View Full Version : what good is that Pk Warboss anyways ???
I was wondering ....
And after a while i got into wondering ''aloud'' here :roll:
I have been gaming with my KFF Meks and I love em ... .but the true reason for it is that actually I have a hard time getting around the slowmotion of a killbeast Warboss with PK
I even build a WB with a big choppa ... and his misserable initiative ( even on the charge with his back to the sun smelling of poop and oil tends to get the big lumb killed ) am I missing out some stuff here ? WB's seems to not work well for me ... I usually play against CM or Beakies so Initiative values work against me ... am I too daft or is it just so that Power Claws work better on Nobs in boyz swarms ? To me it seems as if an IC with pk is bound to die ....
I hope some of you guys can lend me a helping brainswap on this ... :-|
vikinboere
28th May 2010, 14:52
The little experience i have with orks i can tell you this.:
Things to avoid with your boss, anything with str10 be it dreadnougths or other walkers (don't know if thunderhammers are str10) or anything that has lots of armour ignoring attacks and strikes first ( a charging daemonprince for example) You should add some orks as a bodyguard for your warboss, you'll allways strike last.
Edit: My 30ork strong shootaboy squad with a pk wielding nob got stuck in cc with an ironclad dreadnougth shooty equiped. Needles to say they got stuck for the rest of the game (with the dreadnougth killing max 2 orks but mostly one or none) i decided to help my strugling nob so i charged my warboss into the dread. :( A big nono since he is an IC and can be targeted by my oppenent (wich he did, 2 attacks, one hit 2+ to wound and i failed my 5+ inv = dead warboss)
SourImplant
28th May 2010, 15:46
I was wondering ....
And after a while i got into wondering ''aloud'' here :roll:
I have been gaming with my KFF Meks and I love em ... .but the true reason for it is that actually I have a hard time getting around the slowmotion of a killbeast Warboss with PK
I even build a WB with a big choppa ... and his misserable initiative ( even on the charge with his back to the sun smelling of poop and oil tends to get the big lumb killed ) am I missing out some stuff here ? WB's seems to not work well for me ... I usually play against CM or Beakies so Initiative values work against me ... am I too daft or is it just so that Power Claws work better on Nobs in boyz swarms ? To me it seems as if an IC with pk is bound to die ....
I hope some of you guys can lend me a helping brainswap on this ... :-|
Maybe I'm reading too much into this, but you're not really running the Warboss all by himself, right? You're attaching him to a mob of something?
Anyway, my opinion on Warbosses is that they're like just about everything else in the Ork book. You always take like with like. If you want a truly stompy Warboss and don't mind attacking at I1, take him in Mega-Armour (or just take Ghazzy) and stick him with a mob of MANZ in a Battlewagon.
Warboss (Mega Armour, Attack Squig, Cybork Body, Bosspole), 5 MANZ (2 Kombi-Skorchas), Battlewagon (Deff Rolla, Big Shoota, Kannon, Armour Plates, Grot Riggers, Boarding Planks) = 485 points
You want a tank-bustin' sniper boss? Stick him on a bike, give him a klaw, and add in some Warbikers or Nob Bikers.
Warboss (Warbike, Power Klaw, Kombi-Skorcha, Attack Squig, Cybork Body from Painboy, Bosspole), 3 Nobz (Warbikes, 2 Big Choppas, Waaagh! Banner, Painboy, Cybork Bodies) = 365 points
A footslogging combat master? Again, stick him in a Nobz mob and give him some FNP saves.
Warboss (Power Klaw, Kombi-Skorcha, Attack Squig, Cybork Body from Painboy, Bosspole, 'Eavy Armour), 5 Nobz (Power Klaw, 2 Big Choppas, Kombi-Skorcha, 'Eavy Armours, Waaagh! Banner, Painboy, Cybork Bodies) = 355 points
KrickitArmy
28th May 2010, 18:18
Basically, what Sour Implant said is true. The Warboss is only worth taking if you're bringing a Nob Squad along as well (The warboss biker being the exception). Otherwise, the Big Mek is the more universal choice. It's also necessary to remember that he does have weaknesses (I1 Poor Armor Save, T5) and to avoid enemy units that can exploit those weaknesses
Architech
28th May 2010, 18:30
The problem is that the warboss will always be able to be picked out in CC as it is an independent character...but you can't deny the amazing effect of the PK to kill things
yWizePapaSmurfy
28th May 2010, 19:41
Doesn't *need* to be with the Squad forever.
When I played Orks I put him in a Biker/Nob Biker unit, then when they got down field, the Warboss split off and let himself be a Green Torpedo. I mean, he's not easily taken down with Toughness 5(6)...
BadArmies
28th May 2010, 21:10
Warboss with PK is great if you are not a git with him. Use him to kill marines, give him a bork body and evay armor or better yet put him on a bike make him really fast and T6. A boss with a claw properly equipped is one of the meanest CC units out there. 6 attacks on the charge with a sqigly beast. As others have said keep him with a squad then split him off to go after a high value target or something. I once had my warboss kill 3 leman russ in one turn. Muwahahaha love open topped trucks. Obviously you don't charge dreads with (DCCWs) or wraithlords with him let the nobz deal with that.
Thanks for your input guys ... it helps alot to ''see'' what others do and think .... and for the record ... no I wasnt running the big lump all by himself ... but as it was so beautifully clarified ... IC's get picked, stomped on and killed. I will stick to my Meks ... they are more reliable ... and yes ... depends on style ... I know ... again thanks for the comments.
obliter8or
30th May 2010, 15:37
. key jammed?
nah just joking :P
The warboss is great because you have nobz as troops and he's actually very good in my nobz unit (T5, FnP, 5++).
Also S10 PK attacks are good for handling what most ork armies can't: AV14
I know, or atleast thats what I thought. But I find those 10 ''man'' Nob units insanely fragile. I know that your point should be valid obliter8or, its just that ... I run 3 Battle Wagons with DR's and they usually eat AV14 for breakfast. And if they dont, the opponents frantically tries to stop them, pulverizing the KFF's, which buys me time to run up to him with my boyz.
It has worked, untill I swapped my trusted Meks for raw killing power. Thats when i realized that the raw power got killed ;)
Again ... thanks for the feedback .... till next time ;)
BadArmies
30th May 2010, 21:10
If you are running 3 battle wagons the KFF is required IMO. Drop the boss add a second KFF.
thats exactly what i am doing BadArmies ;)
Sorry if I didnt clarify it above ... it goes like this :
3 Battlewagons with Deathrollers ...
one is filled with Burnas ;) ( I love em )
one is filled with chop chop boyz
and the last is filled with Shootaboys
( the last will be filled with more burnas as soon as i get em ) there is just something about cute green orks sprouting fiery death ... it appeals to me ... it makes me giggle like a girl.
and two Big Meks with KFF's .... and that leads me to a new question ....
Does any of you guys equip your Big Meks with a PK ?
Makes more sense that he goes nuts with a PK inside the wagon when he misses a repair roll ...
till next time ;)
BadArmies
31st May 2010, 11:21
my big meks are pretty much naked aside from the kff, they are a nob that can be picked out for all practical purposes, and once you hit combat with the orks the kff really isn't important, its just to get them there. You might consider adding two dreads to your army as troop picks since you have the kff. Its something else for your opponent to target that is S10 and can get a benifit from the KFF if within 6 inches of the wagon with the mek in it.
Considering your name BadArmies ;) you dont seem to suck at picking troops ;) ( joking ) thanks for the input mate ( grabbing two new shiny dreads )
SourImplant
31st May 2010, 11:55
.... and that leads me to a new question ....
Does any of you guys equip your Big Meks with a PK ?
Makes more sense that he goes nuts with a PK inside the wagon when he misses a repair roll ...
till next time ;)
I really don't add anything but the occassional bosspole or ammo runt to my Big Meks, and then only to the big lug with the SAG so he can keep those Lootas or Grot battery crewmembers in line.
Starting a campaign soon based on Planetary Empires and the Siege of Exodus Prime (http://www.gvegames.com/imgdrop/Planetary_Empires.pdf) rules, but with different victory conditions: in order to win the campaign, you must kill or retire every other player's character as per the rules on page ten of that pdf. With that in mind, I may have to add a few options to my Mek, as he'll need to be more survivable and/or killy in those games.
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