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Warhammer 40K Orks Morkanaut / Gorkanaut

£9.9£99Clearance
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Grot Blasta • Slugga • Shoota • Big Shoota • Dakka Shoota • Snazzgun • Deffgun • Thump Gun • Boomstikk • Burna • Skorcha • Rokkit Launcha • Kombi-Weapons • Squig Launcha 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)

As if the Morkanaut’s arsenal wasn’t fearsome enough, it wields the mighty Klaw of Gork (or maybe Mork). With this colossal power claw, the Morkanaut can crush anything that dares to stand in its path. The thrill of witnessing this behemoth in action is matched only by the terror it strikes in the hearts of its adversaries. Ghazghkull saw a fairly modest increase compared to other units, but got a big boost from errata allowing his Great Waaagh! ability to apply to MONSTER units as well, making him significantly better now that he can also Advance and Charge. On top of this he’s still a very difficult unit to kill and potentially even moreso if the Abhor the Witch secondary objective causes players to take fewer psykers, as that reduces the number of phases he’s going to take damage in. It’s also worth noting that Ghaz is large enough to shield other characters even with the new FAQ change, and so it may be worth considering Ghaz with a Painboy attendant to use the Medi-Squig Stratagem to heal him D3 lost wounds, brutally punishing opponents who are unable to kill him. Finally, it’s worth identifying that a one-turn reduction in game length is a huge deal for him, as it further increases the proportion of the game your opponent is going to have to work around him (even more so if you Tellyporta him). Since he can be included in any detachment without breaking Kulturs (now including Subkulturs), expect to see him out and about a lot. Grot Tank • Grot Mega Tank • Looted Wagon • Mekboy Junka • Battlewagon • Gunwagon • Bonebreaka • Braincrusha • Bonecruncha • Gutrippa • Spleenrippa • Gobsmasha • Lungbursta • Bowelburna • Speedsta • Hunta Rig • Kill RigThank you, I do actually want to build one of each. I admit I want them more for the fun of building them than actually playing with them. The reason for this thread is that while they aren't really a part of my army I will still want to use them from time to time and would prefer to build the more useful one first. The Morkanaut is the epitome of Orkish innovation and ferocity, a sight that sends shivers down the spines of even the most battle-hardened warriors. Its construction exemplifies the art of brutality and ingenious engineering in equal measure, a testament to the Orks’ mastery of destruction. What’s in the Morkanaut box 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?*

Warpcraft isn’t fantastic for Orks, as Weirdboyz are not even slightly the kind of caster you want to try these with. Since the vehicle lists tend to be a bit less capable in the other categories, they should probably avoid taking a Weirdboy to give them a shot at Abhor the Witch in some games.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. Unstoppable Momentum- If a NOB ON SMASHA SQUIG finishes a Charge Move with no enemy units within Engagement Range (ie he runs them all over), he can immediately Charge again. Very niche and unlikely to come up, though quite amusing when it does, especially against already very wounded units or Characters so you can go off and threaten something else. Da Jump (WC 7)- A CORE unit within 12” is immediately redeployed via Deep Strike. Good for Objective or Secondary purposes, getting into Line of Sight, getting out of combat and still shooting, or threatening a charge. The hardest power to cast though, so don’t make a plan that hinges on it, rather use it for the great utility it provides as and when needed.

BONEBRAKER [195] (160) Deff Rolla (20) 2 big Shootas (10) Rigger Grots (5) (- 1 CP) FORTRESS (+3 save +5 inv) Or what if I told you it had 7 weapons attached to it? [more than a Stormsurge if you don’t count individual missiles]

Playstyle

Highlight the metallic areas using a silver shade like Runefang Steel. This step will give the metallic parts a polished and shiny finish, adding extra visual interest to your model. Big Gob- +3” to Auras, to a max of 9”. Most Ork Characters have either no Auras, no good or applicable Auras, or aren’t too worried about their Auras being longer range. Can be useful on a Painboss/Boy for a 6” aura on their 6+++, but not really worth the investment. Zagstruk has this, being so shouty. Beauty da Morkanaut’s abilities are especially good at mobilizing a strong final push and, if done correctly, can turn the tides in your favour in a devastating fashion. Orks ultimately win via pressure, and that’s going to be more true than ever now that overtuned Big Mek shooting isn’t going to be reaching out and atomizing enemy vehicles with impunity. The good news is that the 9th Edition missions are well set up to reward you for playing aggressively, with both primary objectives and many of the secondaries favouring it. Enhance the yellow details and create depth by applying a wash of Agrax Earthshade. This will add shadows and definition, making the details pop and giving your Morkanaut a more realistic and captivating appearance.

This nearly made the Ugly cut. The fat bellies of these beasts can transport an incredible 6 models across the field with no firing ports and not being an assault vehicle. 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 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. You can easily add a KFF to an army with a gorkanaut anyway. Have a big mek following behind him - the model is so fat its pretty easy to stay out of sight. This way the KFF protects more than just the gorkanaut, since im pretty sure the naut wont ever be alone unless everything else died.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. 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.

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