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Warhammer 40K Orks Morkanaut / Gorkanaut

£9.9£99Clearance
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About this deal

One big thing to note here – the first is that the Warboss on Bike is gone, but can potentially be replaced with another Wartrike, as here almost everything can benefit from their version of Advance and Charge. You lose a nasty beater, but it isn’t the end of the world.

The changes to rules and missions for 9th edition have fundamentally changed the game and player priorities, putting an emphasis on holding objectives and durability. Meanwhile changes to morale, coherency, and combat have changed the way Orks have to think about their army and how it plays. The Good The Mekboy Workshop gives you a piece of terrain to deploy, which can be a useful place to hide a mob of objective-camping grots. However, if you want multiple Kustom Jobs, or you don’t have space in your army for a fortification, you’ll want to make sure you have some Command Points set aside for the Stratagem.Using a large brush, apply a base coat of red paint, such as Mephiston Red, to the entire model. This will serve as the primary color for your Morkanaut. Apply the paint evenly, covering all areas thoroughly. If you want something a bit cheaper but still made of sterner stuff than your average Boy, Nobz might be worth a look, most notably in a Trukk to push onto an objective then Loot the vehicle when it dies. That puts their save up to 3+, essentially giving you a squad of DIY Intercessors to hold onto an objective and cave in the skulls of someone who comes looking for a fight. This is especially nice in Deathskulls, where they benefit from having Objective Secured.

WARBOSS on BIKE [110] (100) Relic :- da Killy Klaw (10) WARLORD – MIGHT IS RIGHT (-1 CP) da Biggest Boss (+ 1 Att and wound & +4 inv) Groundshaker Shells- An ‘Eavy Lobba (so basically only for the RIGZ ) makes a non- FLY/TITANIC unit half Move and -2” to Advance and Charge for a turn, provided it hits. It’s a powerful debuff for only 1CP, but limited in both units and targets, as well as needing to hit (with a D6 shot weapon at BS5…) doesn’t make it something to hugely rely on. Look. Look. What true Ork doesn’t dream of seeing their foes trampled brutally beneath the gigantic hooves of a terrifying warbeast, spurned to even greater rage and rapidity by the presence of the Grand Warboss himself?More Dakka!- All of an ORKS unit’s Dakka weapons count as being in half range for their number of shots. Will depend on the unit you use this on, as some will benefit far more than others. A unit of 9 Warbikers going from 54 shots to 90 is well worth 2CP. A unit of 10 Boyz going from 20 shots to 30, not so much. As the cost is flat regardless of unit or size, use this on the biggest and most dakka-ry units you have for maximum carnage. 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. 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. Lootas saw a much more modest change – going up to 20 points – but the bigger challenge is that without Grots to shield them they’re going to be much less survivable, and their AP-1 looks increasingly inadequate in a world full of power-armoured models. They’re also a big victim of the changes to detachment construction – the only thing you ever really wanted as Bad Moons was exactly one squad of these, and you tended to put them in a detachment with Weirdboyz and Grots. That’s now a much more expensive prospect, and given these need a big CP investment to do their thing as well, they’re probably on the bench for a while. Gun Crazy Show Offs- A unit of FLASH GITZ shoots again at the end of the Shooting Phase, but has to target the nearest unit. Restrictive in use and costly at 2CP, however a unit of Flash Gitz can hit pretty hard, so if you get them into position against a favourable target they can wreak some fairly significant damage.

Ard As Nails- -1 to Wound the Character is a great defensive buff given their already high Toughness makes most weaponry wound them on 4s or 5s anyways. The in general low Svs for Orks is slightly more palatable if you only need to take 1 or 2 of them. Applies to both melee and ranged so will always be useful. Grotsnik has this, as he’s more machine than Ork now… Zzappas • Shunta • Gaze of Mork • Lifta-Droppas • Rivet Gun • Mek Speshul • Shokk Rifle • Shokka Pistol • Wurrtower Warbike • Deffkilla Wartrike • Warbuggy • Wartrakk • Wartrakk Skorcha • Boomdakka Snazzwagon • Shokkjump Dragsta • Kustom Boosta-blasta • Megatrakk Scrapjet • Rukkatrukk Squigbuggy • Trukk • Big Trakk • Cutta • Big Lugga • Trakbike No Mercy, No Respite is a weaker category, but While We Stand We Fight is worth considering for the infantry lists, as many of them will have Ghaz plus other characters as the eligible models.

The Final Result

Blast. Blast weapons are going to be more of an issue for orks, where the large unit sizes are going to mean you’re constantly taking full-shot volleys from Blast weapons. The one help here is that Morale is not quite as devastating for large units as it used to be. Beauty da Morkanaut creates a force field that absorbs ranged fire and causes damage over time in an area around it. Rokkit Fist Trukks made it through the transition almost unchanged (+1 point). That’s pretty good and given that 9th edition’s mission structure seems to reward Infantry units in Transports, it may be the humble Trukk’s time at last. These are so cheap that throwing a couple down with 10 infantry of some sort in each has got to be worth trying, especially as Deathskulls, as it gives Orks something to push an early objective grab with that doesn’t instantly die to anti-horde fire. This has already been used successfully in a 4-1 list played by “Seth the Mad Dok”, which we are going to assume is his real name. Flyers 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.

Da Killa Klaw- Makes a Power Klaw Ap-4 and Dmg3, and removes the -1 to Hit. A reliable and potent melee Relic, effectively ensuring only invulnerables will apply, and even then most things are dead and gone after only failing 2 saves. Kannon • Lobba • Zzap Gun • Kustom Mega-Kannon • Smasha Gun • Bubblechukka • Traktor Kannon • Killkannon • Supa-Kannon • Big Lobba • Soopa Gun • Supa-Zzap-Gun • Squig Katapult • Pulsa Rokkit • Grot Bomb Launcha Base coat the metallic parts of your Morkanaut, such as weapons and machinery, with Leadbelcher. This will be the foundation for achieving a metallic appearance. Ensure even coverage to create a consistent and striking effect. All CHARACTERS can have these ones. BEAST SNAGGAS and SPEED FREEKS have their own mini tables, but can still take these normal ones if they wish.Just like any army, Purge the Enemy secondaries need to be chosen based on what your opponent has – though here the vehicle builds probably do a bit better, as they’re more reliably able to pop enemy tanks.

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