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I'm new to orks and don't have a clue how to equip my warboss. I know that he should get at least some sort of power weapon since he's S5, and maybe a powerclaw (because a S10 powerfist would be incredible), but other than that I don't have an idea. I want to keep from giving him anything expensive to shoot because it's only BS2. And I have now idea what little trinkets to give him.
best combo is PK/choppa and then a few other items, never ever take uge choppa as they have all the drawbacks of a power but none of it's advantages.
Never expected you'd hit up Orks as an army. Welcome, nonetheless.
The best idea for a warboss depends on how he gets around. If he has a retinue of any sort, slap him in a Trukk, and give him Mega Armour.
If he's on foot, Mega Armour will be more of a burden.
So if he's on foot, he can claim the Independant Character status, so can't be shot. Slap 'Eavy armour on him, and a Bionik Bonce, which gives him a 3+ save. Cybork body could help, too. (5+ invulnerable)
Throw in a Power Claw-Choppa combo, and you've got a very hard close combat unit. Why? because if he uses Power of the Waaagh while charging, he can gain Initiative 8 with his Choppa.
And the best part? He comes in at approx 120 points.
Unfortunately you can't equip him with any form of Power Weapon. The only power weapon in the Ork armoury is the Burna, which is for Mek's only.
And if you want to annoy your opponent, throw in an attack squig. Cheap, and better than a guardsman in combat.
Hope that helps,
I'm sorry, but I just can't agree with robizzle on the mega armour, but more on that later.
A warboss is known to have two advantages in combat over most other HQs, the first being its ability to strike at initiative 8 on the charge (with a successful waaagh) and the second being the ability to strike at strength 10 when equipped with a power claw. Initiative 8 charges is great, but since there are no standard power weapons available to the warboss, only choppas, that option is generally seen as a waste as in most cases it just won't kill enough. The best answer to this problem is to equip him with both a choppa AND a power claw and use whichever one you think is going to be more useful that round of combat.
Using mega armour, like I have said in many previous topics, is a BAD thing for the warboss in most cases. Yes, it does provide a cheap package of getting both a power claw and a 2+ armour save, but its drawbacks far outway its advantages. Rob might argue with me over this as he is very fond of the mega armour, but hear me out...
The mega armour forces the warboss to take a shoota, which is a two handed weapon, making it impossible to claim the potential 6 attacks a warboss can get with a power claw and a slugga or choppa. The warboss is made to do a lot of damage, and not allowing him one more precious WS5 S10 attack that ignores armour, seems to me a bit foolish.
Besides that huge drawback, the warboss is ridiculously slow (moving in difficult terrain) while walking, and even when mounted in a trukk he is screwed when the av10 open topped transport gets popped or he has to slog it for some reason. It also makes his once 21" charge range from assaulting out of a trukk much more of a liability as you aren't guaranteed to go the full distance when charging, thus leaving you out in the open on those occasions where you roll low for difficult terrain tests.
The warbosses biggest vulnerability is getting smacked with a powerfist, and the mega armour does nothing to save him there. Spend points on getting cheaper armour like 'eavy armour, or even better cybork body (5+ invulnerable save), and just send him into combat where that ONE powerfist space marine isn't, or kill it with your choppa in the first round of combat before it can hit you.
So, in conclusion, the equipment (in no particular order) I recommend giving your warboss in most occasions are as following: choppa, power claw, cybork body and frag grenades, to keep it cheap. If you want to go all out, add in 'eavy armour, bionik bonce, and bionik arm, but at that point the warboss starts getting a little too expensive. Cheap is good. Also, in certain cases, ammo runts or attack squigs can really help give your warboss 'extra lives'. The opponent has to kill the squigs/runts before the warboss, which is great against armies that use a lot of power fists or other things that can instant kill the warboss quickly. The downfall of this is that they take up precious space on trukks, slow down bosses on bikes, and if the enemy scores say, 4 wounds from a power fist on the 3 squigs, the 4th one would carry over to the warboss.
I hope I helped and for those of you who swear by mega armour, please don't take offense if I... erm... offended you in anyway
Last edited by Bruiser117; May 30th, 2006 at 21:48.
"...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
You make some excellent points, which do, actually concur with my phrase:If he's with a retinue of, say, 5 Nobs, then the 1 attack he loses from not having two close combat weapons is usually redundant anyway, because that unit will be so hard hitting.Originally Posted by Me
The main drawback I find from Mega Armour is the movement. Countless times I've not reached combat because I've rolled a 4, when I only needed a 5. If you're in a Trukk, it doesn't matter too much. Second turn charge with 6 Mega Armoured people will do some serious damage.
Much more than if you try to foot slog them.
And this, as a bi-product is why I've recently finished a Warboss on a Bike.
I have four warbosses (for four different tribes), each equipped differently.
Goff Warboss - mega armour, kombi more dakka shoota/rockit launcha, claw, very big horns, boss pole and attack squigs.
Accompanied by eight similarly armed bodyguard, mekboy with forcefield and painboys, all of which ride a battlewagon.
Extra Shooty Badmoon Warboss - eavy armour and bonce, kustom mega blasta, claw, boss pole and ammo runts.
Accompanied by 10 bodyguards armed with big shootas and choppas, mekboys with kustom mega blastas and painboys.
Speed Freek Warboss - eavy armour and bonce, iron gob, rockit launcha, claw, ammo runts and a big red cloak.
Usually attached to a large mob of Ardboys.
Snakebite Warboss - iron gob, boss pole and uge choppa. (yeah, i know it isn't much, but he is cheap and managed to chop through the front of a devilfish the last time I used him.)
Usually attached to a huge mob of grots.
When kitting out my Warbosses I usually go with whatever looks good and fits the theme of the tribe.
Thanks for the help guys. I will probably try to keep him cheap, and I'll probably give him a choppa and a powerclaw. S10 will be very useful against characters I know won't be able to kill him. I'll also give him 2 squigs. I doubt he'll get hit by more than 2 powerfist attacks.
The less I rely on my HQ, the more I will rely on my troops to do well, and slugga boz will be the core of my army. He'll just be there to help any combat that isn't going so well.
I am with Bruiser on this one, Choppa PK and maybe a invuln save and call it good.
You can get all crazy with the wargear but in the end your best bet is just pick a target light on power fists and he will do fine.
Seriously consider a Bike though, it gives him the mobility to get where he needs to be but rolling solo you should have no problem keeping him behind cover.