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Is it better to attach a warboss to some boyz or to run him alone?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Member of a Lodge? I Can't Say





I was just thinking they because the boyz reduce his toughness that it may be better to have him go it alone.
   
Made in gb
Fully-charged Electropriest






Well his Toughness isn't actually reduced, it's just that the majority toughness of the unit is lower than his - he still won't suffer Instant Death from S9 for example.

If he's your Warlord definitely put him with a unit (I find Slugga Boyz or Warbikers work best) but I can see the utility of a Mega Armoured Warboss mounted in his own Trukk, though I think Mega Nobz would do the same thing better.

Just treat his unit as ablative wounds for the Warboss, tank as much small arms fire as possible on his re-rollable 2+ save or high AP shots on his re-rollable Jink save depending on his wargear and use Look Out Sir! to avoid suffering any unwanted wounds.
   
Made in gb
Member of a Lodge? I Can't Say





Wounds are good. It's a ZM game so no trukk :(.

I have a unit of 15 to attach him to and a unit of 14 and a nob. And 28 gretchin.
   
Made in ru
!!Goffik Rocker!!






You could also run him on a bike with a kopta - especially good in small games. You end up with a 5-wound t6 fast, hard-hitting monster that's also quite cheap.
   
Made in gb
Member of a Lodge? I Can't Say





Well I won. Warboss went it alone mostly (The boyz went where he didn't fit).
   
Made in gb
Fully-charged Electropriest






NivlacSupreme wrote:
Well I won. Warboss went it alone mostly (The boyz went where he didn't fit).


Did he survive on his own? I'm surprised a stray Grav/Plasma gun didn't ruin his day
   
Made in fi
Locked in the Tower of Amareo





NivlacSupreme wrote:
I was just thinking they because the boyz reduce his toughness that it may be better to have him go it alone.


Frankly so much stuff that would shoot at lone WB doesn't CARE about his T that there's no real reason not to put him inside. Especially as opponent will struggle to even get hits at him if you don't want. Put him middle of unit and hits won't come in a while or put him at front and have 2+ look out sir to protect you(obviously with 2+ save with rerolls if you are on foot rather than bike).

Alone you are going to be targeted by anything with S7+ that ignores your armour etc that doesn't get particularly concerned about T5. Wound on 2+ anyway. For ID as said T5 is a T5.

2024 painted/bought: 109/109 
   
Made in gb
Member of a Lodge? I Can't Say





xlDuke wrote:
NivlacSupreme wrote:
Well I won. Warboss went it alone mostly (The boyz went where he didn't fit).


Did he survive on his own? I'm surprised a stray Grav/Plasma gun didn't ruin his day


It was 30k space marines so no grav. The plasma guy got killed before he could fire and the sarge with the combi melta couldn't get in range.
   
Made in gb
Fully-charged Electropriest






NivlacSupreme wrote:
xlDuke wrote:
NivlacSupreme wrote:
Well I won. Warboss went it alone mostly (The boyz went where he didn't fit).


Did he survive on his own? I'm surprised a stray Grav/Plasma gun didn't ruin his day


It was 30k space marines so no grav. The plasma guy got killed before he could fire and the sarge with the combi melta couldn't get in range.


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





xlDuke wrote:
NivlacSupreme wrote:
xlDuke wrote:
NivlacSupreme wrote:
Well I won. Warboss went it alone mostly (The boyz went where he didn't fit).


Did he survive on his own? I'm surprised a stray Grav/Plasma gun didn't ruin his day


It was 30k space marines so no grav. The plasma guy got killed before he could fire and the sarge with the combi melta couldn't get in range.


Excellent


It was also a 500 point game so those were the only specials. I won by wiping out his whole army
on turn 6. With random game length, if it had ended on turn 5 I still would have won due to having 3 more victory points.
   
Made in us
Ragin' Ork Dreadnought




A little late, but...
I often use my biker boss as a guided projectile of sorts. Stick him in a squad for the first turn, or until I'm within striking range, then zoom off to kill... Well, anything, really. He's less than 140 points even when decked out with all the best gear, so if you can just kill a couple of tanks or kill a squad of Tactical Marines, you've won your points back.

With 5 S10 attacks on the charge and unlimited rerolls, he's going to wreck just about anything. Only CC units can hope to even wound him, too.
   
Made in nl
Longtime Dakkanaut






 koooaei wrote:
You could also run him on a bike with a kopta - especially good in small games. You end up with a 5-wound t6 fast, hard-hitting monster that's also quite cheap.


This might actually be a good idea.

Inactive, user. New profile might pop up in a while 
   
Made in us
Pious Palatine




You coukd run him on his own if you didn't want him to be alive anymore.


 
   
 
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