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I'm starting a new 40k army, and it just so happens to be orks. I am not experienced, only really due to lack of playing, but the orks look like fun and a far step away from the heavily armoured space marines I currently possess. However, in going over the codex and looking at it with the new 5th edition rules I find myself wondering a few things.
Namely the warboss. Now, he is obviously the most powerful mini in the army and you want him in the middle of the fight crumping heads, doing what orks do best. But, when I look at his options I find him to be a little bit subpar. Maybe its because I'm use to marines. But, the main setup I see it the following:
power claw + slugga
Now, with the 5th edition rules, he loses out on that extra attack for being double armed, so you can go and give him a combi weapon to make him a bit shootier if you choose. But, why would you want to give the model with the highest intitive value in your army a weapon that reduced him to a meager I1? I do see the bonuses - instant death, S10, no saves. But to be fair, with a maximum save of 4+ (or 2+ in megaarmour) and a 5+ invulnerable. He is so very vulnerable. Granted most things will wound him on 5+ but its still not too hard for him to be taken out quickly before he has done any damage with that crackling claw of his.
I can understand the lack of power weapons in the ork army, the sheer volume of attacks they can throw is madness (about 120 from assulting slugga boys) and the more dice you ahve to roll, the more chance you'll fail. But, the warboss seems pretty much bereft of any decent options. With choppa, 'Uge choppa and a power claw.
So, to help... what is the better combinations for an ork warboss to be given? Convince me of his worth to lead my waaagh!
Maybe give him a bodyguard of meganobz? or attach him to some nobs that would make it harder for them to kill your boss ( im not an expert)
Now, this has always been a problem with the Warboss, but to be honest, a S10 Power Klaw is just too good to not take. A Power Klaw, 'eavy Armour, and a Cybork Body come out to exactly 100 points if I recall correctly. It's not a gigantic investment, so you won't be sad if he does end up dying, but he can splatter things very nicely. Especially if you get him into combat with vehicles (not Walkers); he'll lay them out flat.
Don't treat the Warboss as a Marine or other HQ, because you're not going to be able to compare when it comes to that sort of stuff.
However, if you want to make the Warboss even more survivable, get him a Warbike, bumping him up to T6. This should help you to deliver that Power Klaw into combat and keep him alive while doing so!
Recently I ran a warboss attached to a unit of 4 meganobz in a trukk.
His setup was as follows:
He needs the bosspole because meganobz can't take one by themselves. The cybork will keep him alive should you find him going up against power weapons but to be honest (especially if he's attached to meganobz) if you're facing a bunch of power weapons you're probably not using him right. The attack squig gives that extra attack giving him a whopping 6 S10 attacks on the charge that ignore armor.
In a recent match with this setup the meganobz got destroyed early but despite how many leman russ shots were fired at him the warboss took it all in stride and earned back his points 4x over. If nothing else just run a list with him and try him out. You'll probably be surpriseed... I know I sure was!
Either way welcome to orks!
"Orks have to be followers of Nurgle! They're green, smell bad, and just want to spread the fun!"
For a Warboss, like the Nobz of our other squads, a Power Klaw is prerequisite. A Power Weapon equivalent would be spectacular, but we don't have one and, though it wastes a Warboss' initiative, the Power Klaw makes the most of his other stats - WS, S, A.
The problem given this line of thinking, as you have realized, is survivability - If you're always getting hit first you're eventually going to get hurt. The Ork solution to this is almost counter-intuitive - backwards. Making the Warboss as tough as possible is an obvious first step - whether by wrapping him in Mega Armor or giving him a bike and a pain-boy-totting retinue (the merits and flaws of both methods have been explored throughly elsewhere in this forum).
The real trick, however, is that our elite CC units excel at killing basic enemy troops or fast attack or heavy support(sometimes) where there are simply fewer enemy Power Fists, Monsterous Creatures, and the like to threaten them. The counter point to this is that our boys are actually quite good at mopping up the rest - the Power Fist having Monsterous Creature toting Elites and HQ's. The large number of Boyz in our squads confounds the same special forms of attack that would have threatened the Warboss and the Klaw contained withing the squad can deal with (almost) anything the massed attacks from the Boyz cannot.
Two's to kill. Ahh, sweet sweet music.
The answer is really to either give him a warbike or mega armor or leave him at home imo. Otherwise he will die before he gets all those juicy attacks in. Using him with an attack squig if you have the extra points is excellent. There really is no way to arm him except with the powerklaw. If you dont you deprive yourself of the best tank killer the orks have. A warboss with a powerklaw pumps out 6 S10 attacks on the charge with an attack squig. Remember your precious lascannons are now gone. The powerklaw is our main tank killer.
Joe Peshi (lone wolf) kill tally:Lash Sorcerer, Ghazkull, Yriel, Termi Libby, Vulkan.
I'm a fan of sticking a warboss on a warbike, even if you're gonna use him with a 30 slugga boy footloggin' unit. The extra toughness and 4+ armor save are great, and if you need to quickly attach him to another unit, the extra speed helps out a lot.
Only drawback I see is you can't embark transports with bike characters. Even in this case, you can turbo 18" to keep up with the trukk, giving you a 3+ cover save (and maybe going in front of the truck to try and give the truck cover).
Don't worry about the Bosses survivability. I've seen one with a PK, Eavy Armour, Cybork, Squig and Slugga take out an Avatar and only lose a couple of wounds. Unfortunately it was my Avatar. . .
Hey, I'm known as Solitaire on the great Forum Heresy Online. Check it out sometime. . .
"Why would you want to give the highest initiative (which itself is craptacular compared to most armies) a weapon that makes him strike last?" you say? Well, why would you want to give the highest strength, highest attacks, highest weaponskill and most durable model in the army a basic weapon such as a choppa that even with the aforementioned highest stats can barely squeak out 1 marine kill a turn?
The boss, even without power-armor, is so durable he can almost always survive a beating before he power-spanks anyone with reaching distance with his klaw. With an attack squig he has 5/6 attacks at ws5 s10, always. With very high toughness and wounds, he can either take mega-armor to give him practical invulnerability against all light-weapons or basic attacks, or give him a warbike which not only makes him extremely durable against light weapons and attacks, but gives him a 4+ (or even 3+ cover save) against high strength low ap attacks (that unless they are railguns or venom cannons) that can't even instant kill him.
A powerklaw should always be your first choice for a warboss. It's a shame that the only model in the game that can potentially strike first against most armies basic troops should have to sacrifice that ability, but the pros far outway the cons. He can virtually obliterate any vehicle single-handedly with "da klaw" make short work of even the most gruesome of monstrous creatures with it, and when the case does come up that he doesn't need it or would rather just use basic attacks at initiative value, he doesn't have to use it!
"...a swarm of mechanised locusts sweeping over the land, stripping it bare of resources, bringing death and destruction to anything that stands in its path. Emperor preserve us against the predations of these so-called Orkish cults of speed!" - Cardinal Nomura at the Conclave of Hessen
In my last game I had Ghaz with a mob of 4 Manz. my opponent only realied the mob could claim an objective on turn 5 (unfortunately it went to 7 turns) so he (Black Templars) turned everything onto it. I waaaghed to get the invulnerable save for 2 rounds and allocated most wounds to Ghaz to keep the Manz intact. however over the course of 3 shooting rounds the Manz gradually got wiped and I was left with Ghaz with only 1 wound taken. Unfortunately Ghaz could not claim the objective himself and I lost.
The point, ho yes, Ghaz was one tough lump of mega armour and he almost got me the game and if it was not for some dodgy dice roll on game turns then he would have done. I like him.
"The stars themselves once lived and died at our command, and yet you still dare oppose our will."