hey loydz!, mabe an easy quetsions for ya.
I ont lika da morkanaut, it not have enough dakka or spaltaz to enjoy my orkhearth.
So i think about the gorkanaut, but i need 50 other skulls to buy it. But sometimes a think a big mad dread would be the betha choice to get an advantage during the fight. But i dont want buy him cause when i buy him and he is baddie like the morkanaud i need another 250 Skulls to get him ready.
What do ya think?
Comments
TheGodOfCakes
It really depends on what play style you're going with. Like, in 1v1s, people rarely want a 9 points elite, as the game are usually shorter there. Or maybe you like early aggression, in which case the Mad Dread is best. Personally, I'd go with the Gorkanaut. First off: it's a Gorkanaut. It doesn't get much bigger n' meaner than that. Second: that Rocket Fist is sick. 60 sec cool down, and it deals about 90% of a turrets HP. So if you wanna poke your enemy REAL hard, Gorkanaut. Also, it deals well with infantry blobs, just like Solaria with the All Da Dakka ability.
Mad Dread on the other hand, is really good for ambushing and/or take out enemy vehicles. Now, last time I used it was in the beta, so I don't know if this has been changed, but every single on of your units can use it; including other dreads and even the Nauts. Mad Dread and a bunch of deff dreads ambushing the enemy while your infantry and other elites take them from the front. I call them: Da Drillin' Deff Squad, made for your enjoyment!
So yea, wanna go for an early, tough and completely mad elite, get the Mad Dread. But if you're more for All Da Dakka an' a good fisting, Gorkanaut is your mek.
Fredhun
Or Morkanaut for infinite repairs which makes very hard to kill that pile o junk and op shields.
TheGodOfCakes
@Fredhun Well, he did say he didn't like the Morkanaut. Not enough dakka.
kickinleg
I mostly choose the high-level elites based on the merit of their doctrines, that's why I go with mega nobz even though they kinda suck. I think both 9's and the mad dredd are pretty decent and have cool doctrines. I'd simply choose them on the doctrine you prefer, since in most games, they won't come into play, while their doctrines can do quite a bit of work. Still, I'd have to say the reinforcing waagh-towers from the morkonaut are very strong.
Beardedragon
another ++heresy redacted++ ork wanna be. jesus christ
Ramon
Go Gorkanaut and leave Mad for later. Gorkanaut is extremly awesome. You can destroy a whole army with its fist ability if you position him well and scout the battlefield good without your enemy even knowing where it came from. And he got mad offensive power. Mainly because of its focused q abilty. You can punish enemy titans prematurely trying to stop the ork tide and to lock down narrow points where they try to go through. And again. Its fist abilty is an exellent siege tool for destroying gens, turrets and power cores from safe distance.
Korica
Ya see, da fing iz, ya don't bring da Morkanaut for itz dakka. Dats what yer BOYZ are for! Ya bring da Morkanaut wif ya for free fings.
Wun - To let yer boyz reinforce while ya chargin' da enemy.
Too - To protect yer boyz with force fields durin' da charge.
Free - To shoot Rokkit Fists into wuteva is givin' you truble. Wurks gud for takin' down them Turrets without havin' to send yer boyz into its laza.
(While the Gork does do more sustained damage, that's not the best strategy I've found to employ. The rest of your army can do plenty of damage and the Gorkanaut is very vulnerable to being killed by smart players using sustained focus-fire.
The Mork, on the other hand, is incredibly defensive and tough to kill. Its Rokkit Fist is also much FASTER than the Gork's, which makes it easier to hit fast-moving targets. It also has a shorter cooldown. Its Force Field ability is AMAZING, allowing it to protect itself and also create multiple zones in the area which damage enemies and protect allies.
It produces free Gretchins in the field which can repair it, build things from scrap, set up forward bases/towers, and detect for you.
Hold out early with 1 cheap Elite, rush a Mork, and push for the win. Most people don't have the resources to stop a well-organized Morkanaut push at 20 minutes.)