Gorkamorka!

Hey guys,

My FLGS is starting up a Gorka Morka summer campaign! I'm really stoked.

Been going over the rules and can't figure something out. Is there any real difference between a trukk vs buggy or trak (besides that traks move a little slower)?

The rules seem to say that as long as you can fit a model on a vehicle it can hitch a ride. So what is the distinction between say, a Trukk and a Buggy, exactly? Anything? Or can I just make whatever vehicle I want?

Other urls found in this thread:

youtube.com/watch?v=ndLhrTw-wgA
cardboardsandwich.com/features/blood-dice-and-darkness-how-warhammer-defined-gaming-for-a-generation/
dakkadakka.com/dakkaforum/posts/list/618506.page
google.co.uk/search?btnG=1&pws=0&q=gorkamorka windows demo
web.archive.org/web/20110313102506/http://www.sharkygames.com/games/articles/gorkamorka_interview/
web.archive.org/web/20000815234042/http://www.ripcordgames.com/games/gm.htm
web.archive.org/web/20001031191908/http://www.ripcordgames.com/games/gm2.htm
fastswf.com/DCZfFlU
youtube.com/watch?v=5GgEkcPMzsg
twitter.com/SFWRedditVideos

>Is there any real difference between a trukk vs buggy

According to Da Uvver Book; no. They are the same thing.

>trak (besides that traks move a little slower)?

Can go over rough terrain I think.

Gorkamorka's "any models that you can balance can fit" is based on using guys with very slim special bases. If you plan on using 40k round bases, model extra planks on your Trukks to fit your guys.

>based on using very slim bases

not only that but ork infantry models are considerably chunkier than their 2nd edition counterpart, the same goes for their vehicles.

If you wanted to make a trukk/trak/whatever bigger, then do so. It doesn't change the points costs, because it makes you an easier target. A larger target is easier to see, shoot, chase and ram, so mention that if anyone kicks up a stink,

Bikes, for example, pretty much have to be modified if you want more than one person to sit on it, otherwise you're paying 10 teef for a vehicle that can only hold one guy.

If you have access to the Gorkamorka line of Orks, they make great Yoofs. 2e proper....kind of suck; really bad proportions.

Aye, the metal gorkamorka models (nobs, spannas yoofs) are well sized compared to the original plastics that came with the boxed set

2nd edition plastic orcs are thinner (but taller) than a cadian

You can even put multiple models on bikes? I kinda assumed those were one-ork machines.

I haven't read all the rules yet, but can drivers, gunner and bike riders dismount and fight on foot? Should I have spare models for them?

>multiple models on bikes
Nothing says anything against it, and plenty of the artwork depicts someone riding on the backseat with a shoota or kannon, so our group allows it, though I don't think it's too drastic a thing to expect.

The previous Ork bike had a long, rectangular seat that had room to plonk another model onto it. If You wanted a passenger for a bike, the easiest way is to just lengthen the seat with some plasticard/greenstuff. If you can find a PDF of Da Uvver Book, check out the "Mobs of Mektown" in the photos section.

There are tons of vehicles of wildly varying sizes, from bikes teeny enough to fit only a single guy on, trikes, chimera-sized Wartraks and Battlewagon sized Trukks.

>can they dismount and fight on foot
Aye, not only can they can dismount by choice (except bike drivers, if that has no driver it falls over and becomes immobilized), but a common damage result is being knocked in a direction a few inches, which could knock a driver/gunner off their vehicle

Having on-foot doubles or magnetizing/pinning your gunners and drivers is probably for the best

I am so goddamn stoked to play this game.

How the hell did it fall out of favor?

Is it rumored to come back with the other specialist games?

Why lengthen the seat when you can just make a side car.

Brilliant

Changing orc models made it less and less playable because Gorkamorka compatability wasn't considered. It also became hard to get the vehicle models themselves so you were unlikely to ever find another player when the entry level models weren't around.

Only one faction gets in on the action (diggas nonwithstanding), complicated system that takes a lot of time, only sold for a limited time. Less flavours than from something like Necromunda or Mordheim or even BFG. Also, .

When I spoke to my local GW manager earlier in the year he hinted at it coming back along with the other specialist games, but I've seen no evidence that suggests it. I hope he wasn't fibbing to encourage me to return to the hobby

Size issues/firing corridors. If you're going to tack on a floor to the bike you may as well make it a trike instead

Plus having a sidecar sticking out on one side will make the bike easier to rake/sideswipe (which is bad, because bikes inflict no/one damage when involved in rams, but take massive hits themselves, due to the difference in size/weight

may i get a pdf please?

You can actually just google 'Gorkamorka PDF' and the full two rulebooks come up.

damn sorry for asking then, i implied i wouldn't get anyhing, thank you

Dug into my box and then threw some orks into paint remover (they need another dousing, yes). Left to right:

Rogue Trader era Ork boy (I think, it says c. '89, but I bought it in the late 90s), 2nd edition plastic from boxed set, 2nd edition metal, Gorkamorka metal w/ shotgun, Gorkamorka plastic from boxed set, 3rd edition boy with 'ard boy gubbinz.

I haven't touched anything 40k since 3e, but this isn't the first thread that's kind of made me want to paint up some Boyz. Gorkamorka is by far my favorite skirmish game I've ever played. Even when it was just me vs. a friend using my extra models, which was the case back in the day.

my brother has it and used to play it in the local store. You'd go in one week and there would be people with like ten orks. After a few games they'd write down their casualties, injuries etc then the next week they'd have carved up their orks to represent the damage they recieved

What a coincidence, we are about to start a Gorkamorka game up at may FLGS as well after our Killteam campaign. I figured it would be better if we didnt try to run two games a the same time.

Here is my starting Mob
Norkolean Stikkbomb - Nob, Six shoota, choppa, Flakk armor
Bad Bork - Spanner, Shoota Flakk armor
Dasta Blasta - Shoota, Flakk armor
Headwhoppa - Choppa/Slugga, Stikkbombs
Grazzik Firebasha - Choppa/Slugga, Flakk armor
Skraga Urgit - Shoota, Flakk armor

(Vehicals)
Trans BAM! - Trakk (RE: Looted Chimera), Evy Shoota (Gunner: Blasta)

Starting the game with an oversized vehicle, mobsters decked out with gunz and armor, and an eavy shoota?! I bet you don't even ram, you filthy little Morker

>inb4 Gorker because you want Dakka skills for all your cowardly leadheads and driving and cunning would require you to actually close distance

This is the lamest Gorkamorka list I've ever seen. I wouldn't be surprised if you're the kind of person who would accept house rules where fixed weapons had a 360 arc of fire

Weedy grot

To be fair this is my first list...ever...and for a test game with my buddy to make sure we understood the rules.
>oversized
Its a Chimera with the top chopped off.
Probably gonna dump the Flak armor now. and get a Ram instead like you suggested plus Krak bombs for Headwhoppa. Gonna make it Extra Spiky when I get the Teef. Maybe.
>Weedy grot
U call me a Cowardly Grot m8? Why don't you come over here and say that to my shoota m8.

tempted to make a trukk with only 3-4 units on it, but the drivers a massive mek

Basically orky rat-fink

I can't find my rulebook so I'm just going by decade old memory here.

Did you not take Yoofs at all?

I'd suggest dropping ALL the armour and taking a Yoof with a blunderbuss or 2.

You can get away with giving your Spannerboy a Six-Shoota or something cheap since you won't do much shooting with him for the most part.

Also you may want 2 vehicles, a lot of scenarios involve grabbing scrap counters off the table and legging it before the other guy can snatch your loot. Having a second set of wheels is pretty key as you can use your other trukk/bike/trak to run quick interference/run away with the goods/steal his scrap.

>first list ever
Indeed, it looks more like an astra militarum list than anything else

"Our worst nightmare was mobs tooled up with eavy shootas parked on opposite sides blasting each other - that would make the game into an exercise in dice rolling with no tactics.

Instead, we wanted the game to be where both sides fought for position and manoeuvred to gain an advantage, so weapons tend to be shortranged and weak but ramming and combat is downright nasty." - Gorkamorka designers notes, Da Uvver Book

Ditch all your armor for your first game. Get some yoofs. Help their hamfistedness by giving them blunderbusses, chains, shields or uge choppas.

Diversify your boyz, they aren't an army they're a group of individuals under a strong leader. Try out a kannon or crossbow. Replace your eavy shoota with a spear gun.

If your mob is mostly clones, with the way warriors gain experience, aquire skills, injuries and die, I don't get how you can have fun apart from the gratification of winning.

If that's the only reason, stick to 40k.

Yoofs skill up like rad motherfuckers. And they're cheap. You ALWAYS take yoofs.

Offset their low WS/BS with chains, shields, stikkbombz, spears (win draws), blunderbusses and shootas

Just don't be surprised if they end up fighting your nob for leadership

Fucking love Gorkamorka. Been thinking about running a summer campaign to ease some rpg friends into wargames. Anyone got any Orky terrain to inspire me?

I hope that one day we get a GorkaMorka videogame.
We already have Bloodbowl, Mordheim, Space Hulk, Man O'War, and Battlefleet Gothic.
I know we almost had one on Dreamcast. youtube.com/watch?v=ndLhrTw-wgA

There's a Windows demo too. Utterly terrible.

Bikes definitely can have crew - but they get no protection from armour at all! The hit location table for them lists it as "0 (!)"

Take a look at the MWG videos. They've butchered the rules but their terrain is top notch.

The trukk model was in print until ~2007 and the trak and buggy are still available. Sure the metal extra bits have been gone for a fair while but the base models haven't changed.

The model side of it wasn't particularly important though - GW killed the game deliberately:

cardboardsandwich.com/features/blood-dice-and-darkness-how-warhammer-defined-gaming-for-a-generation/

"Tom had to borrow a lot of money to buy the business,” Priestley said. “That meant we had to grow the company very quickly.

“I thought that one way to do that would be to expand the product line, so you’d have Warhammer and Warhammer 40,000, then this series of games that would let you explore the universe at a much closer, more detailed level.

“But it ended up being one of the great dividing points of Games Workshop. We’d grown internationally at a very fast pace, and we had to deal with French, Spanish, Italian versions of the games. The print runs of the foreign language editions were always bigger than we could sell, and after several near-disasters where we’d printed way too many of something, GorkaMorka being a classic example, we’d nearly bankrupted the company."

>They've butchered the rules
What's wrong with them?

Is there a way to play Gorkamorka online other than the 40K Vassal module?

What do y'all think of converted WW2 kits for Gorkamorka? Saw some people doing it online and it seemed like a good idea. They look oldfashioned, which fits the Ork aesthetic, and some are downright weird, like halftracks, which also fit it. Just add on Orky Gubbinz and it would seem good to go?

yeah should be good. This is orks, as long as it looks good and is logical in setting then itll be fine. Vehicle's don't have to meet certain sizes for the rules. Its very much a WYSIWYG game.

any links?

...

Tabletop Simulator?

dakkadakka.com/dakkaforum/posts/list/618506.page

sweet and whadda ya know I'm working on that exact hanomag kit but my airbrush is playing up so its postponed

I'd go for an overgrown grot, maybe - call him "Grotfink", kitbash it from a secondhand Grom The Paunch.

Generally it's a good idea to play a properly game before trying to fix it.

>There's a Windows demo too. Utterly terrible.
Really?
When was all this?
I was around when Gorkamorka came out, and I remember no such thing.
I would have been excessively hype about such a game.

google.co.uk/search?btnG=1&pws=0&q=gorkamorka windows demo

They really have done some unnecessarily weird things to them.
And I think the main dweeb hangs a lampshade on it at the time by saying "you know how we like to fix the games we play", as if that explains any of the choices they made.

Well, I had successfully made it as far as Googling it for myself, but thanks chap.
Now:
What is the opinion of any posters to Veeky Forums about this computer game, based on experiences they may have had or information they may have come across in their time on this earth?

>weird things
Like what?
Me and my GM group check out houserules/homebrew gubbinz and rules all the time, and most of what we find is shit.

They are good as long as you put bigger and wider wheels and add orky details like reinforced rams and wire mesh. While converting it, always have some concept art or mad max stills open on the screen, to know what you are going for.

web.archive.org/web/20110313102506/http://www.sharkygames.com/games/articles/gorkamorka_interview/

Here's the old minisite for the game too:
web.archive.org/web/20000815234042/http://www.ripcordgames.com/games/gm.htm

web.archive.org/web/20001031191908/http://www.ripcordgames.com/games/gm2.htm

The SWF file that's supposed to be there isn't working for me so I put it up here: fastswf.com/DCZfFlU

...

why is it shit?

We consider most of what we find to be shit/unusable/needlessly complex, or worse, it was thrown in by someone who wished the game was more similar to 40k, by ignoring game mechanics, replacing them, or removing them completely.

Examples of some of this rubbish:

>Gunz only (no Big Gunz):
>METUL SHIELD - 1 toof. The shield confers a bonus of +1 to saves when the owner is being shot at. (because I don't want my gunner to get hurt)
SGUIGSKIN CARRY CASE - 2 TEEF. A model with a squigskin carry case can put his weapon away between fights or when it is not in use. This helps to keep dust and grime out of the worky bitz which is one of the major causes of jams. A model with this gubbinz may add plus one to all ammo rolls. (because I don't want my big gun to jam)
BAYUNETT - 1 toof. These take the form of a choppa or knife or similar fastened to the front of the weapon, allowing it to be wielded in hand-to-hand combat with a +1S bonus. (pointless, you can have a 2handed gun and a choppa for +!S, you just cant get +1A for having 2 hand weapons)
>Pintle Mount - 5 Teef + cost ov big gun
A pintle mount gives a fixed weapon a 180 degree arc of fire instead of the normal 90 degrees. If the mount is positioned in the center of the floorboard so that the gunner can walk all the way around it, it will have a 360 degree arc of fire. (because I don't want to have to manoeuvre into position to be able to fire my gun)

And the old favourite, limiting the amount of models on vehicles, because converting or scratch-building is too hard, so just buy GW kits!)

Vehicle Transport
Value Points Cost
Bike 0 10
Trak 5 15
Buggy 5 15
Trukk 10 20
Battlewagon 20 40

Each vehicle has a Transport value and an Overcrowded value. These do *not* include the vehicles crew (driver/gunner). Vehicles may carry up to the Transport Value with no problems, or up to the Overcrowded Value with chances of falling off.
Vehicle Transport Overcrowded
Track 3 6
Buggy 3 6
Truck 10 16
Battlewagon 20 40

And the remainder of those transport rules.

Each vehicle has a Transport value and an Overcrowded value. These do *not* include the vehicles crew (driver/gunner). Vehicles may carry up to the Transport Value with no problems, or up to the Overcrowded Value with chances of falling off.
Vehicle Transport Overcrowded
Track 3 6
Buggy 3 6
Truck 10 16
Battlewagon 20 40

If extra models "pile on" then the following tests need to be made on Ld to avoid falling off.
-Every turn performed (poss. thrown off by swerve)
-Every use of thrusters (poss. thrown off by burst of acceleration)
-Every successful boarding action (poss. jostled aside) BEFORE combat resolved
-Every ram, sideswipe, rake, collision, crash etc (poss thrown off by sudden stop)
Failed test penalties
Track/Buggy - 1-2 models falls off (D6, 1-3 = 1, 4-6 = 2)
Truck - 1-4 models fall off (D6, 1-2 = 1, 3-4 = 2, 5 = 3, 6 = 4)
BW - 1-6 mosdels fall off (D6 models fall)
Damage - as per rules (Str 3 hit on a roll of 4+ on a D6).
Rationale: orks will fight to keep their right to stay on board, and are capable of throwing off "mates" in order to make good their own place or failing that, they will grab other orks as they fall and drag them down too.

Any time the vehicle is "overweight", apply the rules. The numbers include enemy models too, but not actively combating models. roll D6 to see who falls off in the event of confusion. Vehicle owner chooses who falls off from his own crew.

ENTIRELY UNNECESSARY

One of the things that makes this game so awesome is its simplicity. Trying to control the fun to such an extent, jesus christ, it's a short skirmish game, not data processing

If people want 40k, play 40k, don't shit up this glorious game

Those are some neat models user.

The metal shield and pintle mount sound fine, though not sure about cost on the shield. The case would need something on it like getting the +1 if you didn't shoot in the last turn to make that justification work.

Metal shield could easily be fixed by just making it so you can't shoot anything requiring two hands (or anything at all) on a turn you use it to get the save.

Makes it so you want it more on melee guys or possibly giving you a "Bunker Boys" tactic using the LoF rules to make them eat bullets while boys behind them gather scrap.

I may have to experiment with this.

Gorkamorka is all about listening too your inner Mek. Go nuts and build what you think is cool.

I'm so stoked our FLGS is starting up a campaign. I'm doing Diggas because I want to go full Mad Max. Any tips?

Pictured: Threw this together the minute I heard the were running a summer campaign.

>Sigh

youtube.com/watch?v=5GgEkcPMzsg

That looks way more like Necromunda stuff...
Gorkamorka is super low tech compared to that and most 40k stuff.

Gorkamorka is literally about scavenging for garbage to make stuff.
Your LGS may take a different approach because I assume you're all 40k players, but seeing that kinda hurts my soul.

I mean, I made it to look like Immorten Joe from Mad Max. They were pretty low tech too, this is my Digganob, the leader, so this is the highest it'll get.

Since there is a Gorkamorka thread, figured I would post my Diggamob! Still in the works is a bike, and another buggy.

The one with the Valkyrie pilot helmet is inspired, Saved it, thanks user.

How do they end up stacking up against Ork warriors? I never actually owned the Digganob supplement and never bothered to read it online. Seems like having lower toughness would be a pretty big disadvantage in gunfights? Then again, I had great luck using grots when I played, so maybe not?

First few games are super rough, but the thing about Diggas is they are a lot cheaper than Orks, so you have tons of them. My first mob had 7 models, 2 of which were vehicles. That is a lot for 100 teef. To sum it up they have the toughness issues, but out of game they get SO MUCH TEEF. D3 per Yoof/Boy, and 2D6 from the shaman(If he passes a leadership test), and the chance of finding a potentially amazing relic at the end of every game. (With my current setup at the end of a match I find one on a 4+) So all in all, they are on the same level as orks, and super fun to play and open some truly amazing conversions. Also pic related, not mine just some cool ideas for my next mob I found online.

Correction, first list has 7 members, AND a trukk and Buggy

Give it a read then ;)

I've not played as them but I've played against them. There's lots of them and after a few games they have archeotek gunz that can be surprisingly brutal.

Looks like a pretty standard Astra Militarum dude rather than something post apocalyptic. He's even got a bolt pistol!

Yeah, id scored and wear down some of the techy bits (maybe in file off bits that arent needed), maybe put a dent or two in the tanks too.

Really though, important thing is to paint it up nice and rough, with plenty of detail for rust and dirt, maybe even apply an end finish of dust to make it work.

Not bad at all, but id make sure to up the wear on things like that long coat and uniform, file away some of those imperial insignias too.

Basically all your stuff is old and worn so make sure it looks it.

They fight like fucking Skaven. Theres to many of them to pin down at once, especially when they start deploying in Bike swarms, and every so often they wheel out the doom weapon that shreds your guys and vehicles.

Very annoying as i tend to play Muties

I wish the MWG's "Ork voice" didn't sound like a bad Yoda impression.

You want Skaven? Play Goblin Revolutionaries or Dust Rats. Cheap weak expendable units to swamp the enemy with.

Plus snipers bikes is about the most dick move any player can pull, especially on a table with lots of rough terrain.

I built my 4 man Krew yesterday. I can upload a picture of them in a few hours when I get home from work

Driver and three warriors?

Awesome, lets see them.

You running a standard Ork Mob?

That spear has a stikkbomb head on it.

I see you, Mad Max reference

My thoughts on MWG's changes. Modern 40K is fine for what it is but there's no good reason to bolt random bits of it onto Gorkamorka.

They've switched out the hand-to-hand combat for something that I assume is from 40K but seems to basically be an extension of shooting.

'cos Gork forbid the players learn a couple of new rules.

I see what you did there.

Nob, spanner and two boyz

You're going to get *cheesed*.

Ah, I see your points.

I'll swap out the bolt pistol and chainsword for something a little more primitive this weekend.

Crossbows; worth it? What about spear chukkaz?

You can keep the bolt pistol - just change it a bit so it doesn't look like it's straight off the rack. Cut the barrel off and replace it with a bit of tubing or something. Kitbash the shit out of the models.

I did something similar a while back...
From the left....

1st is a Rogue Trader Ork Standard bearer. The RT single-piece Orks are smaller and a bit cruder than the later models, but they have much more detail. This fellow has little bits of trash sculpted all over him.

2nd is a Rogue Trader plastic Ork. They're pretty terrible, imho. The poses are pretty static and hunched, making them look.... odd.

3rd is... a 2nd ed Ork minder. I think he came with the Weirdboy Warphead model in the 90s.

4th is a GorkaMorka Plasic boy. He's not actually any larger than the earlier models... maybe a bit smaller even, but you can see the change in aesthetic.

The 5th is an Ork from my 3rd ed army... which I gave to some random kid at the local gaming club when I was having a throw-out. I haven't painted even a quarter of my Rogue Trader orks yet and will thus probably never get past the 2nd ed ones in my lifetine.

You can really see how their aesthetic is all over the place. Your RT ork is a pretty cool frogman, while mine has an enormous head. The big head continued off and on for a while. The Gorkamorka plastics are kind of human in build. The 3e+ ones are high quality, but extremely big and bulky for a race that still has, to the best of my knowlege, 3 str.

The guy who sculpted Grom recently ran a kickstarter which had a 40k version of him on it...

Crom Fatbelly

Even worse, the fluf often says that an angry Ork can "rend a man limb from limb". Orks are S3. So is a human civilian.....

When I started GoMo, I made Morkaz.

I bought the Ork Bikez and then glued a Rhino side hatch to the back of it as a platform.

Each of my bikez could then transport one extra person.

1 Nob, 1 Mek, and Orkz on 3 bikez.

Fast, agile, life is good.

Gokramorka really marked a shift in tone for the Orks; they became far more feral, barbaric in how they looked; orks on Gorkamorka were supposed to be barbaric and backwards even by Orc standards but instead GW embraced that look and expanded it outwards towards the entire race with 3rd Edition.

In fact, 3rd Edition 40k marks the big shift I think in terms of GW in many respects.

Here are my Krew.
From the right:
>Nob Grimork 'eadcleava
>Spanner Duffwort Zogzod
>Shoota boy Urgbrubb Gitbad
>Slugga choppa boy Gutzug Brukk

And FYI I have just started with gorkamorka (the MWG version) and this might be a bad load out/krew or it may be a really good one. But I am still learning

Sorry, didn't really think straight. From the right should be "from the left"

I see that you, too have discovered the magic of tea candles

Yes i have, although my are crap compared to the ones in your pic

By the way, here is a closeup on my nob's 'Uge axe. It is made from a LOTR troll weapon.

And of course I forgot my own picture

[ride of the Valkyries intensifies]

Fuck, I am so jelly at you right now...

Good kitbashing there!

the case is imaginary wargear. It's not represented on the model, so it does not belong

the pintle mount is not fine because it nullifies the game mechanics that involve movement (because you can shoot from whatever fucking position you want, without having to expose your vehicles sides or rear, or having to get close

>cant shoot anything with two hands or shoot at all
then what's the point of having a gunshield? whats wrong with the armour in the game? And isn't cowering behind a metal plate while blasting a full auto gun distinctly un-orky?

Diggas live beneath the pyramids. They've been there for generations. Upon meeting the Orks, they thought they were badass. They started copying them, painting themselves green, padding out their shoulders to make themselves seem larger, and they will be adorned in the same kinda leathers and furs as your average ork would.

Angelis is a long-dead tomb world. There aren't a steady supply of guardmen fatigues, commissar coats, boltguns or anything like that.

Please make your Diggas look like Diggas, not imperial guard.

Imperial Aquilas wouldn't be a thing, Chaos Stars wouldn't be a thing, Autoguns wouldn't be a thing, cadian body armour wouldn't be a thing.

If anything, it'll be the Muties that'll have those things.

Having lived beneath the pyramids for so long, and essentially getting "dug out" by the orks, they also can't take GorkaMorkas sun as well.

Their vehicles have awnings to keep them shady and cool. They are amazed by Ork technology, and it's heavily implied they were saved from enslavement from the Orks by the Necrons. So any alien tech will probably looks generic, or necrontyr. No nids, no tau, and no eldar/deldar.

Chaos stuff exists there, but there isn't much of it, as it's all homemade/passed-down heirlooms used by the muties.