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Made in by
Flashy Flashgitz






The fact that Gorka- and Morkanauts aren't Super-Heavy Walkers is truly baffling. What speaks for making them supe-heavy: 1) size. An imperial knight is just an inch talle, yet the nauts are much bulkier; 2) To many weapons for a simple walker. KMK/DMS, Skorcha/KMB, Big Shootas, Rokkits... A Dreadnout gets two ranged weapons at best (as it can fire only 2 of them). Why give so many weapons when the model can only fire 2? 3) Stats. FA is equal to a knight, SA is even Better. S8 also adds to the fact that they sould be super-heavy (since it's more than the usual 6), as well as 5 HP. 4) Pont Cost. A fully loader Gorkanaut is 275 and a full Morkanaut is 310. A Knight-Errant is 325. Why do we get a unit, that performs so much less for almost equal points?

This message was edited 1 time. Last update was at 2015/12/01 09:59:41


 
   
Made in gb
Longtime Dakkanaut





UK

Because it's a 2014 Codex, not a 2015 Codex.

I think Walkers can fire all their weapons on virtue of being vehicles.

That said, I would do two things.

1) Make them either SHV, or cheaper.
2) Make them assault vehicles.

Then I can forge a narrative and have mega armoured Nobz inside a mega armoured transport.

YMDC = nightmare 
   
Made in nl
Longtime Dakkanaut






CI would love to field them If they made them not suck. Making them SHV would change a lot.

Inactive, user. New profile might pop up in a while 
   
Made in by
Flashy Flashgitz






 Frozocrone wrote:
Because it's a 2014 Codex, not a 2015 Codex.

I think Walkers can fire all their weapons on virtue of being vehicles.

That said, I would do two things.

1) Make them either SHV, or cheaper.
2) Make them assault vehicles.

Then I can forge a narrative and have mega armoured Nobz inside a mega armoured transport.


I think vehicles can fire only 2 weapons. I might be wrong, but they don't get more than 2 aniway.
   
Made in us
Loyal Necron Lychguard





Virginia

 hordrak wrote:
 Frozocrone wrote:
Because it's a 2014 Codex, not a 2015 Codex.

I think Walkers can fire all their weapons on virtue of being vehicles.

That said, I would do two things.

1) Make them either SHV, or cheaper.
2) Make them assault vehicles.

Then I can forge a narrative and have mega armoured Nobz inside a mega armoured transport.


I think vehicles can fire only 2 weapons. I might be wrong, but they don't get more than 2 aniway.


Vehicles can fire all of their weapons, and Walkers can fire them all at full BS, even if they move.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in by
Flashy Flashgitz






Ok, my bad. Still, being super-heavy would allow to fire at different targets. Not very important, but a nice bunus.
   
Made in gb
Longtime Dakkanaut





UK

With BS2 it's not the splitfire that I'm interested in, but being to rattle of guns into one target, then a shoota into another to muller in CC is nice.


YMDC = nightmare 
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

I completely agree with the fact that Gorka\Morkanauts should be Super Heavy Walkers.

INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
 
   
Made in gb
Battleship Captain




The biggest gain on making them superheavies would be the speed.

The Gorkanaut is unashamedly an assault unit - Rampage and a S10, AP1 concussive klaw* - but being stuck at 6" per turn makes it really hard to get anywhere to use it.

The fact that it's a transport which moves no faster than the things it transports is faintly ridiculous.


* Note- I'm fine with this. Many S10 AP1 attacks rather than fewer destroyer attacks is actually different and makes for an interesting choice.


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Krazed Killa Kan






If the Gorka/Morka/notastompanaut was a super heavy that can't stomp them it would be fine. It can load up on meks to spam repairs, it won't get immobilized and turned into a statue, it won't instantly explode so having 5HP will actually matter. 12 inch movement will actually allow it to get stuck into close combat. Its guns still stink worse than a squig pit in a swamp but at least it can go do what its meant to do which is punch things in the face.

That or fix the walker/vehicle rules to not be total gak but this is GW so that might not ever happen.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Krazed Killa Kan





Denver, Colorado

They need so much more than SHW to not suck. And in my opinion, I can take or leave assault vehicle - 6 transport capacity isn't enough to do anything notable even if is an assault vehicle.

make it SHW, give it a str D melee weapon, make the mork's ranged either large blast or multiple small blast, and give the gork's ranged weapon AT LEAST two of the following: +D6 shots, twin linked, rending.

Maybe a small points increase for all that and it's STILL nowhere near as useful as a knight. But it wouldn't be garbage.

I mean, a deff dread is weaker than a SM dreadnought but is still dangerous to one, and cheaper. And while a knight seems comparable to an orkanaut, there is literally no comparison. A knight will absolutely annihilate an orkanaut every time, and a kitted out morkanaut with KFF and mek fixing krew is actually more expensive than a knight, last I checked. So they cost more and are FAR worse.

This message was edited 1 time. Last update was at 2015/12/01 16:52:58


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in by
Flashy Flashgitz






 Kap'n Krump wrote:
They need so much more than SHW to not suck.

Agreed. But a SH Gorkanaut would at least have its uses. A CC walker, that can't reach combat... It's like a realy bad joke.
   
Made in ru
!!Goffik Rocker!!






I've actually tried a morkanaught as a super-heavy vehicle.
Whati did is made it still move 6" and it also recieved a -1 modifier to stomps - meaning it couldn't insta-kill stuff. As an exchange, it could only have a weaker explosion - the one that happens when you roll a 1 on catastrophic damage table. And it's price didn't go up a lot.

Didn't want to make it a full-weight super-heavy cause i don't feel there should be any for so cheap.

Turned out to be more mediocre than potent but at least it started functioning somewhat.
   
Made in by
Flashy Flashgitz






 koooaei wrote:
I've actually tried a morkanaught as a super-heavy vehicle.
Whati did is made it still move 6" and it also recieved a -1 modifier to stomps - meaning it couldn't insta-kill stuff. As an exchange, it could only have a weaker explosion - the one that happens when you roll a 1 on catastrophic damage table. And it's price didn't go up a lot.

Didn't want to make it a full-weight super-heavy cause i don't feel there should be any for so cheap.

Turned out to be more mediocre than potent but at least it started functioning somewhat.

I don't see why the Orkanauts should move less than 12". They are the same size as Knights. If you are worried about them being "cheap" then the Knights should gett at least 50 pts to their price, since the cheapest is 325 and they are much stronger than the Orkanauts.
   
Made in us
Longtime Dakkanaut




The guns don't suck, it is just that they have WILDLY different prefered targets. Make them 6hp superheavies with the gorkanaught at 270 and the morkanaught at 265 and you are golden.

   
Made in ru
!!Goffik Rocker!!






 hordrak wrote:
 koooaei wrote:
I've actually tried a morkanaught as a super-heavy vehicle.
Whati did is made it still move 6" and it also recieved a -1 modifier to stomps - meaning it couldn't insta-kill stuff. As an exchange, it could only have a weaker explosion - the one that happens when you roll a 1 on catastrophic damage table. And it's price didn't go up a lot.

Didn't want to make it a full-weight super-heavy cause i don't feel there should be any for so cheap.

Turned out to be more mediocre than potent but at least it started functioning somewhat.

I don't see why the Orkanauts should move less than 12". They are the same size as Knights. If you are worried about them being "cheap" then the Knights should gett at least 50 pts to their price, since the cheapest is 325 and they are much stronger than the Orkanauts.


That was from the time when there were basically just 2 types of IK and not Wraithknights around. And to be honest, i'm not fond of cheap superheavies and garganaughts. It's a rather stupid escalation in my opinion. I don't mind superheavies in general but they should be reasonable and more costly for the benefits they get. Those rules i was testing felt reasonable both for me and my opponent. It was a workable solution for getting one-shot as an expensive regular vehicle but not getting all the powerful stuff of a super-heavy. Namely, fast movement and stomps that screw games if you roll a 6.

Depends on what you want to achieve in the end. If you want a direct power level bump to a codex, yes, making them simply superheavies would be sensible and not even OP nowadays. Even without a price increase, really. I simply didn't want to make it too good.

This message was edited 2 times. Last update was at 2015/12/10 05:27:39


 
   
 
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