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Okay fellow Warbosses, listen up. Warboss Magic has a kunnin' plan to help you get stuck in quicker, and all you need to help out is a unit of two Deffkoptas (though having more is also viable). This trick is for if you're going first by the way.
Pictured here is an archetypical Imperial Guard army. The sort that you'd rather not fight on a bad day, no? But this deployment works for practical demonstration purposes. Opposite it is a not-so-standard Ork army, with 3 Loota units (bunched up in this case for convenience sake, and because said IG list has no blast weapons), 3 Battlewagons, and 6 Killa Kans. Notice the Warbosses deployed inside the unit of Ork Boyz.
The trick is as shown above. You first Scout your Kopta unit so that they forms an imaginary "right" triangle more-or-less. Remember to stay 12" from enemy units.
Now, you move your Deffkoptas so that one of them is 6" away from the enemy. You should have no trouble guessing this distance, for you had to premeasure enemy distance when Scouting. Meanwhile, the other Deffkopta hangs back just enough so one of the Warbosses can enter 2" coherency; the other Warboss should be able to enter 2" coherency of *this* Warboss as well.
When it comes time to assault, your Warbosses will get pulled into the combat though will not take part in the first round; they will most likely be able to fight on the subsequent round after they do Defender Pile-In; against infantry units, this minimizes the amount of damage you do in your turn, while more-than-likely ensuring you'll break them during *their* turn.
As for the unit itself, it isn't a distributed Nob Unit, but most enemies do not want it running around their backfield. Every model is treated as a unique wound group, the unit is always in 50% cover, and is treated as Toughness 6 (unless you decided to take more than 2 'Koptas). For not competing slotwise with Nob Bikers or Battlewagon Nobs, this isn't a bad deal. If you're going second, you can either Outflank the Deffkoptas, or start the Warbosses with them before having them break off to eat static vehicles or small units.
The main drawback to running a 2 Boss/2 Kopta setup is that it means you'll have to go without a Kustom Force Field. Personally, I've moved away from using the KFF in most games, but it's a serious issue to take into account. The other drawback to this maneuver is if the opponent Seizes the Initiative.