The ork warboss is the biggest and baddest of the orks. He is a close combat monster and to use him otherwise is just a waste of points.
He is also your only way in the ork army to reliably produce Strength 10 attacks. Sure the Shokk attack gun and the Zzapp gun can also do it, but they are less reliable as there is a vast minority of their attacks that reach that strength.
I usually run my warbosses one of two ways:
Ringing in at 150 Points, this guy is a monster. He has a 4+ Save, a 4+ Cover Save and a 5+ Invulnerable save, 5 Strength 10 attacks on the charge and 4 Strength 10 attacks when not charging. He is on a bike, so he is fast, manouverable, and has a Twin Linked Assault 3 gun with 18 inches, effectively giving you a first turn of shooting range of 32" with his move. and you can up that to 44" with a full forward deployment. He is best used attached to a squad of Nob Bikers, Their manouverability and the addition of a painboy makes him a wonderful addition, as it lets you take Strength 8-9 weapon hits and still make your saves AND a feel no pain save. and removing the fact that a Missile launcher will automatically kill one of your nob bikers.
Rining in at 120 Points, this guy is also a monster, though with a different role, while the biker boss is a hammer for just about anything, this guy is meant for footslogging with the boyz or even a battlewagon full of nobz (see above for why to travel with nobz). If you want to run a green tide, ruth is guy. his kombi-Skorcha will give you those Strength 5 templates that you will need to deal with other hordes, and the klaw gives you the almighty power of the S10 CC attack that will deal with land raiders.
Both options are sound, more can be added, but I reccomend only adding them when you have points to fill. Also, for each warboss (or Ghazzy) that you take, you may take a squad of Nobz as a troop choice, making that Nob Biker list much more viable.
Game Design: Learning from my mistakes
1 day ago