Gitdakka wrote:The warboss has superb buffs already. Reduced morale damage for all units nearby and the advance and charge aura (yes. Finally a simple aura that does not grind the game to a halt with rerolls). Combine him with some meganobs for better move and charge or with lone 30 blobs boyz so that its "kill all or they will recycle". Just because you rely on deep strike gimmicks does not make the characters bad for the rest of us.
See I hardly use the Warboss buffs at all in my games. Most of my infantry is turn 2 charging from deep strike via tellyporta or da jump so the advance and charge part of the buff is useless. Also, because I am turn 2 charging without taking any casualties, I am usually not using the morale buff, especially since I usually have a blob of 30 giving morale to everyone nearby so I don't use his morale buff.
I want to specify, I am talking strictly about competitive builds, and so far I haven't seen anyone foot slogging a warboss and a lot of infantry up the board since the codex dropped. Boyz became too expensive for their complete lack of durability to do that and honestly, unless you are playing evil sunz, they are way to slow to even contemplate that.
So from a purely competitive standpoint I don't see any buffs from the warboss as being useful, I do consider him to be very competitive though, but only because he can take "Da Killa Klaw" and use a few strats to make him into a killing machine capable of downing an imperial knight in 1 turn.