next round. Probable should keep him away from hordes unless you have a squad of burna boyz along for the ride since he does not have the sheer number of attacks to tear them apart. Hope this is helpful.


Except a wraithknight is a T8 MC with 6 wounds and an armor save, who can't be killed by a single melta.. It also moves double the speed of the Morkanaut.. IE it's really not very comparable considering the wraightknight is so much better in almost all ways.

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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yea morkanaut is very bad in durability compared to a Wraithknight. Very, very few ways to instaspork a wraithknight without other wraithknights so thats 6 VERY tough wounds you have to get through. Barring bad dice, ive never killed one without either melta spam out the ass (full fusion bomb plus a commander with fusions, marker support, and then trying to clean up the last 1-2 wounds i didnt cause with something else) or sniper spam (kroot ftw).

AV13 is immune to a lot of fire as well as the T8 monster, but 2-3 meltas are bound to explode it, unless the dice gods just hate you lol.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Longtime Dakkanaut






wraithknights, orkonaughts, landraiders... ...they all fall to the mighty powerklaw...

agree that wraithknight is a lot better than orkonaughts, mostly impossible to one-shot. orkonaughts strike me as excessively pricey. they're what, 250 odd points? for that we can get 5 KMK and a deff dread for much the same effect, only the dread would be running every turn and the big guns would be firing every turn, and that's far more efficient.

I really hope orks get some colourful options for their stuff. I want rokkit-pack dreads and koptas that dump grots and other joyous silliness!

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 us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Wraithknight is probably the only thing i'd say doesnt fall to the mighty powerklaw. It attacks first and pastes our nobz without Smashing, we might kill it but it will cause way more damage to us in the process.

Its why in the 6th edition i loathed nidzilla lists. My only answer to big bugs was damn lucky shootin' or assault, and outside nobz with klaws the thats still some damn lucky dice to kill them. With the new smash rule, wraithknight is the only unit i dont want my bikernobz to face thats actually commonly seen. Not even the swarmlord is as scary as it used to be, though still unfavorable lol

An ork with an idea tends to end with a bang.

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6000pts Admech/Knights
7500pts Necron Goldboys 
   
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Beale AFB, CA

AV 13(str7+) is harder to hit than T8(str5+), but the things that can hit it can kill it easier due to the explosion result. The big thing that makes the wraithknight so much tougher is the armor save. Being able to ignore 17 out of 18 heavy bolter rounds is a big deal. The GNaut takes a Lascannon shot slightly better initially (4+ to wound, rather than a 3+ on the same save), but the explosion result is a huge hit to it's durability. To bring it in line, powerwise, they should have made one of the options an MC.

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Texarkana TX

technically right now you can use the morkanaught kff and the ork kff, gaining the benefit of both. neither has been faq, and the white dwarf does not trump the codex, its just different.

use a mek kff to cover the boys, and the mork kff to cover the vehicles.

win win!!

5000+ 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Actually, the White Dwarf does not contain any KFF rules. The chance to invul saves is just mentioned in one of the interviews.

No way to pull any rules shenanigans here, since there are no new rules for the KFF printed. Either you consent with your opponent to use the rules mentioned in the interview, or you just use the ones from the codex. Don't be that guy.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

good point jid.

i didn't realize the actual rules for the kff were excluded from the wd, i don't buy them.

i also don't think you can be that guy right, playing orks...

5000+ 
   
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Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Both saves? But arent they a 5+ with the same distance? If one is an invul having a cover would be pointless since you'd never take it over the invul lol.

Also i didnt know the 5++ confirmation was in an interview. Now im afraid it wont be a thing, since GW isnt that dependable when things arent on paper for future releases.

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
Dakka Veteran





 Vineheart01 wrote:
Both saves? But arent they a 5+ with the same distance? If one is an invul having a cover would be pointless since you'd never take it over the invul lol.

Also i didnt know the 5++ confirmation was in an interview. Now im afraid it wont be a thing, since GW isnt that dependable when things arent on paper for future releases.


The KFF rules are definitely not solidified. The interview mentions it's a 5++ for all models (not units) within 6". However, that's just an interview, and it doesn't necessarily accurately reflect the rules. Also there is no mention there about how the KFF would act when it is on a unit embarked on a Transport. Will a Big Mek in a Battlewagon still put a KFF bubble around the Battlewagon? Who knows?

The Grot Riggers change is huge. As soon as I saw it in the White Dwarf I was pretty excited. We have a LOT of vehicles that can take Grot Riggers. I'll be very happy to give all my Battlewagons It Will Not Die.
   
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Nebraska, USA

That makes me even more doubtful the 5++ is true. Affecting models in a 6" bubble? in a horde army? effectively useless except in a BW/Mech list as it wont touch very many boyz. 6" doesnt even cross half of a 30man boy squad, thats why it currently affects the unit.

An ork with an idea tends to end with a bang.

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