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Warhammer 40K Orks Morkanaut / Gorkanaut

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Careen!- Lets a friendly make a Normal Move of up to 6” when it VEHICLE explodes. As it’s resolved before the explosion, this can be used to get a tank out of your lines, saving units from Mortal Wounds, offensively to try and hurt enemy units, or even to ensure units inside can get out in a more favourable position, such as out of Line of Sight. Can’t be used in melee, but fine, and costs more for WAGONS and TITANICS due to their more powerful boom. I carry a D8 specifically so i can fairly roll weapon destroyed results on the Gork/Morkanaut. And for all those weapons, if I fire them, I expect to inflict only a couple of wounds. The Ugly If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your Command phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!. To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. Burn ‘Em All!- Use when a BURNA-BOMMER fires it’s Skorcha Missiles, doing an automatic Mortal Wound to all other units within 3”. Doesn’t affect the main target, does affect friendlies, and with a short range won’t generally be affecting much unless it’s a large screen or something surrounded by Characters. Can be useful to finish something off, or get another wound through on something particularly tough, but all told fairly niche.

Speaking of a unit suffering from not having cheap screens, Lootas are DOA for me. 300 points for the unit, at least 150 points for a screen to Grot Shields with, and still basically requiring Showin' Off for 2CP a turn is just too much to invest in an immobile, fragile, high-variance unit. The arrival of Saga of the Beast opens up loads of choice for Ork players, especially for those looking to create vehicle-heavy lists. And Ork vehicles are some of the most fun and characterful miniatures in all of Warhammer – who wouldn’t want to do an Ork vehicle army?*I also plan to get a Stompa at some point in the near future. While they seem to be useless in the game I think it would be fun to build and make an impressive display piece. Mek Guns came out of the changes in a pretty good place point wise, and they can move and shoot without incurring a penalty to their hit rolls since they’re vehicles, but that’s a double-edged sword: they’re also going to bleed you points to the Bring It Down Secondary Objective, where their T5, 6-Wound frames do not do enough to protect them. Unless you’re going all-in on vehicles, that probably caps you at maybe 6 of these as a sensible number. With that in mind, there probably isn’t much draw to take a detachment just for running these, and you’re more likely to see a small number stapled onto another detachment. That isn’t the end of the world – the dreaded Smasha Gun is still an extremely nasty piece of kit, and giving up kills isn’t nearly as bad as it used to be. It really only takes one spike turn from a battery of these to waste a big target, so keeping some around is worthwhile. It does seem a bit less likely you’ll see them in Grot Mobz, though that is an option if you end up needing to take a Patrol to squeeze in HQs. OK, one from us now. Disclaimer – if you want to win, maybe go look at the two lists above, or look up Seth’s mixed Buggy/Trukk Boyz list. Got that? OK. Rob’s Note: Or, if you aren’t a coward, run the Squiggoths. You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: Grot Tank • Grot Mega Tank • Looted Wagon • Mekboy Junka • Battlewagon • Gunwagon • Bonebreaka • Braincrusha • Bonecruncha • Gutrippa • Spleenrippa • Gobsmasha • Lungbursta • Bowelburna • Speedsta • Hunta Rig • Kill Rig

Finally, pour one out for the Warboss on Warbike, who has now passed into Legends after seeing only a small points increase initially. RIP. On a serious note, this is pretty challenging, as a Bike Warboss with Da Biggest Boss and Da Killa Klaw was pretty much a staple of competitive lists, and there’s nothing that immediately fills that slot. Players will need to decided if they’re happy with an inferior foot Warboss, or whether to take a Deffkilla Wartrike –the latter potentially attractive if you’ve gone wide on buggies, especially as he only went up a tiny number of points. Troops The Morkanaut is more durable by itself (assuming the KFF) The blastas are very useful. The Morkanaut can also protect surrounding orks, which is very helpful. A mek with a KFF doesn't make the Morkanaut more durable, but he can repair it.

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Literally all the Morkanaut has going for it is its the only non- HQ source of a KFF. The guns are pretty crap imo, and they have Gets Hot which have a 50-50 chance to glance himself if he rolls a 1 on the Gets Hot! attempt. explode’ essentially translates to ‘An unmodified 6 to Hit does an additional hit’, so read that as ‘Does 2 Hits instead of 1’. Per the Core Rules, anything that might also happen on a 6 to hit (such as auto-wounding) does not apply to the additional hit, only the original.

Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. Because of their love of Guns, the Bad Moons have the ability to re-roll hit rolls of 1 in the shooting phase. If you combine that Dakka! Dakka! Dakka! these orks will put out a scary volume of firepower that will make most foes stop dead in the wake! The core of the new vehicle options come from Kustom Jobs. There are two ways to get hold of these – either by including a Mekboy Workshop in your army, or using a Stratagem.

Battlewagon

Infantry lists shine at Shadow Operations – With lots of cheap Infantry to work with, Orks can afford to throw small units at Actions without a significant loss of damage output. Raise the Banners High looks especially good for armies with plenty of Kommandos. Deploy Scramblers is probably higher value than normal as well, as you’re planning to try and get a big lead on the primary. Making them more expensive than nearly every other unit that is supposed to fill the focal point roll. The Verdict

For the yellow details, start by applying a base coat of Averland Sunset to the designated areas. Use multiple thin coats to achieve a smooth and solid coverage. This color will complement the red and add eye-catching details to your model. Eadbanger (WC 5)- An enemy unit within 18” takes D6 Mortal Wounds if you roll over their T on a D6. Can only kill one model however, so basically it is a good Character sniper, or to try and especially on T3 units. Doesn’t need Line of Sight either, making it a semi useful “artillery” power. Fighta-Bommer • Wazbom Blastajet • Heavy Bommer • Mega Bommer • Grot Bommer • Minelayer • Landa • Grot Bomm • Drilla-Killa • Other That might create a role for Warbikers, as they’re fast enough to keep up with your mobile characters and put some bodies and ground coverage down a bit cheaper than their bigger, Nob Biker brothers do. This also provides you with an option on an emergency burst of anti-infantry firepower against an enemy with numbers to match your own. These have seen play already in one of the first winning Ork lists of the edition, so expect to see people getting them out of storage and giving them a go.

The Final Result

Any of the rules discussed below apply only to ORKS models with the same Keyword , so no overlapping or crossing of Auras (no GOFFS Auras or powers affecting EVIL SUNZ units, for example). There are occasional exceptions that will affect all ORKS units, these will be called out. I agree with everything you wrote. I would tend to have placed more emphasis on the transport thing.

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