The second title in the Warhammer 40,000 Skirmish series (following Necromunda), this game is essentially a campaign within the Warhammer 40K universe. A space hulk infested with Orks has crashed into a distant world, and now the Orks must complete a technological idol - Gorkamorka - in order to continue their interrupted journey to the Waagh!
Specifically, this is a game about mobs of Orks battling in a desert wasteland, riding around in trukks and trakks which can be customized with various low-tech weapons. In the campaign game, mobs also set up forts, round up slaves, and sell off scrap to the Mekboyz in Mektown.
The world setting also includes mysteries and unexplained areas, which will no doubt be fleshed out by later supplements. Gorkamorka requires fewer figures per player than 40K.
|Period||The world formerly known as Angelis, at some point in the distant future|
|Scale||Unstated. Official Gorkamorka figures and vehicles are available from the publisher.|
|Basing|| Individual. The figures use a new
"football"-shaped slottabase, which makes it easier to crowd figures into the vehicles.|
|Designers||Rick Priestley, Andy Chambers, and Gavin Thorpe|
|Publisher||First edition published 1997 by Games Workshop|
|Floris V.d.V (email@example.com)|
|A friend of mine played the game at a game-convention two years ago. He loved
it and bought the game immediately, but we haven't played it since. Sometimes
I try to read the rules, but already get bored after the mere sight of the
basic rules (for movement, etc.).
Personally, I don't think we'll ever play it again. We're always busy with Warhammer Quest and other games.
|Jeff Geisler (firstname.lastname@example.org)|
|GorkaMorka seems to have utterly failed in the
marketplace, to the extent that GW is now giving it away with magazine
subscriptions. When was the last time you saw an article about it
in White Dwarf?|
In large measure, this is deserved. It doesn't have near the scope and variety of Necromunda, which it was supposed to replace. (Even though GW tried to kill off Necromunda, it has taken on new life, primarily because it is one of their better games.) The supplement, Digganob, was pretty boring and had very little extra to offer the game. Finally, it is really expensive, with the high prices of the add-on figs and vehicles. It might have enjoyed a modicum of success if it weren't so expensive, but I think many players, like me, are so strapped trying to keep up with GW's mainline games, they don't have any extra for one-offs that aren't going anywhere.
|Blair Jordan (email@example.com)|
|The campaigns are good and very fun. But single games aren't as good as 40k or Fantasy. It isn't a serious game because orks are very unreliable and especially dim-witted thick-headed fools.|
|K. Hutchinson (firstname.lastname@example.org)|
|I like Gorkamorka as a diversion. It's quick and simple.
In my honest opinion, it has all the
elements for fun - orcs, trucks, and guns. It's a game you can't take too serious. It can be frustrating trying
to kill the orcs. But, oh, what fun it is.
I have found the most successful way to win is to think like an orc: take the direct approach. I always go for the truck. I steer clear of those panzy bikes. And never are my troops on foot, unless of course they are jumping onto the other guy's truck. The object here is to run over and ram the opposition's troops and trucks. It's a riot.
But I do have one beef. I thought the suppliments tried to add a serious element to an otherwise comical game. The skavies were odd and bad orc knockoffs, and the mutants lacked character compared to the orcs. The rebel grots were interesting.
The miniatures are far too expensive to buy just for a "beer and pretzels" game.
I think GM is a fine change of pace, ie. a few games every few months or so. But I can see how it can get very tedious if played seriously. As I said before, those orcs can be very frustrating to kill.
|Jon Paulson (email@example.com)|
The game's scale is similar to the other GW games - a little above 28mm. It can easily take up a lot of space because of the vehicles and the forest that some scenarios use. I ran a game at Minnesota's Con of the North that was essentially just a race track. It took a space of 4X6, which I think would be the minimum for this game.
The best thing about the game is the intentional low-tech feel. Basically, this game is Mad Maxx with orks. It works very well, unlike 40K, but it takes a long time to wear down opponents, especially if they are riding vehicles.
Since individual troopers cannot carry heavy weapons and these weapons can only be mounted on vehicles, you are almost obligated to mount heavies on your vehicles.
The vehicle rules are excellent and not particularly hard to learn. InQuest magazine ran a review saying how complicated they were for the beginner, but new players at the con picked up the rules in about 10-15 minutes of watching. It's not nearly as complicated as Car Wars, but there are more rolls on tables that lead to comical results. I think this game's rules for vehicles are just about the best I have seen for miniatures of this scale. With multiple vehicles, it does get more complicated. I have added some simultaneous movement rules for certain situations.
The background of the game is a bit corny, but there are lots of opportunities for neat model-building. White Dwarf has run some good features recently . I like colonial British minis and American West, so the desert background pretty much fits all of my playing.
Games Workshop ought to be commended for making good, easy-to-assemble vehicles, and for putting so much stuff in the main box. Seventy dollars is a lot of money, but you get lots of stuff for use in other games (in addition to the rules). I don't think much of the ork figures that came with the game, but you get 20 of them, and really don't need to buy anything else for the game. When was the last time that happened with any game product?
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|7 August 1999||comments by Floris V.d.V|
|12 April 1999||comments by Jeff Geisler|
comments by blair jordan
|8 April 1999||comments by K. Hutchinson|
|1 May 1998||added Jon's comments|
|14 November 1997||page first published|
|Comments or corrections?|