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title says the question:
I'm collecting a foot slogging/Trukk rushing army.
I was thinking of giving him a PK or BC and Cyborg Body and run him with some burnas in a trukk.
what kind of wargear can I give my warboss actually? is my idea even possible? I cant find the awnser in the Codex. ( most unit entries have a "wargear" section along with the "special rules", but I cant find the "wargear" section with the warboss entry).
The options are:
Shoota rokkit combi weapon
Shoota/Skorcha combi weapon
Twin linked Shoota
I generally run mine with 'eavy armour, Cybork body, Attack squig, Shoota/skorcha, Bosspole and a PK. Join him to a group of similarly armoured Nobz with PKs and a painboy and watch him kill just about everything he meets.
How to use your warboss: put him in combat as soon as possible and as often as possible.
Give him a klaw, bosspole, cybork and attack squig. I see running this guy in a truck, but I wouldn't pit him with burnas, the aren't good enough - points wise. Put the warboss in a unit of slugga boyz and watch him kill everything.
Warboss on a bike is also a good option T6 is awesome.
The above posters have the right idea. Powerklaw, heavy armor, cybork, and combi-skorcha are must haves. Attack squigs you can take or leave. Bosspoles are necessary if you're attaching them to a unit that can't take their own bosspole. If they can, then you're much better off putting the bosspole on the unit, rather than an attached character.
"Any job worth doing, is worth doing with a powerklaw."
wont that leave a small group of regualr orks? you can take 10 orks in a Trukk (I think it was 10.) added my boss that leves a small mob of 9 regular boyz. isn't that too small to be effctive?
Nobz better perhaps?
or am I missing the sheer awesomeness of the boss? and is he capable of taking and dishing out alot of pain
You can take 12 total orks in a trukk (or 6 mega armored orks). That means if you put your HQ in with the orks in the trukk, you can only have 10 boyz, +1 nob PK/BP, +1 warboss. (for 12 total).
Warboss has 5 (10 ) str (5 unmodified, 10 with PK), 5 T, 5 WS, 3 Wounds, and 4 Attacks (5 on charge, or 6 with attack squib).
He is a beastly that can pretty much wipe out anything. 5 Str 10 PK attacks basically spell instant death for almost anything he hits. (ignores armor saves, and is usually 2x T of the things he's hitting) (Minus big nids). eAvy armor gives him a 4+ armor save, and cybork gives him a 5+ invul.
If you make him a warbiker boss (you can still attach to a foot slogging unit), his toughness goes up to 6, making it really difficult to harm him in CC. A normal Str 4 enemy needs a 6+ to wound a warbiker boss. A warboss biker can also take cybork as well, so he ends up with a 4+ cover, a 4+ armor, and a 5+ invulnerable save.
He also has LD 9, which is THE best LD a single ork character can get. So even when the boyz lose fearless, you'll still be taking LD tests at 9, vs 7. (As long as he is attached)
Another popular config is to attach a mega armored warboss (2+ armor, 5+ invul with cybork) to a group of meganobz. He ups their LD to 9, and he can carry a boss pole to allow them a reroll on their LD check...turning a small group of meganobz into a major threat as they won't easily turn and run.
If you also attach him to a group of nobz with a painboy, he gets FNP as well. Just keep them away from AP2 weapons!
this sounds niceYou can take 12 total orks in a trukk (or 6 mega armored orks). That means if you put your HQ in with the orks in the trukk, you can only have 10 boyz, +1 nob PK/BP, +1 warboss. (for 12 total).
though the Nobz+Painboy combo sounds fun aswell.
I'm pitted against Tau, I think the FNP kinda helps, so I think I'll go for that.
since my army is footslogging/Trukk rushing a bikerboss just doesn't feel right.
thanks all for the suggestions.
rep for those I havent already
I'm sure you could come up with some fluff easily...maybe he was injured in the past battle, and all the doc could do was hook him up to a bike with built in life support....there wasn't any other parts available....but luckily he'll be fine as long as he doesn't ever use reverse.since my army is footslogging/Trukk rushing a bikerboss just doesn't feel right.Watch for plasma rifles, fusion blasters, and railguns. All three of these nullify FNP, turning the expensive nob point sink into "please make this 5+ save" fodder.I'm pitted against Tau, I think the FNP kinda helps, so I think I'll go for that.
neh That would make him the "freak Outcast"of the mob, not the strong, cunning leader.
but thanks for the sugggestion, it is actually quite nice
that list of "watch out" includes close to all their weapons as far as I know, think I'll be better of using a regular mob and use the spare points for some extra dakka.
When in doubt...more boyz.