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Made in us
Dakka Veteran




So looking at the Morkanaut, it has me asking one question.

In an Ork list, like say a dread mob, or just for a Kustom Force Field that isn't a Bigmek or Mekboy, why would I consider taking it versus a Mekboy Junka or a Mekadred ?

All three have the KFF and can take or have a lot of the same weapons, especially the Junka. However I notice the Morkanaut does not seem as flexible and doesn't do anything a few dreads and Mekgunz cant seem to do for cheaper.

Is there any particular specialty the Morkanaut has over the MekaDread or Junkas aside from its melee potential and significantly better armor ?

   
Made in gb
Waaagh! Warbiker




Moray, Scotland

I'm looking at the Megadread rules on Forgeworld (free pdf) but I'm not seeing anywhere that says it gets the KFF, perhaps im just misreading things? I thought he did get one.

I would say there are a few key differences. The Megadread is good if you want to build something to do a specific job, either shoot or attack. It has a REAL invulnerable save, which means it would give orks a very good CC monster. The downside is most MEQs have meltabombs on the charge now, so you really need to be careful of this.

This leaves us with shooting. I would generally disagree about the idea of making an equivilant with the Megadread and some Mek Gunz on the basis that you have to use up alot of Heavy Suppot slots to do so. Orks NEED their heavy support slots. I would probably prefer taking a Morkanaught AND mek guns AND lootas, rather than a Megadread and mek guns and something else.

It does also provide you a transport. I'm not going to say a "good" transport because IMO all ork vechiles should be assult vechiles. You can stick a unit of burnas + Meks in there to repair him constantly, but this is hoping that you don't face against any AP1 or AP2 high strength weapons.

The final issue you may find is that some people, at least in the casual scene, will refuse to fight against forgeworld stuff, even approved forgeworld stuff. Yes this sucks, but people can refuse to play against you for whatever small reason they wish.

To me, it's the slots issue. Yes you can make an equivilant, but I don't think it's worth it.

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in us
Dakka Veteran




Sketchyfk wrote:
I'm looking at the Megadread rules on Forgeworld (free pdf) but I'm not seeing anywhere that says it gets the KFF, perhaps im just misreading things? I thought he did get one..


There is another variant called a "Kustom Meka-Dread". Its basically a Mek version of the Mega-dread that gets unique options like the KFF, Shunta, Fixin Klawz (to repair itself or another vehical if it isnt shaken or stunned), or a weapon similar to a lobba that has a 1 out of 3 chance of running out of shots for the rest of the game. In fact it has to either take the KFF, the rokkit bomb tubes (after-formentioned lobba weapon) or the mega-charga.

   
Made in gb
Waaagh! Warbiker




Moray, Scotland

The Imperial Answer wrote:
Sketchyfk wrote:
I'm looking at the Megadread rules on Forgeworld (free pdf) but I'm not seeing anywhere that says it gets the KFF, perhaps im just misreading things?

There is another variant called a "Kustom Meka-Dread"...

AAAAAAAH, I see it now. He comes under the HQ slot, which changes things drastically. Looking at him, he wants to be in close combat, BADLY. With the KFF he's at 255 pts. How much is Morky? (i don't have my book at work ). The KMD has some nice weapons, but adding more only hikes up the cost, bringing it near Morky's (if memory serves).

I think the standard ork rule of: everything has a purpose, applies greatly here. The KMD wants to attack. Heck it can even challenge!

Morky is a better ranged attack support platform. I'd aim it for that use. Seeing as the KMD has a 5+ invulnerable save from ramshackle monster, the KFF is pointless as you have to update it's rules to reflect the new codex. This means he's 75 pts cheaper which is a steal IMO for something so devistating (or more for his fleet ability?)


30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in gb
Stealthy Grot Snipa





the KMdread imo, isn't a KFF carrier. I'd take the rokkit-racks, run him as a HQ, take a couple dread units as troops. Then saturate the rest of your list with armour.

They have sufficient weapons to advance and lay down some nice fire while the rest of your list advances, with the bonus that once you do get into combat range your going to tear some face up. The ability to repair itself is also pretty potent. However, I would consider running it with other large walkers. Im gona try and take one with a gorka/morka, As by the point you've got 2 enormous walkers both who can repair, have quite a few hull points and are gona take some firepower

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

If you're going to take a Meka-Dread, make it the Warlord (something that was NOT easy in 6th, but now...).

It allows it to join a unit of Deff Dreads. Stick a KFF in there to give the whole unit a save. Fixing klaws become useful there.
   
Made in us
Dakka Veteran




Solar Shock wrote:
the KMdread imo, isn't a KFF carrier. I'd take the rokkit-racks.....


I considered those, but they have a 1/3 chance of doing a mini "whirr ! click. click."

Part of the reason for wanting to include the KFF is to shield the kans and normal dreads given they are going to be getting shot at frequently before they reach melee range.

Also does the Mega-Dread or Meka-Dread help boost the "Cowardly Grot" rolls should the kans loose 25% of their numbers ? Or does this only apply to normal deff dreads and kans ?

   
Made in gb
Longtime Dakkanaut




UK

Sketchyfk wrote:

Morky is a better ranged attack support platform. I'd aim it for that use. Seeing as the KMD has a 5+ invulnerable save from ramshackle monster, the KFF is pointless as you have to update it's rules to reflect the new codex. This means he's 75 pts cheaper which is a steal IMO for something so devistating (or more for his fleet ability?)




I'd argue the KFF isnt pointless, as it is a vehicle (large base) which gives off the 6" KFF aura, so he could give his whole dread and kan entourage a 5++ save against shooting. Or anything else you have escorting him up the board. A big mek in a vehicle now only gives the 5++ to the vehicle he's in, with no aura, so the Mekadread KFF has its benefits.

Course, you could also do this with a junka for cheaper, but the junka isnt a giant walking robot of orky doom.


Automatically Appended Next Post:
The Imperial Answer wrote:
Solar Shock wrote:
the KMdread imo, isn't a KFF carrier. I'd take the rokkit-racks.....


I considered those, but they have a 1/3 chance of doing a mini "whirr ! click. click."

Part of the reason for wanting to include the KFF is to shield the kans and normal dreads given they are going to be getting shot at frequently before they reach melee range.

Also does the Mega-Dread or Meka-Dread help boost the "Cowardly Grot" rolls should the kans loose 25% of their numbers ? Or does this only apply to normal deff dreads and kans ?



Yeh I'm not too convinced about the rokkit racks...

And no, far as I know the meka- and mega- dreads dont give any advantage to kanz rolls. They specifically say deffdreads. However you can have a unit of deff dread troops, being led by a mekadread leader, which would boost the kanz cowardly grot rolls and give the kanz and the deffs 5+ invulnerable saves.

Which is... pretty nice

This message was edited 1 time. Last update was at 2014/12/19 20:23:02


 
   
Made in gb
Stealthy Grot Snipa





The KFF is good in that sense, its large base is very useful, so with the warlord trait where you can join it to a unit of deffdreads the 6" KFF is a good addition.

I just like the orky doom that is the rokkit racks!

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
 
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