When you use a Warboss, how do you like to give him a Big Choppa or Power Klaw?
I'm at a crossroads on which to choose. Do I go with a boss that can tear through heavy vehicles, but will get smashed by assault oriented infantry due to attacking last, or do I get a boss that can rip through infantry and light vehicles relatively easily.
As a rule, I don't like to give IC's weapons that strike at initiative 1, and for the Orks (because their HQ's can't take retinues) this would seem both an inefficient use or points and tactically unsound.
Then again, it is very orky, but I would like to hear other people's opinions on the subject.
For smaller games, take the big choppa. Otherwise, S10 power weapon is too good ignore. The pros of the klaw definetly outdo the cons. Even if the boss dies, it's still around 100 points, no big loss
S8 on the charge compared to a s10 isn't much of a change. the only real difference is that the latter strikes last and helps with putting your fist through a tank without breaking your hand. In my experience taking a big choppa helps alot in smaller games, around 750- 1000 or less.
You're missing the point of powerklaws: denying opponents armor saves.
The difference between strength 8 and 10 is negligible, even when assaulting vehicles. Although the warboss's relatively high initiative is nice, he'll be useless against opponents with 2+ or 3+ saves unless he has the klaw. I agree with Courtsloth, there is no other viable option.
Against marines, a warboss with a big choppa gets 5 attacks on the charge, which results in 3 hits, and 2.5 wounds, which statistically doesn't result in even a single marine kill. At best, you might kill one on average. If they had a 2+ save, you only get 0.42 kills, which is pathetic.
A powerklaw also gets 5 attacks, 3 hits and 2.5 wounds, but that's 2.5 kills.
5/6 of a kill, or 2 and 1/2 kills. The powerklaw is over twice as effective, and from experience, literally means the difference between victory and defeat when fighting marines and monstrous creatures.
I have to say, i wish that Big choppas still reduced armor saves to 4+, but after GW scrapped that, its become pretty much useless, no armor punching, no extra attack. And like its all been said before, the big choppa will be wounding on a 2+, the PK wounds on a 2+ with no AS, which would you want? Honestly, Make Big choppas 10 points and just make them ignore Saves, i could see alota people using them, but as it stands the Power Klaw is too good NOT to use.
Necrons aint so tuff when dey's dead and all ripped up!
I just got around to making a warboss with a power klaw, first time kustomizing a pewter model. Tough, but totally worth it for the boost the klaw gives over so called "'eavy choppa". Stupid gimpy chain-axe.
It depends, if you were fighting something that had low toughness (3) take the big chopper. It would be str 7, and give instant death and at normal Initiative. I personally would take the Power Klaw. Lots of marine players are popping up from the ground with this new Black Reach set, I know 6 people who have went from either Eldar, Chaos or Orks for the new Black Reach set. Being honest, I moved on from my Chaos to the Black Reach Orks
I tell you what I love to see. I love seeing 2 Warboss' with Power Klaws against a termintor squad. They both attack simultaniously. Lets say the Orks get the charge. 10 attacks hitting on 3+ (6.66 hit) 2+ to wound (5.55 wounded) and no armour save. BANG termie squad owned by Warboss. Lets see what the termies do when they attack back!
Termies hit 5 of the 10 they had, wounded 5 lets say. the Warboss' share the wounds out and roll for their 5+ inv. save. 2 wounds saved having 1 Dies. But the other one with 1 wound left has completely wiped out a terminator squad, and could still take out a tank if he gets to one
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