My Tactics pledge: I am not the greatest player, nor a seal pup. I will endeavor to speak from my experience and always be honest about what is theory and what is play tested. Never will I assume to know better than anyone else... unless I must call out ego or pretension.

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Charging for Life...

Finally, I have enough games under my belt to have sense of how the new Orks play and what better place to start than with the Warboss. This linchpin of many Ork forces hasn't gone anywhere between editions, he now has the flexibility combined with the cost advantages from previous editions. Like the Chaos Space Marine Lords, the Ork Warboss is almost a must take because of his intrinsic abilities and ease of use. Even with more options than ever before, you will find this unit falling into familiar assault monster territory and nothing else, but is that really a bad thing?

Before we get started take a quick look at the differences between the between the 2007 and 2014 Warboss codex rules.

(Click to Enlarge)

Warboss Rules 2007

HQ: Warboss - 60 Points

WS

BS

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T

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5

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9

6


Warboss Rules 2007

Warboss Rules 2014

HQ: Warboss - 60 Points

WS

BS

S

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UNIT TYPE:
Infantry (Character).
UNIT COMPOSITION:
1 Warboss
WARGEAR:
• Slugga
• Choppa
• Stikkbombs
SPECIAL RULES:
• ’Ere We Go!
• Furious Charge
• Independent Character
• Mob Rule

• Waaagh!
OPTIONS:
• May take ’eavy armour…4 pts
• May replace slugga and choppa with mega armour, twin-linked shoota and power klaw…40
pts
• May take items from the Ranged Weapons, Melee Weapons, Runts & Squigs, Orky
Know-wots and/or Gifts of Gork and Mork lists.
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Readers of my previous tactics will notice a few changes to how these reviews are presented. Now I am breaking down each unit into five broad categories.

Utility

The critical reason for the Warboss utility is being the sole generator of the Waaagh! The ability to get your Boyz across the board can never be underestimated. As the new Mob Rule you want to avoid losing units to bad Morale or Pinning checks; better they die in combat than to shooting. The Warboss also has access to a fabulous array of stuff from the Ork Wargear section. Old standbys like the Warbike and Power Klaw are mixed in with the Da Finkin’ Kap and the Da Lucky Stikk… Then you have the Warboss being the backbone of many formations and detachments, replacing the ability to change force org slots for various units. The only drawback to Warboss survivability is the Cybork Body nerf.

Cost

The Warboss is an amazing bargain for a HQ, starting at 60 pts and rarely exceeding 150 points you get a lot with this unit. The biggest benefit is being T5 and T6 on a bike making the Warboss really hard to kill. He also has the highest LD around and Ork artifacts by in large are cheap. To put it in perspective the standard Warboss load out of Powerclaw, Warbike, and the Da Finkin’ Kap is only 120 pts, compared to the Space Marine Chapter Master cheese load out of 265 pts. Now tell me what is better two Warbosses or one tricked out Chapter Master?

Speed

A Warboss at first blush seems like slow a plodding unit, especially in Mega Armour. Warbosses will find themselves either using the Waaagh! to get across, or on the back of a mechanized hog. Not to mention Warbosses can jump into the many Open-Topped options Orks provide. It makes the Warboss a deceivingly speedy unit.

Assaulty

The Warboss are a pinnacle of Ork assault technology. That is if you always take a Power Klaw, with the rise of many T5 multi-wound threats the Ork Warboss having S10 attacks is critical. They don't even need Furious Charge to accomplish this. The Warboss is also gifted with four base attacks and coupled with the Attack Squig re-roll you have a reliable killing machine. The extra helping of Toughness also make it hard for opponents to cut through a Warboss especially on a Warbike. Multiplying the Warboss slick devastation is helped by a few Artifacts and a Painboy for Feel no Pain. Damage output goes with the cost of this unit, as you won't feel like you ever wasted the points, even faced with assured mutual destruction.

Shooty

The Warboss weakest link is the lack of any ranged threat. The Warbike adds a bit of shooting, but you really don't want your Warboss shooting when he could be running closer to his targets. The only real good investment is the Kombi-Skorcha; dropping a S5 Flamer Weapon is a great equalizer when faced against opposing hordes bent on fungal eradication. Other than that, relying on BS2 is only going to make for sad faces, even with a Gitfinda.

Like the Chaos Space Marine Lords, the Ork Warboss is almost a must take because of his intrinsic abilities and ease of use.

Artefactual

Gifts of Gork and Mork: Da Finkin’ Kap - 10 pts

The most talked about Ork artifact is the Da Finkin’ Kap at only 10 pts it is maybe the biggest steal in the codex. It gives a Warlord Warboss the ability to take an additional Strategic Warlord Trait, already the most powerful table Warlord table. In a Battleforge Detachment you are almost guaranteed to get the result your desire. The only drawback is not being to take additional artifacts with the Da Finkin’ Kap limited your Warboss potential.

Source - Codex: Orks

 

 

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Gifts of Gork and Mork: Da Dead Shiny Shoota- 5 pts

The Da Dead Shiny Shoota is really for only fluffy play, if you have you Warboss modeled with a big silly gun and free five points to spend, go for it. This weapon doesn't really have much standing it of itself, except the ability to kill your own models and just added even more Dakka to 30-man Shoota Boyz units.

Source - Codex: Orks

 

 

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Gifts of Gork and Mork: Da Lucky Stikk - 25 pts

The Da Lucky Stikk is the other great buy for the basic Ork artifacts. Expensive by Orky standards you really shouldn't be complaining. If the +1 WS bonus wasn't enough you can also re-roll failed attempts as long as you don't go too crazy. The WS bonus is unit wide, so imagine taking this in a block of 30 boyz or slipping it in to a Green Tide. Importantly, the Warbosses somewhat pedestrian WS5 is now brought in line with Space Marine equivalents. Da Lucky Stikk is a great for a second Warboss if you used the first one on the  Da Finkin’ Kap.

Source - Codex: Orks

 

 

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Gifts of Gork and Mork: Headwoppa’s Killchoppa - 20 pts

Headwoppa’s Killchoppa might have the best Ork name around, but as a Power Klaw alternative its strongest use is for Challenges. Headwoppa’s Killchoppa can take advantage of the Warboss's decent Initiative and maybe kill things before they get a chance to kill him. It is also great against a unit like a Wraith Knight or Riptide where a single six can squash them dead. If you want to mix things up you cannot go really wrong with this weapon.

Source - Codex: Orks

 

 

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Gifts of Gork and Mork: Warboss Gazbag’s Blitzbike - 35 pts

Warboss Gazbag’s Blitzbike is Games Workshop's attempt to make you forget about Wazdakka. The extra Jink bonus won't matter much unless you plan on breaking off your Warboss at some point or magically string a unit along with it. Really, the only question to ask, "Is the Warboss Gazbag’s Blitzbike worth the extra 10 points over a Warbike?" The answer is no, unless you plan on running a Biker army where the extra super shooting can make difference.

Source - Codex: Orks

 

 

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Orkimedes’ Kustom Gubbinz: Choppa of Da Ragnarork - 20 pts

The Choppa of the Da Ragnarork is a unique weapon, and as long as you can get your Warboss in continual assault you should be good to go. Assuming you enter assault by turn two, you have a  good chance at S10 AP1 weapon somewhere by turn four. The Choppa of the Da Ragnarork doesn't need something lame like challenges to become deadly. This is really the only way to give your Warboss a weapon he can constantly swing at Initiative and maintain deadliness.

Source - Supplement: Waaagh! Ghazghkull

 

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Orkimedes’ Kustom Gubbinz: Big Bosspole - 20 pts

The Big Bosspole is a great way to make a unit Fearless. Fearless is good for all types of units, from Nobz to 30-man Boyz units, having access to Fearless outside of Mad Doc can give your army more flexibility than you think.

Source - Supplement: Waaagh! Ghazghkull

 

 

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Orkimedes’ Kustom Gubbinz: Da Supa-Cybork - 50 pts

What more can you ask for? Feel no Pain, Eternal Warrior, and Relentless? Like most Ork players we are drawn by the shiny wargear and the Da Supa-Cybork fits the bill. The 50 point investment though really does kill it. You are really paying for 50 point Eternal Warrior, everything else is usually accomplish cheaper and more efficiently. This isn't to say having Eternal Warrior isn't powerful, but part of the allure of Warboss is the low-cost.  If you can't or won't go the Warbike/Mega Armour route, then the Da Supa-Cybork has its place.

Source - Supplement: Waaagh! Ghazghkull

 

 

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Orkimedes’ Kustom Gubbinz: Kill-dakka - 30 pts

Nothing says fun like random! The Kill-dakka is exercise in futility as you don't have any idea what type of gun you are going to get. You cannot plan for nor should you and at 30 points it is a complete waste of time. If you just must have, your best bet is take the Kill-dakka with a Mega Armour Warboss as no matter the weapon type you can at least use it. Sadly, none of the options twin-linked either.

Source - Supplement: Waaagh! Ghazghkull

 

 

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Orkimedes’ Kustom Gubbinz: Da Killa Klaw - 40 pts

Da Killa Klaw is too situational for the point cost. You are asking for a one shot Monstrous Creature weapon, when half multi-wound creatures will be Instant Death anyway from S10 attacks. You are better off just sticking with the Power Klaw unless your local meta is really Hive Tyrant, Riptide, Wrathknight heavy. Don't forget the Attack Squid when taking the Da Killa Klaw!

 

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Putting all Together...

The Ork Warboss is a cheap beast of a unit. He fits in every Ork army, unless you are going Mek heavy. The Ork codex is really helped by so many assault variations, and thankfully the Warboss can adapt to them all. Mega Nob unit, Nob Biker unit, 30-man Boyz unit, or 15-man Battlewagon Burner unit,  he can join taking even the most average assault unit over the top. Ork armies with all the different formations and detachments are often not restricted to just having one Warboss, you can have two or even three if it fits your needs, providing some Ork super units for you to play with.

Using a Warboss is really only about being a blunt instrument, don't try to do too much with this unit. He should be focused on getting into Assault as fast as possible, so don't hesitate. Running will be nine out 10 times the right choice over shooting, and calling the Waaagh early the same. As a Warlord the Warboss is better off sticking to the rule book tables over any codex or supplement equivalent. This isn't just because of the Da Finkin’ Kap, but it doesn't hurt.

-- Warboss Load Outs--

Warboss (135 pts)
Infantry (Character); Stikkbombs; Slugga; Warbike; Power Klaw; Da Lucky Stikk; Twin-linked Dakkagun x1

Warboss (114 pts)
Infantry (Character); Stikkbombs; Choppa; 'Eavy Armour; Attack Squig; Bosspole; Kombi Weapon with Skorcha; Headwoppa's Killchoppa

Warboss in Mega Armour (125 pts)
Infantry (Character); Stikkbombs; Power Klaw; Twin-linked Shoota; Mega Armour; Da Lucky Stikk

Warboss (120 pts)
Infantry (Character); Stikkbombs; Choppa; Slugga; Attack Squig; Warbike; Choppa of Da Ragnarork; Twin-linked Dakkagun

1 Warboss (105 pts)
Infantry (Character); Stikkbombs; Slugga; Power Klaw; Big Bosspole

Formations

Ork Warband: Take advantage of the Stampede rule. Great formation for a Nob Bikers unit and try to go for the Like a Thunderbolt! Ork Warlord trait.

Council of Waaagh!: This formation makes a Ork equivalent of a super group. Taking advantage of some of the special weapon Wargear is good call with this one, as well as a Warbike just to string out the unit being slowed by Ghaz. Don't be afraid of taking a Battlewagon as well for sweet ride.
 
Green Tide: The only thing that limits this formation is not being able to take a Warbike, but keeping a Warboss cheap doesn't hurt either, leaving points for other stuff. Don't worry, beyond a Power Klaw and 'Eavy Armour for this Warboss most of the time.
 
Mogrok's Bossboyz: An interesting formation, where your Warboss will probably be outflanking. This is a great opportunity to put on some Mega-Armour and join him to Megan Nobz for a big surprise.
 
Detachments
 
Ork Horde Detachment: Dont' have to say much, but you can get three Warbosses if you want! It will be a pretty penny, but think about the Nob Biker unit with this three headed beast.
 
Great Waaagh! Detachment: This silly Detachment finds your Warboss possibility Deep Striking in with a unit of Boyz. A very particular way to have your Warboss charging from a Trukk that just crashed landed next to the enemy.
 

Final Thoughts...

Not matter how you slice it the Ork Warboss is one of the better units in the new codex, the amount of options to kill with is damn good, and much of the Wargear can fill in gaps for the rest of your army. The Warboss can find his groove in lots of situations. Experimenting with Formations, (Bullyboyz) units you wouldn't expect a Warboss to join is often the key to creating creative Ork armies you wouldn't ever find in previous editions.

 

Warning

It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.