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Warhammer 40K Orks Morkanaut / Gorkanaut

£9.9£99Clearance
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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. 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: Making them more expensive than nearly every other unit that is supposed to fill the focal point roll. The Verdict Stompas didn’t go up by much in the points update, but still have all their problems and taking one will cost you a significant amount of your already-reduced CP now.

One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open). 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. Nobz on Warbikes also saw a pretty small points increase, and now that the Warboss option is gone, this is your next best option for using those models. If you’re looking for tougher units to throw down on an objective you probably end up taking Meganobz over these, because the 4+ save on the Nobz makes them way too brittle to a wide variety of shooting, whereas anything with a 2+ needs real attention to take down. Meganobz being able to benefit from the various varieties of cover is also a big deal, as it’s now pretty challenging to get a boosted save on the bikers. Meganobz also get a comparitive boost from 8th in that they no longer look completely embarrassing when you compare their cost to a Centurion – so that’s nice! Scorched Gitbonez- PSYKER only (including the Kill Rig), granting them +1 to cast Witchfires, and a 4+++ vs Mortals taken by Perils of the Warp. It’s fine, though the Witchfires aren’t amazing when compared to the buffing powers of the Ork Disciplines. Smite isn’t a Witchfire either, so no boosted super Smites for you. 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.

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. 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. 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.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. This Morkanaut is a wonderful complement to any Ork army. Its ability to mitigate damage - or to disperse that shielding to allied squads - means it can defend itself out in the open. It’s a tactical no-brainer to root out entrenched armies by advancing a green tide with the Morkanaut in tow.

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. 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?* We’ve kind of already covered what your goal is here – overwhelm your opponent in a green tide with sufficient force that they can’t recover. The Meganobz are an interesting call – potentially they’re here as something that can secure an objective once it’s taken and not be trivially shot off by incoming reserves, with the flexibility to be thrown at something spicy with Da Jump if needed. However, the Boyz here hit so hard thanks to the various buff auras that you often won’t need that. 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.Grot Tank • Grot Mega Tank • Looted Wagon • Mekboy Junka • Battlewagon • Gunwagon • Bonebreaka • Braincrusha • Bonecruncha • Gutrippa • Spleenrippa • Gobsmasha • Lungbursta • Bowelburna • Speedsta • Hunta Rig • Kill Rig

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