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== On the Tabletop (9th Edition) == [[File:Da boss by diegogisbertllorens-d6bbrda.jpg|thumb|400px|left|Only Ork leaders would think of wearing vehicles as personal body armour.]] The Warboss always has been, and perhaps always will be, one of the most iconic and generally useful HQs to the Orks, and maybe in the entire game. Perhaps Marines have better armor. Perhaps [[Farseer]]s and [[Tau]] Commanders have better supportive abilities. It doesn't matter, because a Warboss can just punch his way out of any situation he might face anyway, all while rallying the Boys around around him- and nothing is more Orky than that. In terms of stats, the Warboss is in a good spot, having been considerably buffed in comparison to prior editions. He now has WS 2+ BS 5+ T 6 S 6 A 5 and 6 Wounds, making him quite a powerful git off the bat. He also has a Ld of 8 as well as a 4+ armor and 5+ invulnerable save. This is already pretty darn decent, but taking the right Relic can make him into a true force to be reckoned with. In terms of core equipment you're a bit limited compared to a Space Marine hero. Melee options are either a Big Choppa or a Power Klaw, and either a Kustom Shoota or a Kombi-Rokkit or Kombi-Skorcha. For a few more points he can also take an Attack Squig to squeeze out a couple more S4 Ap-1 melee attacks, and he comes with 2 Sluggas and Stikkbombs for free. Most importantly he has the Warboss aura ability that adds +1 to friendly melee hit rolls for units within 6". In 9th Edition the Mega-Armored Warboss is back as an option, and has FINALLY received a dedicated model for the first time. Stats are largely the same compared to the non-Mega version, except your MegaBoss has 7 wounds and obviously a 2+ armor save. Unfortunately, it is also a mono-pose model, so his core weapons are strictly limited to a 'Uge Choppa, a grot-controlled Big Shoota, and nothing else. Still, that's more than enough to get the job done. In either version a Warboss is primarily a melee beatstick. However, he also has just enough ranged threat to sometimes kill a model or two in a clutch moment. Most importantly, he is crucial for boosting the melee attacks of nearby Boyz with the Warboss aura ability. Of course, if the Warboss is your army's Warlord (and why the hell wouldn't he be?) then once per game he can also Call Da Waaagh! This allows all Core and Character units to charge that turn even if they advanced, and add +1 melee attacks for that turn to boot. In 9th, the Warboss-on-Bike is considered a Legends unit, having been replaced by the [[Deffkilla Wartrike]]. Defensively, there's not much choice for a Warboss - most players will have him lurk in mobs of Boys and Nobs until he's within charge distance. A Big Mek has his weird gadgets, a Painboy keeps your Boys standing, and a Weirdboy out-psyks the enemy. However the Warboss is the duct tape, gum and liberal kicking that makes this rowdy band of lunatics into an efficient and scary monster for any enemy to face.
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