I managed to jump over to my local Games Workshop with a pile of Orks on Saturday for the armies on parade competition. Even better, I managed to pull of a Silver medal! I was beaten by an impressive dwarf army that had an amazing display board. I just crammed as many cool models as I could on a Realm of Battle board piece and hoped for the best... and it worked out. More pictures after the break, and the other entries can be found on the Appleby Village Games Workshop facebook page.
A blog mostly about Warhammer 40,000 and Fantasy with a focus on painting and tutorials.
Showing posts with label gorkanaut. Show all posts
Showing posts with label gorkanaut. Show all posts
Gorkanaught deathstar combo
Ok internet, what do you think of this combo? With the new ork codex a lot of the old dirty tricks were nerfed... my 4 battle wagons with deff rollas aren't going to be much use... same goes for my Nob bikers. But its just a matter of time before we come up with some new dirty combos.
Here's the concept... take a Gorkanaught, beef it up as much as possible and do whatever you please. Add a KFF and lots of meks to get all your hull points and weapons back each turn. Heck, this might draw enough attention to let a wack of trukk boyz get across the board untouched.
Big Mek, KFF, 3 grot oilers, Da Fixer Upperz (115 pts)
Burna boyz, 2 burnas, 3 meks, 3 grot oilers (95 pts)
Gorkanaught, extra armour, grot riggers (275 pts)
Total 485 pts
You could do a similar combo with a Morkanaught, but since it can have a KFF you could just go with a normal HQ mek. Also, you can only have one Da Fixer Upperz per detachment. An alternative would be to have the Mek trail behind so he could give a KFF save to something else as well, but stay out of line of sight.
What does this combo do? Well first off you have a 5+ cover save from all attacks. Anything that gets through that has to penetrate 13 armour, any crew shaken becomes stunned with the extra armour. Next you have 5 hull points. Provided those don't all go in one turn you get to use your mek tools in your shooting phase to repair hull points, weapon destroyed and immobilized results on a 5+. In this combo you have three meks repairing on 5+ and the big mek repairing on 3+. Then at the end of your turn the grot riggers repair a further hull point on a 5+. On average you're repairing 2 hull points per turn and ignoring 1/3 of all incoming shots (invulnerable save against shooting attacks, not cover save). Of course its going to draw a ton of fire, but that's kind of the point. This will attract all of the deadly stuff leaving the rest of your army to get in the enemy's face and smash some skulls. You could double up on this combo, or do a similar one with a Morkanaught but then you're running out of heavy support options for other fun stuff.
Here's the concept... take a Gorkanaught, beef it up as much as possible and do whatever you please. Add a KFF and lots of meks to get all your hull points and weapons back each turn. Heck, this might draw enough attention to let a wack of trukk boyz get across the board untouched.
(note: meks wouldn't be equiped with Kustom Mega-blastas)
Big Mek, KFF, 3 grot oilers, Da Fixer Upperz (115 pts)
Burna boyz, 2 burnas, 3 meks, 3 grot oilers (95 pts)
Gorkanaught, extra armour, grot riggers (275 pts)
Total 485 pts
You could do a similar combo with a Morkanaught, but since it can have a KFF you could just go with a normal HQ mek. Also, you can only have one Da Fixer Upperz per detachment. An alternative would be to have the Mek trail behind so he could give a KFF save to something else as well, but stay out of line of sight.
What does this combo do? Well first off you have a 5+ cover save from all attacks. Anything that gets through that has to penetrate 13 armour, any crew shaken becomes stunned with the extra armour. Next you have 5 hull points. Provided those don't all go in one turn you get to use your mek tools in your shooting phase to repair hull points, weapon destroyed and immobilized results on a 5+. In this combo you have three meks repairing on 5+ and the big mek repairing on 3+. Then at the end of your turn the grot riggers repair a further hull point on a 5+. On average you're repairing 2 hull points per turn and ignoring 1/3 of all incoming shots (invulnerable save against shooting attacks, not cover save). Of course its going to draw a ton of fire, but that's kind of the point. This will attract all of the deadly stuff leaving the rest of your army to get in the enemy's face and smash some skulls. You could double up on this combo, or do a similar one with a Morkanaught but then you're running out of heavy support options for other fun stuff.
Gorkanaut Finished and Tutorial
Here's some pictures of my finished Gorkanaut, painting video and guide below. One of the keys with this guy was trying to get him done within the week so I could start on the Flash Gitz right away. With the Ork release being stretched out and with so many kits its going to be hard to keep on top of it all.
Anyway, the basic strategy with this guy was to base coat it in silver, add clan colours and some other details, wash then highlight. I'm using the Army Painter washes right now and really likeing them. Partly because of the price (about half GW's) and I also like the dropper style applicator. This helps when you're doing such a large model like this. I did all the checkers with decals to save time and applied some weathering powders after a dull coat spray to ensure they showed up nicely. Overall I'm happy with how it turned out, but now wish I had time to do another one as a Morkanaut. That'll have to wait because I have 10 Flash Gits waiting for my attention now.
Anyway, the basic strategy with this guy was to base coat it in silver, add clan colours and some other details, wash then highlight. I'm using the Army Painter washes right now and really likeing them. Partly because of the price (about half GW's) and I also like the dropper style applicator. This helps when you're doing such a large model like this. I did all the checkers with decals to save time and applied some weathering powders after a dull coat spray to ensure they showed up nicely. Overall I'm happy with how it turned out, but now wish I had time to do another one as a Morkanaut. That'll have to wait because I have 10 Flash Gits waiting for my attention now.
Gorkanaut Assembly video
Ok, got this posted as soon as I could and have already started painting this guy. With the flash gitz coming out on Saturday I've got to get this done. You can follow the video below to help with the assembly instructions.
Anyway, a decent kit but not a lot of options to customize it. Maybe forgeworld will make some conversion kits for it or something.
Anyway, a decent kit but not a lot of options to customize it. Maybe forgeworld will make some conversion kits for it or something.
Gorkanaut Size Comparison
**Update** I've added some painted pics at the bottom of this post, but a whole lot more can be found on the painting tutorial page http://itslikewatchingpaintdry.blogspot.ca/2014/06/gorkanaut-finished-and-tutorial.html
As with any new model from GW, its always interesting to see how its size compares to existing ones. There seems to be a trend to larger kits (probably to charge more), so lets see how the Gorkanaut stacks up to other things.
A few items to note, the base is the new large oval base that was first seen with the Knight. Also, I haven't glued the legs yet, so it will stand slightly taller, but that said you can't really make them straight, so its hard to make it look like its mid step.
From my eyeball (ie, not measured), its about half the size of a stompa, double the deff dread. Its slightly bigger than the forgeworld mega dread but bulkier. Compared to the Knight, its shorter but blikier... so a similar feel on the tabletop.
As for transport capacity, 6 orks is pushing it, but that's normal for GW transports. 3 meganobs would be cozy (pic at bottom). I really hope its an assault vehicle, otherwise the transport capacity isn't very useful.
More pics after the break.
As with any new model from GW, its always interesting to see how its size compares to existing ones. There seems to be a trend to larger kits (probably to charge more), so lets see how the Gorkanaut stacks up to other things.
A few items to note, the base is the new large oval base that was first seen with the Knight. Also, I haven't glued the legs yet, so it will stand slightly taller, but that said you can't really make them straight, so its hard to make it look like its mid step.
From my eyeball (ie, not measured), its about half the size of a stompa, double the deff dread. Its slightly bigger than the forgeworld mega dread but bulkier. Compared to the Knight, its shorter but blikier... so a similar feel on the tabletop.
As for transport capacity, 6 orks is pushing it, but that's normal for GW transports. 3 meganobs would be cozy (pic at bottom). I really hope its an assault vehicle, otherwise the transport capacity isn't very useful.
More pics after the break.
Unboxing the Gorkanaut
Here's a first look at the Ork Gorkanaut, and whats in the box. No surprises here really, three sprues, instructions and the normal ork decal sheet. There are some nice bits, but not really much extra stuff like was in the stompa kit. I'm working on an assembly set next, and of course a painting video after that.
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