Orcs respect size and strength above all else, and so it is the biggest, meanest and toughest Orcs that rise to become Big Bosses and lead the tribe. Though not yet as formidable as a Warboss, Big Bosses are brutish, hulking Orcs that get their own way by bullying those smaller than them. They lead the Greenskin hordes from the front and are deadly foes, driven solely by the urge to fight.
- ↑ Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- ↑ Melee Expert: Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
If the Goblin Big Boss was a decent anchor piece that was better for assassination and flanking, then B.O.B.B. is a strong anchor with a penchant for brawling with enemies. BOBB has better melee stats overall both in melee attack and defence as well as more armour-piercing. Notably, his armour-piercing is still lower than his base damage so not a guaranteed shredder of armour. He also has significantly more armour than the Goblin Big Boss.
Rabble-rouse can be a very useful ability for shoring up the leadership of Greenskin units especially against undead units that may rely on fear/terror. Overall, BOBB is a very well rounded unit that can deal heavy damage and support nearby allies leadership.