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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I have a painted Ghazzy model with a converted bosspole that i normally use (its in my gallery if you want to see it), but occationally i think about running 2 warbosses so i have an AOBR boss lying around unpainted.
My question is: how viable is the un-megaarmored warboss? I see him being a bit squishy, and hes only ~15pts cheaper which to me a 2+ save is better than being able to run with a 4+ save so its not worth the pitiful amount of pounts i saved.
I want to finish painting everything i have assembled before i build more (about ~50 boyz, 2 BW, 2 Dakkajets, ~8 Warbikers, and this boss) and im not sure if i should paint him or plasticard him up into another meganob boss. Theyre equal in power in melee range (unless its Ghaz not a meganob boss) but i just see him getting dakka'd to death before doing anything.

Any reasons i should keep him normal?

This message was edited 1 time. Last update was at 2013/03/03 02:29:27


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Stinky Spore





Losing the ability to Sweeping Advance is the first thing to pop into my mind.
I'm sure there's more.
   
Made in us
Stealthy Grot Snipa






New England

I guess the reason to take the normal boss is to have reliable movement and sweeping advance. Megaboss is probably better, but I use the bare-boss anyways.

   
Made in ca
Nasty Nob






Can you make a sweeping advance with a unit of boys when a megaboss is attached? Or does he rob the entire squad of the ability?

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Kovnik





Texas

Most of the time I take a normal war boss to compliment my speed list and put him on a bike making him not as squishy.

This message was edited 2 times. Last update was at 2013/03/03 07:39:20


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yea i have a biker boss as well as a legit Wazdakka model. Im just tryin to figure out what to do with this guy before i paint him.

Yea i keep forgetting bout the no sweeping advance, but lot a good that does if i cant get him in assault anyway cuz 4+ gets penned by ANYTHING you'd fire at a warboss. 3+ is where i start going OOO at the armor save, up till that i go "Meh" unless its a cover save. Only reason i take cyborks is because even with that 2+ armor its bound to get penned once in awhile and better a 5+ stroke of luck than nothing at all.
Also ive yet to do sweeping advance anyway lol i always plaster anything i charge or get locked in combat for the turn. Seems like unless theyre just junk like Grots or other Orks w/o Mob Rule helping them a moral check never fails. And against SM you just continue the fight, which is bullcrap.
I should just keep him as is so i can say i got one. But im not one for keeping dust-collectors so ive been tryin to validate not converting him.

And no, SnP is one of those "All effects apply to the unit if one has this rule" type things. So i can stick him with Lootas and they can move/fire as normal but cannot run, fire overwatch, or sweeping advance. The only ork unit that could benefit from the Relentless rule (since SNP is basically Relentless with a downside) cant get it without suffering more than it helps lol.

This message was edited 1 time. Last update was at 2013/03/03 08:26:14


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

I think it is either a mega armored one or a biker boss. I would run the biker even with a foot squad. So he can jump from squad to squad, is T6, has a built in cover save, and gets hammer of wrath hits. Nice package

The mega armor is nice, it includes the power klaw and gives you a 2+ save, which few people can get through without taking the klaw to the face.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in ca
Longtime Dakkanaut





Canada

Mega Boss is cheaper with a better save but comes at the cost of being able to run and perform a sweeping advance.

Really a biker boss is the best boss.

 
   
Made in us
Longtime Dakkanaut





Always go Mega-armor. You can still Sweeping Advance. Read the Ork Codex. No rules that deny you the ability to Sweeping Advance. Remember Mega-armor is different than the TDA.

Bee beep boo baap 
   
Made in ca
Longtime Dakkanaut





Canada

I'd have to re-read the BRB, but I think the slow and purposeful USR states that you can't sweeping advance.

 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Normal boss is best at biker if you ask me when not taking that mega armor
unless you are playing low p cost games like 500-1000.

Also as said above, WE CAN NOT do sweeping advance - overwatch or run. All thanks to Slow and purposefull.
We are not like marine terminators who are ¨RELENTLESS¨

This message was edited 1 time. Last update was at 2013/03/03 18:59:02


Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Longtime Dakkanaut





Totally forgot about SnP, my bad on that. I still think he is a great buy.

Bee beep boo baap 
   
Made in ca
Longtime Dakkanaut





Canada

For sure, the cost and protection can't be beat. They do well against fearless or stubborn elite infantry like MEQ and TEQ since you just smash through them turn after turn.


 
   
Made in us
Regular Dakkanaut




SC

A Mega Armoured boss should never be on foot in my opinion.

You can't beat a biker boss with 4+ cover, 4+ armor, 5+ invuln, and FNP though.

 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yup, the SNP rule really hurts them. I understand where its coming from but why are they the only damn thing that gets it?
OK yea Broadsides can get it but they get a wicked ass gun in the process so big whoop they dont WANT to chase people down they want to go pew pew pew. MANz have a TL shoota lol.
Also dont get the no overwatch part of it. I could see limited overwatch like if you came behind me i couldnt turn fast enough but im already facing you.....wtf brah?

I might as well convert him, as said before biker boss is way way better than regular boss and he IS worth the extra cost by a long shot. And i see uses for 2 megabosses on the field, so hes next on my build list
thx guys.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Fresh-Faced New User




I reccomend giving him ard armour instead because 40k is now very flyer based, if he is not armored, then he can probably go inside a Valkyrie(if he was armored, he probably would be too heavy)
   
Made in us
Pyro Pilot of a Triach Stalker




New York

Emperorlives wrote:
I reccomend giving him ard armour instead because 40k is now very flyer based, if he is not armored, then he can probably go inside a Valkyrie(if he was armored, he probably would be too heavy)


Umm....what?

I support the usage of a Biker Boss. I use my 140 point beast (plus his Warbikerz/Deffkopta retinue) to pop Land Raiders and tie up squads until my extra assault units (used to be Nobz/Meganboz, but now I'm using Slugga Boyz) can arrive to tie up any loose ends.
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

how can i put him in a Valkyrie....hes an ork and orks have no battlebrothers to use their transports.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nl
Longtime Dakkanaut





I field a few battle wagons and one (the middle)got a KFFmek with powerclaw, mega-armour warboss and 17 shootaboyz with powerclawnob.

If it explodes you can take these hits with your Mega armour and saving lots of orks.

Same goes for shooting units. You can keep him in front of the unit to protect them from small fire.

This unit fields 3 powerclaws and could refuse a challenge and still kicks ass! You can take normal boyz as casualties sumthing bikernobs cannot do.



   
Made in us
Member of a Lodge? I Can't Say




WI

I /could/ see making a Warboss with Hard armor and Cybork (PK, Squig, ect) and sticking him in a 30 man boys squad to double up with the Nob in the squad and still be super effective.

Someone on Dakka Dakka has pointed out that if the Character (or IC in the case of the Warboss) starts outside of the 2" range of someone in base to base contact with the enemy they are not involved with the inital fight. Thus they can not issue or accept challenges (pg 64 BRB). Then on the Pile in phase of CC, they can Pile in 3" to be either in base to base contact with an enemy or with in 2" of a friendly model in base to base contact on thier Init count (so 1 for the PK). They can then swing and be part of the combat. After they Pile in and if they are still not within that 2" range of a friendly in base to base, they do not get to attack.

The key is to be roughly 5" deep into the mob so you can get in on the Pile in but be far enough back to not get sucked out in a challenge on that initial charge. This allows plenty of boyz infront of you to take the hits (and maybe get thier licks in as well) and then allows your claws to destroy the unit (barring fail dice). You can then sweeping advance at your heart's content. And when the mob gets to small, you can always switch to another.

I would still have the armor and the Cybork (or at least the Cybork) for character sniping or just incase you do get sucked into a challenge. At the end of the day, that invuln save will probably be the most important save you need because you should have a wall of boyz infront of you to soak up bolter fire and 'Look out Boss!' But a PF, Hammer, or Axe? That doesn't care if your wearing Mega armor or not.

Personally, I run a Bike Boss. But I haven't gotten to play alot of games with my Orks since 6th came out. Maybe Green Tide can still work?


Automatically Appended Next Post:
shogun wrote:
I field a few battle wagons and one (the middle)got a KFFmek with powerclaw, mega-armour warboss and 17 shootaboyz with powerclawnob.

If it explodes you can take these hits with your Mega armour and saving lots of orks.


This does not work. Each model in range of the explosion takes a hit. You can not roll the mega armor saves for all 17 of the boyz in the vehicle.

Reference Section – The Game Summary, Transport Vehicles
and Their Passengers, Explodes (Other Effects).
Change the entry to read “The unit takes a number of
Strength 4 AP – hits equal to the number of models in the
unit. Surviving passengers are placed where the vehicle used
to be and must take a Pinning test.”


You add that FAQ/Errata to the base rule that says 'Str (4), AP - hit for each model in the d6" range'. Even with your extreme liberal interpretation of the rule, how can you place the Warboss first to only take the hits when your effectively in a blast marker? Every figure under the blast marker takes the hit and makes the save and in the case of a vehicle exploding, everyone inside is 'under' the blast marker.

This message was edited 1 time. Last update was at 2013/03/04 09:51:25


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Using blast markers as an example is a bad idea....because only Barrage weapons go off of where the blast is at. Regular blasts are still taken from the front, as well as cover being granted via where the shot came from not the center of blast unless its a barrage.


Also units outside the vehicle take str3 not str4 hits.
And as orky goodness goes dont forget Trukks' Ramshackle causes str3 wounds to orks inside, not str4 like normal. Wagons are unaffected sadly, wish they had Ramshackle too.

This message was edited 1 time. Last update was at 2013/03/04 13:03:41


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ch
Flashy Flashgitz





With the v6 ("nerf" of power weap), MegaBoss is now very valuable for the price.
Give him a Trukk full of Boyz, use your WAAAGH wisely, and enjoy
   
Made in us
Resentful Grot With a Plan





I just turned the AOBR warboss into a Nob with a Waaagh banner, and a second one into a big mek. I figured the toughtest nob would be almost war boss sized, and I guess in a pinch I could just put him on a larger base and go from nob to warboss if I ever decided to run a non-mega armored warboss.

I really never saw a point to not have the 2+, but I guess if you were in a place where you were contantly getting stuck up against ap2 melee all the time you might be able to save a few points.

This message was edited 1 time. Last update was at 2013/03/04 14:48:17


The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in nl
Longtime Dakkanaut





 BlkTom wrote:


shogun wrote:
I field a few battle wagons and one (the middle)got a KFFmek with powerclaw, mega-armour warboss and 17 shootaboyz with powerclawnob.

If it explodes you can take these hits with your Mega armour and saving lots of orks.


This does not work. Each model in range of the explosion takes a hit. You can not roll the mega armor saves for all 17 of the boyz in the vehicle.

Reference Section – The Game Summary, Transport Vehicles
and Their Passengers, Explodes (Other Effects).
Change the entry to read “The unit takes a number of
Strength 4 AP – hits equal to the number of models in the
unit. Surviving passengers are placed where the vehicle used
to be and must take a Pinning test.”


You add that FAQ/Errata to the base rule that says 'Str (4), AP - hit for each model in the d6" range'. Even with your extreme liberal interpretation of the rule, how can you place the Warboss first to only take the hits when your effectively in a blast marker? Every figure under the blast marker takes the hit and makes the save and in the case of a vehicle exploding, everyone inside is 'under' the blast marker.


how do you mean d6 range? You get hits equal to the number of models..not every model gets one hit. Its weird because at first the compared it to shooting rules and "the controlling player chooses" so I could pick a warboss as first casualty but the FAQ doesnt state how to devide these hits/wounds? am i missing sumthing?
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

It doesnt tell you its one of those things you have to just figure out.

Basically if i have special characters or weapons i gave a hoot about i'd roll them separate.
Wagon has 12 Lootas, 3 Meks, and a Big Mek. It explodes and causes 7 wounds. I roll for the Big Mek and he passes, 6 more, i roll for the 3 meks, 2 die, i have 4 more wounds, now i just throw the rest of the dice and take out random lootas.
That, or line them up and just throw a D20 after numbering each ork - which takes awhile lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Nasty Nob






 Vineheart01 wrote:
It doesnt tell you its one of those things you have to just figure out.

Basically if i have special characters or weapons i gave a hoot about i'd roll them separate.
Wagon has 12 Lootas, 3 Meks, and a Big Mek. It explodes and causes 7 wounds. I roll for the Big Mek and he passes, 6 more, i roll for the 3 meks, 2 die, i have 4 more wounds, now i just throw the rest of the dice and take out random lootas.
That, or line them up and just throw a D20 after numbering each ork - which takes awhile lol


Rulebook disagrees with you dood, controlling player allocates wounds.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

davou wrote:
 Vineheart01 wrote:
It doesnt tell you its one of those things you have to just figure out.

Basically if i have special characters or weapons i gave a hoot about i'd roll them separate.
Wagon has 12 Lootas, 3 Meks, and a Big Mek. It explodes and causes 7 wounds. I roll for the Big Mek and he passes, 6 more, i roll for the 3 meks, 2 die, i have 4 more wounds, now i just throw the rest of the dice and take out random lootas.
That, or line them up and just throw a D20 after numbering each ork - which takes awhile lol


Rulebook disagrees with you dood, controlling player allocates wounds.


FAQ disagrees with your disagreeing statement dood. They got rid of that scentence.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nl
Flashy Flashgitz






Id say, have at least 1 Boss of each type around...

Yeah in general bikerboss is best...

Some bosses work better against other armies.. yeah its nice having a bikerboss with high toughness and such,.. but when i face grey knights.... nuh uhuh... force weapons all around! 1 unsaved wound and a good roll on the dice and kablam! Buhbye bikerboss! And an unsaved wound has quite a chance of actualy happening... yeah sure toughness 6... only Asv4/Csv4 or a 5++inv save..

In that case id rather have a mega armoured boss.. Asv 2 you stupid grots! much less chance of an unsaved wound actualy happening. Yeah you might get wounded a bit more easily because of lower toughness... but the Asv2 can keep up with that real nice... Anyways,... this worked better in my experience...

Cheap*ss bosses in a nob squad with BW can work wonders as well,.. this i use mostly against IG/Tau gunlines combined with either a big mek or a speedy bikerboss who smashes everything to bitz!

All in all,.. it realy depends on your style and what army you are facing... I wouldnt take a mega armored boss against nids though... rending claws all around!! Though i think da Boss would wreck enough faces before the new boss elections start...

6K
6K
6K
4K
 
   
Made in nl
Longtime Dakkanaut





 Vineheart01 wrote:
It doesnt tell you its one of those things you have to just figure out.

Basically if i have special characters or weapons i gave a hoot about i'd roll them separate.
Wagon has 12 Lootas, 3 Meks, and a Big Mek. It explodes and causes 7 wounds. I roll for the Big Mek and he passes, 6 more, i roll for the 3 meks, 2 die, i have 4 more wounds, now i just throw the rest of the dice and take out random lootas.
That, or line them up and just throw a D20 after numbering each ork - which takes awhile lol


Oh, i just figured it out! The don't specify wound allocation so i can do it myself! so first hits for the mega-armour..
   
Made in ca
Nasty Nob






 Vineheart01 wrote:
davou wrote:
 Vineheart01 wrote:
It doesnt tell you its one of those things you have to just figure out.

Basically if i have special characters or weapons i gave a hoot about i'd roll them separate.
Wagon has 12 Lootas, 3 Meks, and a Big Mek. It explodes and causes 7 wounds. I roll for the Big Mek and he passes, 6 more, i roll for the 3 meks, 2 die, i have 4 more wounds, now i just throw the rest of the dice and take out random lootas.
That, or line them up and just throw a D20 after numbering each ork - which takes awhile lol


Rulebook disagrees with you dood, controlling player allocates wounds.


FAQ disagrees with your disagreeing statement dood. They got rid of that scentence.


Wanna show us where? FAQ 1.3 says this about page 80

Page 80 – Transports, Transports and Assaults.
Change the first sentence to read “If a Transport vehicle is
assaulted, an embarked unit can fire Overwatch at the attackers
out of its Fire Points – note that a unit may still only fire
Overwatch once in a turn, even if it is embarked on a
Transport.


Along with two things about flyers.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
 
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