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Which Orkanaught do you prefer
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I use both for different purposes

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Made in us
Bonkers Buggy Driver with Rockets





I recently got one of these NIB for the amazing price of 40$. I know they aren't the most competitive option, but I am going to use it anyway, and want tips from people who have used it. Please don't derail this into a thread about how bad they might be and how you hate them and think people should never use them.

There are several things I want to know:
What are optimal targets for the Morkanaught, and optimal targets for the Gorkanaught?
What are things you should avoid in close combat and seek out in close combat?
Should you ever run with these and forego shooting?
What are the best units to put inside them?
What are the best synergies for units to run alongside them?
In a Dreadmob formation, which combination of them do you run?
Which type do you prefer?

Answers to any of these questions are appreciated

This message was edited 2 times. Last update was at 2015/03/02 01:19:33


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in ca
Gargantuan Gargant






Wow! Congrats on the super cheap bargain. In Canada they're 130 dollars per, which forces me to buy it on eBay and discount retailers to make me actually be able to consider buying it despite how good it looks.

In terms of your questions:

Optimal targets for the Morkanaut are typically light to medium vehicles or heavy infantry since its the one with the S8 saturation and AP2 weaponry. It has surprisingly done very well in whittling down vehicles like predators, ghost arks and triarch stalkers in my meta and they're all vulnerable to being beat in the face with the big ass klaw as well.

For the Gorkanaut, he specializes in targeting blobs of infantry, preferably ones that have little to no way of actually harming it. To get the most mileage out of rampage you want to go for bigger units to ensure you get the most attacks and it ties in well with its built in AV14 as few infantry units short of those like TH/SS Termies can go blow for blow against it. So almost troops choices of any kind. Especially aim for packed in light-medium infantry like Guardsmen, Kroot or Fire Warriors as the Skorcha mounted on the belly can wreak havoc on anyone trying to hole up on objectives.

Remember that the Nauts themselves should never engage with similar or superior (super-heavy or otherwise) walker units like Imperial Knights or strong MC like Dreadknights, they are bullies and should aim for the units that can little or at least minimal damage to them. Only go for the kill against tougher units when mobbing them up with Deff Dreadz or other walkers.

It also depends on what you're facing normally to decide whether or not you should run or shoot. Normally, especially for the Morkanaut, you don't want to run so you can keep a proppa pace with the rest of the walkers you're covering but the Gorkanaut has a little more leeway in terms of getting close. Make sure you're running them in a Dread Mob formation to make the most of run moves so when you call a WAAAGH! you can charge in with them since they all benefit from 'Ere We go thanks to the formation.

From what I've seen in terms of occupants, its best to just put in the smallest unit of Burna Boyz or Lootas and have a fixit crew with 3 meks in said unit with grot oilers if you have the points. This way HP-stripping is a hard to manage throughout the game without devoting too much firepower to kill it which will allow the rest of your army to rove on unmolested. It's also a way to handle Immobilized or Weapon Destroyed results when firepower inevitably gets through. Burna Boyz can also provide a very nasty surprise by popping out and flaming either would be chargers or clearing the path for the Gorkanaut/Morkanaut if they keep trying to bubblewrap.

In regards to other units, they synergize well with a couple mob of boyz behind them, particularly the Gorkanaut as I normally use a Big Mek with a KFF (Mega KFF if I'm taking the Dread mob formation) behind him so that he doesn't have to stay next to the Morkanaut. They also work well (unsurprisingly) with other walkers like Deff Dreadz and Killa Kanz due to armour saturation overload and the fact that the other walkers can act as counter-chargers or fire support if the enemy gets to close for stuff like deep striking melta strikes. Mega Dreadz from Forgeworld are another great alternative as it brings in a form of AV13 wall that is hard to manage since they all can handle themselves pretty well in CC. Also Mega Dreadz actually have an invuln. in CC which helps in managing more dangerous foes.

When I do run them in a dreadmob formation I take 1 of each. Mainly because you're forced to take a Big Mek anyways so I use him as a caddy for a KFF to cover half of the walkers (including the Gorkanaut) while I leave the Morkanaut to cover the other half. Also it's more thematic IMO to have both, plus that way I have a more mobile way of splitting up the KFF saves rather than having it stuck on two vehicles.









This message was edited 1 time. Last update was at 2015/03/02 02:02:08


 
   
Made in ru
!!Goffik Rocker!!






You can also try to outflank one of them with something like a bunch of nobz/meganobz inside using Mogrok bossboyz formation. But it's more or less viable for larger games like 2k+ as it's a ton of points spent on supportive characters and reserves.

I'd probably not bother with fixing meks as naughts tend to either get one-shotted or ignored. And their own threat range and damage potential is not worth further point investment.

Naughts are not bad as is. They're just overcosted and prone to vehicle damage table and also rely on target saturation for anti-vehicle weapons which is hard to achieve outside of the dreadmob as there's no other effective armor that moves at the same speed with them in our book except for other walkers. And you can't spam deff dreads (our best avaliable walkers that are close to being point-effective) due to foc restrictions and not being able to squadron.

Their optimal targets are that of a regular deff dread. Keep in mind that naughts are somewhat tougher and can't be hurt with krak nades unless they get immobilized, so marines can perform "our weapons are useless", so plan for it too. And avoid ap1/2 if possible. It's painful to loose 200+ pts in one go for no good reason.

Morkanaughts have KFF and a large base => can act as a centerpiece protection beacon instead of a KFF mek. Though, are somewhat more vulnerable than a mek.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Gorkanaut personally. I'll bring a Morkanaut in the Dreadmob formation more because i cant cover that many walkers with a single big mek on bike with a KFF, but i prefer the gorks period. Better gun imo (yes i know the morks have higher ap but they shoot less and have Gets Hot issues), better melee due to Rampage, and cheaper because the KFF makes the morks waaaay pricy.

As koooaei said, i wouldnt put fixers in them. Theyre not "that" hard to deal with and the more points you sink into them the higher priority they become. They will either be ignored or obliterated.

All in all, i find 'nauts of both variants to be fun to use in friendly games. They have absolutely no place in competitive scenes but they function well enough to bring because you want to and not make you auto-lose for doing so. I won my first two games i used them in, so theres that lol.

This message was edited 1 time. Last update was at 2015/03/02 05:04:58


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
Bonkers Buggy Driver with Rockets





I was thinking that even a morkanaught wasn't very good at anti-Tank higher than AV 10 as the big shootas are wasted. It seems like if it goes any higher for AV, it only has the potential to shoot 4 S8 weapons at it (the blast doesn't help for multiple hits), which is a bit small for AT. 4 weapons, 2 of which will hit, and then you have to wound. Since a typical vehicle has 3 hull points, it won't help that much. I think they are both Anti-Infantry, but the Naughts excel against different targets. Morkanaught for low armor, Gorkanaught for low armor. Also, why would you take a Morkanaught without the Force Field? Isn't that one of the biggest reasons to take it?


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in ru
!!Goffik Rocker!!






 Waaagh 18 wrote:
I was thinking that even a morkanaught wasn't very good at anti-Tank higher than AV 10 as the big shootas are wasted. It seems like if it goes any higher for AV, it only has the potential to shoot 4 S8 weapons at it (the blast doesn't help for multiple hits), which is a bit small for AT. 4 weapons, 2 of which will hit, and then you have to wound. Since a typical vehicle has 3 hull points, it won't help that much. I think they are both Anti-Infantry, but the Naughts excel against different targets. Morkanaught for low armor, Gorkanaught for low armor. Also, why would you take a Morkanaught without the Force Field? Isn't that one of the biggest reasons to take it?



We've assumed that the biggest reason to take naughts in the first place is that you got one for 40$

And yep, you're right. Morka is for KFF. IMO Gorka is more for acting on it's own somewhere on the flank away from enemy's AT. This way you can more or less stop the enemy pushing that direction or force him to send his AT weapons or tarpit there.

This message was edited 4 times. Last update was at 2015/03/02 07:16:28


 
   
Made in us
Bonkers Buggy Driver with Rockets





I just calculated that a melta in optimal rear armor position, within half range, has around a 6% chance to kill an Orkanaught protected by a KFF. So a Sternguard squad with 5 melta shots has a 30% chance to explode it.

Why does it have a reputation of being easy to explode?

This message was edited 3 times. Last update was at 2015/03/02 23:46:37


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Purely because its a vehicle without instadeath immunities.

If it was an MC or had Superheavy rules for Explode! you would probably see it more often just because that fear of 5hp gone in 1 hit is no more. A ton of HP on a vehicle doesnt mean that much unless youre against the odd few opponents that dont have a few dedicated anti-vehicle units. What marine player of any chapter doesnt bring a lascannon squad? That'll have plenty odds of killing a naut considering they can try it turn 1 with 4 attempts at BS4. Yeah, 5 to pen, again you can get lucky. Ive seen people get crazy lucky with crap hitting fliers that needed a 6 to hit (got it), 6 to pen (got it), and 6 to explode (got it) all with a single shot. It can happen.

In reality, its not going to happen anywhere near as often as i made it sound. But that fear alone is all it takes.

Even a Riptide can die in 1 turn, and even 1 hit. But its sooooooooooooo unlikely nobody thinks about it. Any random AP2 weapon can get lucky and roll a 6 or AP1 with a 5+ and those weapons are fairly common.

This message was edited 1 time. Last update was at 2015/03/03 04:58:10


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ru
!!Goffik Rocker!!






Immobilize will hurt too.

This message was edited 1 time. Last update was at 2015/03/03 05:06:08


 
   
Made in us
Bonkers Buggy Driver with Rockets





 Vineheart01 wrote:
Purely because its a vehicle without instadeath immunities.

If it was an MC or had Superheavy rules for Explode! you would probably see it more often just because that fear of 5hp gone in 1 hit is no more. A ton of HP on a vehicle doesnt mean that much unless youre against the odd few opponents that dont have a few dedicated anti-vehicle units. What marine player of any chapter doesnt bring a lascannon squad? That'll have plenty odds of killing a naut considering they can try it turn 1 with 4 attempts at BS4. Yeah, 5 to pen, again you can get lucky. Ive seen people get crazy lucky with crap hitting fliers that needed a 6 to hit (got it), 6 to pen (got it), and 6 to explode (got it) all with a single shot. It can happen.

In reality, its not going to happen anywhere near as often as i made it sound. But that fear alone is all it takes.

Even a Riptide can die in 1 turn, and even 1 hit. But its sooooooooooooo unlikely nobody thinks about it. Any random AP2 weapon can get lucky and roll a 6 or AP1 with a 5+ and those weapons are fairly common.


I don't want to argue the viability of a Naught, far from it. I just feel the need to point out that a Landraider has a greater chance of being 1 shotted by a lascannons then a naught under the protection of a KFF.

6 Lascannons shots:
vs Raider- 4 hits, .66 pens, .11 explodes results.
vs Naught- 4 hits, 1.33 pens, .44 get past KFF, .074 explodes results.

A KFF to protect a naught is an auto-take, because otherwise you will crumble. However, with the Force Field, it is surprisingly resilient. Keep in mind that you can also use the Force Field mek to make periodic repairs. The Naught has really low damage output for its points, is really slow, and fails as a transport, but it is pretty hard to kill.

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in ru
!!Goffik Rocker!!






 Waaagh 18 wrote:
 Vineheart01 wrote:
Purely because its a vehicle without instadeath immunities.

If it was an MC or had Superheavy rules for Explode! you would probably see it more often just because that fear of 5hp gone in 1 hit is no more. A ton of HP on a vehicle doesnt mean that much unless youre against the odd few opponents that dont have a few dedicated anti-vehicle units. What marine player of any chapter doesnt bring a lascannon squad? That'll have plenty odds of killing a naut considering they can try it turn 1 with 4 attempts at BS4. Yeah, 5 to pen, again you can get lucky. Ive seen people get crazy lucky with crap hitting fliers that needed a 6 to hit (got it), 6 to pen (got it), and 6 to explode (got it) all with a single shot. It can happen.

In reality, its not going to happen anywhere near as often as i made it sound. But that fear alone is all it takes.

Even a Riptide can die in 1 turn, and even 1 hit. But its sooooooooooooo unlikely nobody thinks about it. Any random AP2 weapon can get lucky and roll a 6 or AP1 with a 5+ and those weapons are fairly common.


I don't want to argue the viability of a Naught, far from it. I just feel the need to point out that a Landraider has a greater chance of being 1 shotted by a lascannons then a naught under the protection of a KFF.

6 Lascannons shots:
vs Raider- 4 hits, .66 pens, .11 explodes results.
vs Naught- 4 hits, 1.33 pens, .44 get past KFF, .074 explodes results.

A KFF to protect a naught is an auto-take, because otherwise you will crumble. However, with the Force Field, it is surprisingly resilient. Keep in mind that you can also use the Force Field mek to make periodic repairs. The Naught has really low damage output for its points, is really slow, and fails as a transport, but it is pretty hard to kill.


Take into consideration that a landraider is most likely gona move 18' or 12' + shoot some AC/MM at full BS due to PoTMS, so your opponent is gona get 1-2 turns of shooting at best. Whereas a naught is gona move 6 + shoot or move 6+d6 and not shoot.
   
Made in us
Dakka Veteran




Well I don't know if this is useful information or not.

But the Orkanauts main Klaw is Concussive (meaning if it scores an unsaved wound it lowers the targets initiative to 1).

This might be useful against certain Monstrous Creatures that are only STR 6 and lack anything outside of the Smash attack that is capable of harming the Orkanaut.

Since its a walker it takes all hits on the AV13 front armor.



Its also worth noting they can block line of sight well.

This message was edited 1 time. Last update was at 2015/03/03 19:59:05


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





Nebraska, USA

I wasnt arguing that the naut is useless, i still bring it from time to time because its fun. I was meerly stating thats why people insist its crazy squishy because its a vehicle, even if its a little unlikely to happen barring facing a ton of Hammerheads or something of that nature lol.

Orks are a fun race, theyre not much for competitive play, least to me. Nauts are fun. So i use them when it suits my theme (usually only in a dreadmob formation just because of heavy foc limitations)

Also the Concussive is a pretty useless rule. That and Strikedown are one of those rules that technically is damn good, but its only on weapons that are hitting things that are immune to it (vehicles) or there is no way in hell the model is going to survive that hit lol. Dont think ive ever had to mark a model as Concussed.
EDIT: now that i think about it, with the new Smash rule for MCs, Concussive could be viable against big bugs since without Smashing for S10 odds are the MC wont get through the AV13 front in melee, or at least enough to win before the naut can strike back. Interesting thought.

Though you are right, they block LoS like a boss. I love hiding my big mek on bike with KFF behind a Gork. Until im on your side of the board, i'd be surprised if you can lay a shot on that mek.

This message was edited 2 times. Last update was at 2015/03/03 18:09:01


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:
Also the Concussive is a pretty useless rule. That and Strikedown are one of those rules that technically is damn good, but its only on weapons that are hitting things that are immune to it (vehicles) or there is no way in hell the model is going to survive that hit lol. Dont think ive ever had to mark a model as Concussed.
EDIT: now that i think about it, with the new Smash rule for MCs, Concussive could be viable against big bugs since without Smashing for S10 odds are the MC wont get through the AV13 front in melee, or at least enough to win before the naut can strike back. Interesting thought..



Well I meant Concussive would be useful against certain Monstrous Creatures. Most vehicles that Orkanaut can harm probably aren't going to see the detrimental effects of Concussive given the Orkanaut's Klaw is STR 10 AP1.

Meanwhile if it hits a Monstrous Creature (like a Tyrannofex or Trygon for example) its ignoring their armor save, meaning they only get the Invulnerable save (assuming they have one).
   
Made in us
Bonkers Buggy Driver with Rockets





If I were to make a tactica article on Gorkanaughts and Morkanaughts, would I start a new thread for it? I'm leaning toward yes, but I'm unsure...

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Lead-Footed Trukkboy Driver





Personally, I go with the Morkanaught. Ap 2 blast is fairly hard enough to come by for the Orks. I suggest taking the force field upgrade and grot riggers. I find that the Morkanaught is best used as a bullet magnet/distraction force. People tend to be irrationally afraid of them, and you can use this to your advantage either to corale them in an advantageous direction or take fire away from your advancing trukks, killa kans, etc. If you select the latter, it is best to load up one flank so that the enemy has difficulty selecting targets.

Last note, my favorite tactic is to surround them with super cheap gretchin in order to keep the enemy out of melta range. If the enemy wants to waste fire to clear them, fine, that leaves your more important units to carry on with their violent business. Anyways, that's my input, hope it helps.

Active armies, still collecting and painting First and greatest love - Orks, Orks, and more Orks largest pile of shame, so many tanks unassembled most complete and painted beautiful models, couldn't resist the swarm will consume all
Armies in disrepair: nothing new since 5th edition oh how I want to revive, but mostly old fantasy demons and some glorious Soul Grinders in need of love 
   
Made in gb
Lead-Footed Trukkboy Driver





Personally I don't see why you need either. AP2 isn't hard to come by because the MEK guns have kustom mega kmannons, and the more/grokanaut can die to a single explodes result. I don't think it's worth the points personally. You can get more fire power in other units, and more survival illite in other transports that can unload more nasty combat units.
   
Made in us
Bonkers Buggy Driver with Rockets





 Tiny_Titan wrote:
Personally I don't see why you need either. AP2 isn't hard to come by because the MEK guns have kustom mega kmannons, and the more/grokanaut can die to a single explodes result. I don't think it's worth the points personally. You can get more fire power in other units, and more survival illite in other transports that can unload more nasty combat units.


Please read the OP. This thread isn't for why you shouldn't use them. It's for how to use them properly if you do use them

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in gb
Lead-Footed Trukkboy Driver





 Waaagh 18 wrote:
 Tiny_Titan wrote:
Personally I don't see why you need either. AP2 isn't hard to come by because the MEK guns have kustom mega kmannons, and the more/grokanaut can die to a single explodes result. I don't think it's worth the points personally. You can get more fire power in other units, and more survival illite in other transports that can unload more nasty combat units.


Please read the OP. This thread isn't for why you shouldn't use them. It's for how to use them properly if you do use them


sorry, ill try and add something helpful

I would personally take the mork, because it can provide the 5+ inv to things around it and has a kustom mega kannon which could do some hefty damage.

I would take the gork if i had a very aggressive army that doesn't need a 5+ inv, or if i didnt have enough anti infantry. But then again, i feel like the mork would get targeted more because of his KFF, but the gork may not be targeted as much, allowing it to (probably) get a charge
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I like the idea of Burnas inside. They get to exit 6 inches and with only 6 models could really put the hurt on a valuable unit. Especially anywho who DS's and doesn't run. I was able to wipe a whole DS THSS squad with the old Burnawagon. But now that embarked units can take damage, I'd rather have them protected.

Also, I've said it from day one: if they were only assault vehicles I would take 3!!! 3 Killsaw Nobz jumping out and assaulting would be hilarious! Don't know what GW was thinking!

Fighting crime in a future time! 
   
Made in gb
Lead-Footed Trukkboy Driver





^ yeah haha

I think there should have been an upgrade to make the vehicle an assault vehicle, which would of course be taken every time, but so worth it!
   
Made in us
Dakka Veteran




 PipeAlley wrote:
I like the idea of Burnas inside. They get to exit 6 inches and with only 6 models could really put the hurt on a valuable unit. Especially anywho who DS's and doesn't run. I was able to wipe a whole DS THSS squad with the old Burnawagon. But now that embarked units can take damage, I'd rather have them protected.

Also, I've said it from day one: if they were only assault vehicles I would take 3!!! 3 Killsaw Nobz jumping out and assaulting would be hilarious! Don't know what GW was thinking!


Heres to hoping the Kastorel-Novem update has options for them.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Only problem with Burnas jumping out, is they often then get in the way of the 'naught charging. With such a fat base, having any unit in front will be a pain.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

it would be for multitarget type situations. Since as i am intending to go this way, so i'll disembark my burnas that way.

I dont see it being very viable though because odds are its T3/4 when the burnas are able to hit something, and its probably not going to be something the burnas want to hit at all since the gork/mork is NOT going for troops lol...

I seriously dont get why it isnt an assault. I mean, they advertised it with MANz inside.....you cant even do that in a friendly game without an Assault rule because the MANz will die if theyre out of a vehicle and not in combat most of the time.

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
Bonkers Buggy Driver with Rockets





I was thinking it could be useful to make use of the Naught's giant size. It is big enough, that you can hide a Dread behind it, and it won't be visible. So you can out a Deff Dread, and KFF Big Mek behind a Gorkanaught, and they have to kill the Gork first. The Deff Dread is then able to make it to the enemy untouched, because it was untargetable. There might even be room for 2 dreads behind the Naught, as it is about 6 inches wide.

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Dakka Veteran




 Waaagh 18 wrote:
I was thinking it could be useful to make use of the Naught's giant size. It is big enough, that you can hide a Dread behind it, and it won't be visible. So you can out a Deff Dread, and KFF Big Mek behind a Gorkanaught, and they have to kill the Gork first. The Deff Dread is then able to make it to the enemy untouched, because it was untargetable. There might even be room for 2 dreads behind the Naught, as it is about 6 inches wide.


Why not proxy a Stompa as an Orkanaut then ?

   
Made in ca
Junior Officer with Laspistol





London, Ontario

Not to be a turd, but if the goal is to use the models, why not "counts as" an Imperial Knight?

They look like they've got the bulk, you could use the big shootas as Heavy Stubbers, the claw looks like a D-Class weapon, and the double-tapping battle cannon could be reasonably represented as a storm of fire from that mega-shooty-gun thing.

They'd make a great flanking force, kept away from the boyz.

This message was edited 1 time. Last update was at 2015/03/07 02:32:03


 
   
Made in ru
!!Goffik Rocker!!






 PipeAlley wrote:
I like the idea of Burnas inside.


Another problem with burnas is hat if a Naught suffers some damage - beit glance or pen - the guyz inside have to pass ld7 or be reduced to snapshots. Odd mechanics btw.

This message was edited 1 time. Last update was at 2015/03/07 06:39:53


 
   
Made in us
Dakka Veteran




 Waaagh 18 wrote:
I recently got one of these NIB for the amazing price of 40$. I know they aren't the most competitive option, but I am going to use it anyway, and want tips from people who have used it. Please don't derail this into a thread about how bad they might be and how you hate them and think people should never use them.

There are several things I want to know:




What are optimal targets for the Morkanaught, and optimal targets for the Gorkanaught?


The Gorkanaut will typically function better against:

-Infantry (Especially hoards): It has more weapons designed to harm infantry (Deff-Storm Mega-Shoota, Skorcha, Two twin-linked Big-Shootas). It also has Rampage (D3 extra attacks if out-numbered). Its weapons can also inflict many wounds.

-Flyers: Not an ideal option for AA, but it can work in a pinch perhaps.


The Morkanaut seems to function better against:

-Vehicles: It has two distinct AP2 weapons in addition to the AP1 Klaw. It also lacks Rampage meaning tar-pitting it would be much simpler than it would be against the Gorkanaut.


Both Walkers can perhaps find some use against:

-Monstrous Creatures that are only STR6 or lower: Since walkers use their front Armor Value when in combat, this would be AV13 for the Orkanauts. This means that some Monstrous Creatures, including the Trygon, would struggle to effectively harm it given some of their weapons strength value is listed as "User".

In fact were you to get an Orkanaut into combat with Riptide, the Riptide wouldn't be able to even harm it outside of "Smash" attacks. Meanwhile the Orkanaut's AP1 Klaw would be ignoring the Riptides Armor Saves.

Also both Orkanauts have "Concussive" for the Klaw, meaning if they inflict an unsaved wound, the targets Initiative is lowered to 1. It seems the Orkanauts were (perhaps fleetingly) meant to target weak Monstrous Creatures.



What are things you should avoid in close combat and seek out in close combat?


On your list of things to go after would probably be anything I listed before (MCs that can't really hurt you, Infantry, Vehicles in the case of the Morkanaut).


Things to avoid would likely be:

-Super-Heavy Walkers: These can fight back in close combat and given many mount a D-Weapon, stand a high chance of destroying the Orkanaut.

-Knights: These stand a high chance of destroying the Orkanaut (however its perhaps good to note the Orkanauts have a few weapons capable of hurting the Knight outside of Melee. Especially if shooting at its side Armor Value but these will only be glances in the case of the Gorkanaut.)

-Monstrous Creatures that are STR8 or higher with either Equal or Higher Initiative: (Wraith-Knight, Transcendant C'tan, Carnifex). These can strike before the Orkanaut and can inflict a Penetrating hit if they roll high enough. Some like Old One Eye and the Carnifex (especially if armed with the Crushing Claws) can also be dangerous as they strike at the same time as the Orkanaut.

-Walkers that are STR 7 or higher with Equal or Higher Initiative that can inflict reasonable to critical damage: (Forgefiends with Magna-Cutters, Contemptors with Melee weapons). Also good to note the Mega-Meka Dreads represent a reasonable threat to them as well.

-Gargantuan Creautures with High Strength.

-AP1 and AP2 weapons are also something to be weary of.



Should you ever run with these and forego shooting?


Depends on what your stratagem is. But they have a lot of fire power that would perhaps go to waste if they simply ran.



What are the best units to put inside them?


Well there are a few options here:

-Burnas who have a few upgraded to Meks: They can repair the walker and get out and flame troublesome targets.

-Meganobz: To perhaps block the path to charging the Orkanaut. Also as an intimidation factor to perhaps dissuade charges.



What are the best synergies for units to run alongside them?


Some units they can work well along:

Other Walkers: Other walkers can be a start. In fact the Morkanaut can grant a save for Kans, Dreads and Mega-Dreads if they are within 6" of it. A few Kans can also absorb over-watch for it. In fact the Dreadmob formation from the Ghazghkull supplement has two of these (either variant) stuck in with a Bigmek, a Painboy (perhaps thematic), 3 Deff-Dreads and 3 Units of Killa-Kans.


One good thing to note is there is nothing saying the Mek cannot take a Bike. You could give him (or a different Bigmek as the formation's Bigmek has to accept and issue challenge whenever possible) the Mega-Force Field (a 4++ Invunerable save) and stick him behind the walkers.

The Entire Dreadmob formation in fact seems like the perfect place for these as they would be subject to:

-D3 Hammer of Wrath hits (each model gets this)

-Ere We Go !! (The wording leaves it unsure if every model gets this).

You can also put a Warboss inside of one of the Orkanauts and have him call the Waaagh! which does affect Walkers.


Another unit an Orkanaut might have synergy with is the Meka-Dread.

I notice both units are similar in a few ways (namely both having a front and side AV 13).

I also notice the Meka-Dread is a character and can repair vehicles. Meaning that perhaps:


-You could put him behind the Orkanaut and add an extra repair roll to it as well as a KFF (the Meka-Dread can take one of these).

-If both make it into Assault, the Meka-Dread could potentially challenge out any hidden power-fists or power-klaws (though this may prove hazardous to the Meka-Dread, he stands a high chance of striking the target down if he swings back).


This message was edited 6 times. Last update was at 2015/03/07 08:08:21


 
   
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 koooaei wrote:
 PipeAlley wrote:
I like the idea of Burnas inside.


Another problem with burnas is hat if a Naught suffers some damage - beit glance or pen - the guyz inside have to pass ld7 or be reduced to snapshots. Odd mechanics btw.


this is true, but another benefit is that by popping the burnas out, you can also screen an assault from your opponent, or at least get in the way (if they have melta bombs etc?
   
 
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