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		<title><![CDATA[Latest posts for the thread "Units with mixed model types/profiles (Ork Warboss)"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Units with mixed model types/profiles (Ork Warboss)"]]></description>
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				<title>Units with mixed model types/profiles (Ork Warboss)</title>
				<description><![CDATA[ I am discovering as I've been playing lately that it seems underwhelming to run a Warboss within a unit (outside of the ability to call Waaagh!) because of the mixed stat issues. The rulebook says basically that you use majority stats for any unit for most things. So say a warboss in a group of 30 boyz - the only thing he is bringing is a couple of extra wounds to the pool (which I would guess you're not supposed to throw away til the rest of the boyz are all dead) and a couple extra strong attacks....But I'm just having a hard time seeing how it's justified to spend the points on a warboss, especially when:<br /> <br /> 1. I'm playing against a <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> guy the most of the time so Waaagh! is far less useful and<br /> 2. You could throw a painboy inside that mob of 30 boyz and get a way greater benefit.<br /> <br /> I can't speak much from personal experience, but I would imagine that this majority stat rule craps on MABosses and Biker Bosses as well. What good is having higher stats when they aren't used? Even if you put your boss with nobz, the unit is still going to use the nob stats for many rolls.<br /> <br /> Anything would be useful... whether pointing out how I'm flat out wrong about how I'm interpreting the rules, ways that warbosses are actually really awesome and why, or even confirmation on what I'm saying.<br /> <br /> This is my first post <span class="glossaryitem" onmouseover='gp(17);'>btw</span> so be kind, I'm an Orky yet very delicate flower. <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0"> <br />  ]]></description>
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				<pubDate><![CDATA[Fri, 2 Sep 2016 08:26:35]]> GMT</pubDate>
				<author><![CDATA[ IEatGarnish]]></author>
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				<title>Units with mixed model types/profiles (Ork Warboss)</title>
				<description><![CDATA[ The warbozz brings, a rerollable 2+ save and a decent <span class="glossaryitem" onmouseover='gp(82);'>LD</span>.]]></description>
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				<pubDate><![CDATA[Fri, 2 Sep 2016 10:06:16]]> GMT</pubDate>
				<author><![CDATA[ oldzoggy]]></author>
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				<title>Re:Units with mixed model types/profiles (Ork Warboss)</title>
				<description><![CDATA[ In addition to tank-ability and leadership, as 'Zoggy says, Warbosses have access to Da Lucky Stikk (to make the entire unit of 30 Boyz WS5), or if going for the Ghazzy suppliment, the Big Bosspole (for Fearless), and are S5 base, meaning power klaw attacks from them are S10 all the time - very relevant against heavy armour (i.e. Land Raiders or Dreadnoughts), instead of relying on S9/8 Nob Klaws. You also use his individual toughness / weapon skill in challenges, which seems very relevant against <span class="glossaryitem" onmouseover='gp(724);'>KDK</span>.<br /> <br /> Sure, you can pull off access to Gifts o' Gork & Mork using a Big Mek, but a Warboss is a bit more survivable.<br /> <br /> Not to say that you have to take one though. If you don't think he's worth it, load up your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots with Painboys.]]></description>
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				<pubDate><![CDATA[Fri, 2 Sep 2016 11:11:13]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>Units with mixed model types/profiles (Ork Warboss)</title>
				<description><![CDATA[ Yeah you're definitely looking at it wrong. You really only use majority stat lines for a few areas. When an enemy attacks your unit they hit using your majority <span class="glossaryitem" onmouseover='gp(149);'>WS</span>. Then to wound they use your majority toughness. When your Warboss attacks he gets to use his S value against the enemy majority toughness value. <br /> <br /> Now if you accept a challenge. The challenger attacks the Warboss' <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and toughness and vice versa. <br /> <br /> For the most part you don't use majority stat line. If your <span class="glossaryitem" onmouseover='gp(613);'>MA</span> Warboss is out in front during shooting you do not have to use majority armor save. You get his 2+ until you die or pass lookout sirs, in which case you use the armor save of the next closest model.]]></description>
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				<pubDate><![CDATA[Fri, 2 Sep 2016 16:02:07]]> GMT</pubDate>
				<author><![CDATA[ mhalko1]]></author>
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				<title>Units with mixed model types/profiles (Ork Warboss)</title>
				<description><![CDATA[ Warbossess are easily the strongest ork <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (which isn't saying much, admittedly).  <br /> <br /> That being said, they can dish out more <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 ap2 attacks than most monstrous creatures.  <br /> <br /> I personally wouldn't worry too much about the warboss buffing boyz - that's not his job.  On the contrary, it's the boyz job to buff the warboss, essentially by giving him an extra 30 wounds.  Besides, adding a warboss to a group of boyz and making them all T5 would be honestly a little <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.  Imagine doing that with, say grots.  T5 grots for free!  <br /> <br /> Also, lets be honest.  Boyz are trash.  When they get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, the warboss + nob with <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> do like twice the damage of the boyz combined against anything that's even half-assed in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.  <br /> <br /> Honestly, I try to bring 2 warbossi when I can.  They really are that good.  Bringing a warboss + painboy is also a solid combo.  <br /> <br /> Against <span class="glossaryitem" onmouseover='gp(724);'>KDK</span>......I can see them not shining as much, except they bring +2 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>, which doesn't sound like much, admittedly, but when you're taking fear tests against their the ENTIRE ENEMY ARMY 100% of the time, that +2 <span class="glossaryitem" onmouseover='gp(82);'>LD</span> can make a world of difference.  Their biggest problem is they can be singled out via challenges, and there's a lot of things in the <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> book that will murder them far before the I1 step.  <br /> <br /> The solution to this is to bring as many cheap characters as possible to 'eat' challenges, and let your warboss swing away.  <br /> <br /> Because if they issue a challenge - YOU choose who answers.  So, if their bloodthirster roars a challenge - you got this 15 point mek character!  Then the warboss gets to lay into him with this <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 claw.  <br /> <br /> Anyways.  They may be expensive for an ork <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, but they are an absolute bargain for what they accomplish, especially since most other army's <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> are twice that.  They bring a whole lot of <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 attacks which should never be underestimated.  They help you with fear tests, which is critical v. <span class="glossaryitem" onmouseover='gp(724);'>KDK</span>, and they can bring helpful relics as mentioned (big bosspole, <span class="glossaryitem" onmouseover='gp(540);'><span class="glossaryitem" onmouseover='gp(705);'>DLS</span></span>).  They even have a decent I stat, which can be helpful at times (sweeping advances, blind checks, and the like).  ]]></description>
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				<pubDate><![CDATA[Fri, 2 Sep 2016 16:59:34]]> GMT</pubDate>
				<author><![CDATA[ Kap'n Krump]]></author>
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