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Gorkanaut
The Gorkanaut is basically an AV13 walker with a crazy number of hull points. That said, it does bring two unique and/or useful rules to the table. The first of these is Rampage which will make it less likely for you to become bogged down against weak units. The second of these is the physical number of shots it can fire with two twin-linked Big Shootas, two rokkits, and 3D6 S.6 shots from the Deffstorm Mega-Shoota. The only real options the Gorkanaut has are grot riggers and extra armour.
The number of shots the Gorkanaut fires makes it a fair anti-flier vehicle, however this is not the best use for the Gorkanaut as it will keep you from being able to assault and thus take advantage of Rampage and its 4 base S.10 attacks. A better use of these shots is to try and pop a transport in the hope of being able to charge the unit that was inside. If you are unable to get the charge off and your opponent charges you, remember that you can fire all of your weapons because you are not a super heavy vehicle.
You should be wary of things like melta weapons at half range, lascannons, and beakie Dreadnoughts that get to strike in combat first. However, Gorkanauts can be used to engage monstrous creatures that don’t have access to iron arm or other S.10 attacks without using smash. Morkanauts are also fairly adept at dealing with Terminators: your S.10 attacks will strike first and the terminators will need 6’s to generate a penetration result and then an additional 6 to blow up your Gorkanaut. Given the general need to get this thing into Melee it is probably a good idea to keep the space in front of your Gorkanaut free of your own vehicles so that your forward movement is not impeded. Ignore this advice if your opponent is bringing lots of melta weapons in drop pods.
Suggested Builds:
Basic Gorkanaut. Grot Riggers to enable you to recover from an immobilized result.
Upgraded Gorkanaut. Grot Riggers to enable you to recover from an immobilized result and a unit of Burnas. Substitute 3 of the burnas for Meks to get 3 additional chances to repair hull points or immobilized results. This is probably most useful against an army that primarily relies on doing hull points instead of actually generating an explodes result.
Morkanaut
Many of the basic tactics for the Gorkanaut also apply to the Morkanaut. There are, however, some exceptions. First, the Morkanaut does not have Rampage. This means your opponent will have a much better chance of getting you bogged down with a weak unit such as Termagaunts. Second, the Morkanaut has a S.8 AP.2 blast. This can make it a little better at taking out units such as beakie Terminators or Centurions. Third, the Morkanaut can get a Kustom Force Field (KFF). This can generate a 5+ inv. save with quite a large footprint, but makes the Morkanaut a gigantic target.
All of the things that worry the Gorkanaut, basically worry the Morkanaut as well. However, assuming you are using the KFF, and you probably should be, you don’t need to worry about parking vehicles in front of the Morkanaut as you are not looking to get this thing into assault, but instead looking to maximise the size of the KFF bubble. If you aren’t wanting the KFF consider taking the Gorkanaut instead to get access to Rampage.
Suggested Builds:
Basic Morkanaut. KFF & Grot Riggers to enable you to recover from an immobilized result.
Upgraded Morkanaut. KFF & Grot Riggers to enable you to recover from an immobilized result and a unit of Burnas. Substitute 3 of the burnas for Meks to get 3 additional chances to repair hull points or immobilized results. This is probably the most useful against an army that primarily relies on doing hull points instead of actually generating an explodes result. The KFF will substantially increase the survivability of the Morkanaut if your opponent brings a lot of shooting that is not AP.1 or AP.2. This increased survivability will then further be improved by your ability to bring back 1 or more hull points every turn.
The Gorkanaut is basically an AV13 walker with a crazy number of hull points. That said, it does bring two unique and/or useful rules to the table. The first of these is Rampage which will make it less likely for you to become bogged down against weak units. The second of these is the physical number of shots it can fire with two twin-linked Big Shootas, two rokkits, and 3D6 S.6 shots from the Deffstorm Mega-Shoota. The only real options the Gorkanaut has are grot riggers and extra armour.
The number of shots the Gorkanaut fires makes it a fair anti-flier vehicle, however this is not the best use for the Gorkanaut as it will keep you from being able to assault and thus take advantage of Rampage and its 4 base S.10 attacks. A better use of these shots is to try and pop a transport in the hope of being able to charge the unit that was inside. If you are unable to get the charge off and your opponent charges you, remember that you can fire all of your weapons because you are not a super heavy vehicle.
You should be wary of things like melta weapons at half range, lascannons, and beakie Dreadnoughts that get to strike in combat first. However, Gorkanauts can be used to engage monstrous creatures that don’t have access to iron arm or other S.10 attacks without using smash. Morkanauts are also fairly adept at dealing with Terminators: your S.10 attacks will strike first and the terminators will need 6’s to generate a penetration result and then an additional 6 to blow up your Gorkanaut. Given the general need to get this thing into Melee it is probably a good idea to keep the space in front of your Gorkanaut free of your own vehicles so that your forward movement is not impeded. Ignore this advice if your opponent is bringing lots of melta weapons in drop pods.
Suggested Builds:
Basic Gorkanaut. Grot Riggers to enable you to recover from an immobilized result.
Upgraded Gorkanaut. Grot Riggers to enable you to recover from an immobilized result and a unit of Burnas. Substitute 3 of the burnas for Meks to get 3 additional chances to repair hull points or immobilized results. This is probably most useful against an army that primarily relies on doing hull points instead of actually generating an explodes result.
Morkanaut
Many of the basic tactics for the Gorkanaut also apply to the Morkanaut. There are, however, some exceptions. First, the Morkanaut does not have Rampage. This means your opponent will have a much better chance of getting you bogged down with a weak unit such as Termagaunts. Second, the Morkanaut has a S.8 AP.2 blast. This can make it a little better at taking out units such as beakie Terminators or Centurions. Third, the Morkanaut can get a Kustom Force Field (KFF). This can generate a 5+ inv. save with quite a large footprint, but makes the Morkanaut a gigantic target.
All of the things that worry the Gorkanaut, basically worry the Morkanaut as well. However, assuming you are using the KFF, and you probably should be, you don’t need to worry about parking vehicles in front of the Morkanaut as you are not looking to get this thing into assault, but instead looking to maximise the size of the KFF bubble. If you aren’t wanting the KFF consider taking the Gorkanaut instead to get access to Rampage.
Suggested Builds:
Basic Morkanaut. KFF & Grot Riggers to enable you to recover from an immobilized result.
Upgraded Morkanaut. KFF & Grot Riggers to enable you to recover from an immobilized result and a unit of Burnas. Substitute 3 of the burnas for Meks to get 3 additional chances to repair hull points or immobilized results. This is probably the most useful against an army that primarily relies on doing hull points instead of actually generating an explodes result. The KFF will substantially increase the survivability of the Morkanaut if your opponent brings a lot of shooting that is not AP.1 or AP.2. This increased survivability will then further be improved by your ability to bring back 1 or more hull points every turn.