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DREAD MOB MORKANAUTS! Are They SCARY AGAIN?! │ Warhammer 40k 10th Edition

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  • Опубликовано: 15 авг 2024
  • The second best Detachment in the new Ork Codex is, in my opinion, the Dread Mob, and with its focus on meks, walkers, and shooting... there is one Unit in particular that really does well in this Detachment - the Morkanaut!
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Комментарии • 19

  • @TheSixMachine
    @TheSixMachine  3 месяца назад +9

    Do you rate the Morkanaut in the Dread Mob? Or is the Gorkanaut a better pick?!

    • @stuartbanana5083
      @stuartbanana5083 3 месяца назад +1

      Between the two I like the Gorkanaught. I think the core buff works better with the 30+ shot gun (sustained/lethal and Biggs Shells Strat!).
      However, I’m looking keenly at the Mega Dred and Meka Dred. Cheaper for only 4 wounds less. They are also Not TITANIC so can benefit from the -1 Damage strat.
      Grot Tank and Killa Kan Hordes are looking like the Dred Mob meta until they get nerfed (IF they get nerfed)

    • @marjohnbuncio2782
      @marjohnbuncio2782 3 месяца назад +2

      @@stuartbanana5083 meka / mega dreads are legends so no dice.

  • @fatihyolcu2250
    @fatihyolcu2250 3 месяца назад +7

    The most rewarding investments for the Dread Mob, regrettably, don't stem from the Big Boys. Though they can benefit from buffs, true efficiency lies in deploying 3 squads of 6 Killer Kans equipped with Rocket Launchers. With a solid WS and BS of 4+, they prove effective against a range of targets. Always prioritize outfitting them with the Sustained Hits 1 upgrade and consider employing both the Dakka Dakka Dakka and Bigger Shells stratagems when necessary. These units can dish out substantial damage across the current meta while capitalizing on every available strategy within this detachment, from gaining asault to damage reduction via the Extra Gubbinz Stratagem.
    Currently, I'm exploring a composition consisting of 18 Killer Kans and 6 fully equipped Gretchin squads. This setup puts a formidable 144 wounds on the board, albeit with the caveat of lacking armor saves outside of the Waaagh! turn. Nonetheless, it presents a significant obstacle for opponents to overcome, all at the modest cost of 480 points. Each Killer Kan squad comes in at 250 points with T6 and a 3+, leaving a considerable 770 points to allocate to additional units.
    Subsequently, I recommend integrating 3 squads of 3 Mek Gunz armed with the recently updated Smasha Gun, matching the Killer Kans' shooting profile. Each of these squads will run you around 165 points. Proper strategic deployment will maximize their effectiveness on the battlefield. With 305 points still at your disposal, you have the flexibility to introduce a Mek for added versatility or even Zogrod, who could lead one of your Gretchin squads with finesse.
    Should you wish to diversify further, consider including a Truck transporting 5 Meganobz accompanied by a BigMek donning Mega Armour. However, do bear in mind that these suggestions are subjective and reflect my personal assessment of this detachment. Ultimately, it's about embracing the risk for the ultimate reward!
    "Don't underestimate this Grot invasion! Take a look at this list and share your thoughts with me because I can't think of any army that can handle this much pressure! Games Workshop will likely nerf this detachment as soon as people start playing it."

  • @jakew5115
    @jakew5115 3 месяца назад +9

    The ork Mek can stand close to it for +1 to hit.

    • @icklemoo
      @icklemoo 3 месяца назад +1

      yeah this is auto take on big stuff like morka/stompa for BS4+ its like a 50% increase

  • @grotwurksmekshop6607
    @grotwurksmekshop6607 3 месяца назад +2

    I love this but my dice love rolling 1's for Hazard... so I worry about that

  • @NATHANARCHY
    @NATHANARCHY 3 месяца назад +1

    Im loving all the stompy options dreadmob gives us
    I think the regular deff dread with claw and x3 rockets iz a great unit. With a small footprint it makes a great skirmisher and pavks T9 with a 2+

    • @stuartbanana5083
      @stuartbanana5083 3 месяца назад

      I Want to like Deff Dreds but they are just too expensive for 8 wounds. Even in this detachment they are extra susceptible to the Hazardous rolls. Kans pack More punch with 4+ Bs and more wounds. Fair that T6 will fear Plasma more.
      A Two killkannon Meka Dred and Dred Rippa Klaw KK Mega Dred are So Very Very tempting as a Big investment piece(s).

    • @glb190
      @glb190 3 месяца назад +1

      Imagine Grot Tanks with rokkit launchas in this detachment….holy moly

  • @chrisg8321
    @chrisg8321 3 месяца назад

    Gorka is better unfortunately.
    Honestly the Mega-Zappa should have two profiles.
    With the hazardous one being S16 AT, this gives the Morka a defined role, and lwts it fill a gap that the orks have.

  • @heckinmemes6430
    @heckinmemes6430 3 месяца назад

    If you push it, all your guns get hazardous, yeah? Depending on how you stack stuff you could have double haz. How much damage are you doing to yourself on average every time you pop off?

  • @dominikapera9295
    @dominikapera9295 3 месяца назад

    having tested all the detachments, I can't quite agree with your assessment about Dread Mob. While it's fun af and very flavourful, it's in my honest opinion one of the worse detachments in the codex (kult of speed Is still weaker). It's not bad by any means, but considering available datasheets it's certainly not as viable as the two best ones - Bully Boyz and War Horde, the surprising challenger in a form of Green Tide or even slightly lacking Da Big Hunt.
    Dread Mob auto-loses on some terrain types (WTC for example, which is very popular in Europe), and is very hard to manouever to get most out of. Stompa is horrible, Deff Dread is bad, Nauts are fragile and underwhelming and Kans are hard to move and can't use their ability. All of the above are also very overcosted. If we compare what many other armies can get for these points it's just sad.
    Sure, Nauts, Kans or even Stompa can do some serious damage, wiping a lot of things they merely look at, but at the same time, they break so easily to anything like meltas in a game where vehicles are already very powerful and people are hearing up to deal with them anyway.

  • @BenPilatzke
    @BenPilatzke 3 месяца назад +3

    IDK man, relying on ork shooting ????

    • @TheSixMachine
      @TheSixMachine  3 месяца назад +1

      I know it feels so wrong but... could it work? Possibly?! 😅

    • @stuartbanana5083
      @stuartbanana5083 3 месяца назад +1

      Pushing Buttons works in Melee too! The Age of The Kans is upon us once again!! Rejoice! And Kruuuump!

  • @shadeypotion
    @shadeypotion 3 месяца назад +1

    I'm not sure you fire the 2 big shootas with double hazardous possibly not the 2 rocket lauchers either?
    That saves you 2-4 hazardous rolls.

    • @elevenone
      @elevenone 3 месяца назад +1

      I can understand the big shootas, but not firing the rokkits?!
      That's a whole lot of fun you're choosing not to have

    • @heckinmemes6430
      @heckinmemes6430 3 месяца назад

      If you blow up, you get an extra explosion for even MORE damage into nearby targets.