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boss_ico.jpgUnits - Triad - Boss

By Dream Troll
"Translated" by Igor
boss.jpg
Painted by Igor
[UW0 and compositions idea using UW2]
My first impression, and that of my retinue, when we first saw the profile of the Triad's Boss (that goes up with the whole beginning of Urban War in France) was to ask us which was his utility and to declare "he's worthless". This reaction was the one of players having played with various game systems in the pasts years, some played Void1.1, others not. However the principal characteristic of the army's chief in the most played mini's games is that they are overpowerfull warriors or that they are real leader giving their command to the others models surrounding them.
Nothing of all that here.
But after a few months spent to test the game's system and to play in all directions, we were forced to revise this observation, the Triad’s Boss is finally very interesting.
I will try to speak about this revised opinion through general considerations, ways of playing him and his strong and weak points.
At first, a small anecdote, currently [ UW 3 ] it is the only model in the force able to reach calibre 3, but it’s not very useful except perhaps in parts of great scale battle to release to a calibre 2.

[ General Considerations ]
The Triad’s Boss is accessible starting from calibre 1 until calibre 3. I will thus be interested in calibres 1 and 2, as I hav spoken about the calibre 3 just before.
Let us start with the beginning, its characteristics: at first sight, they seem rather average... And they are average indeed, 4 everywhere, 1 point of life. Great! 5 in Command, which is interesting. Sight the importance of this characteristic with UW, it is a large asset.
Special rules: Tactical Awerness and High Moral (+1), alleviating at first sight but finally very significant, or even capital because you have a character who almost never panics and who can select his target easily. It’s rather comfortable. But to select its target within short range is it interesting? It is what we will see thereafter.
Equipment: Automatic Pistol and Combat Blade, a duet of very effective short range weapons, whether is with the shooting or the close combat. The gun is perhaps not the best short range weapon, but it is already a shoot moreover. Moreover it can be used with one hand, which gives the boss two weapons in close combat and the possibility to choose a +1 to hit (by using the pistol as principal weapon) or a +2 to first strike roll (with the Combat Blade).
The boss is not a beast of prey in close combat but his power is not to neglect (especially in charge).
Against not specialized basic troop it has all his chances, on the other hand it will be necessary to avoid the elite (Shock Marines, Androsynths with Grapegunt....).
Cost: 25 pts in Calibres 1 it's cheap. 31 pts in calibre 2 it's not very expensive considering what it brings to him, but generally calibre 1 is sufficient except if you only play one of them.
It is not because it is supposed being the boss that you have to play only one. The more you will be able to shoot with them, the more it will be effective, therefore playing two of them of calibre 1 is far from being a bad option for a bit more expensive than a calibre 2 and the second will be continuously effective after the death of the first one.
You can even play three of them but in a specialized lists turned around them. You will thus play one of calibre 2 only if he is alone and only if it's necessary.

[ Use ]
The Triad's Boss is not thus to see as a powerfull component of a force but as something moreover refined and tactical. His use is a support at short range for an attack group from which he is a part. Be carefull, it is not the only use he has. He would be an easy target and his low resistance would not guarantee a long life.
His shooting weapon is only able to shoot at short range and considering that it is impossible to be in Over-watch order with an enemy in short range and in line of sight, the Over-watch order is useless for him. For the same reason, Lock-fire order is not very useful, at short range it is not a very recommended order. Finally it is already better because that enables him to run towards the enemy rather quickly (thanks to the calibre bonuses) and until he reach his effective zone.
On the other hand, the Snap-fire order is its field of predilection. Thanks to the follow-on actions he can follow the rest of the group with which he is croassing the battlefield and shoot at the same time. The shots aren't very accurate but ther"s more that only one. Moreover, if he is taken as target, a reaction shot is possible, especially if he is a calibre 2 Boss. Once the rest of the group arrived at charge range, he can join to the charge.
Some examples of group in which he is good:
- 1 Bodyguard Sumotori Calibres 1 or 2 (he is better), 1 Hatamoto with shield, 1 Boss of Triad.
The Hatamoto is placed in front to protect the Boss who sprinkles until the charge of the Sumo that he can help in the case of a missed charge. If you want to play more by submerging the adversary, you can associate 3 or 4 cal 0 Retainers with Naginatas to him but they will slow down him because of their lack of movement bonus in Lock-fire. But then, why not playing them in calibre 1? Because in this case it's better to play with Hatamotos with Naginatas (if you like this weapon) but you loose some minis as they are expensiver.

[ On what to shoot at/specific roles ]
His tactical awareness rule allows him to target (on 2+) the troops exterminators hidden behind others minis (like flame-thrower, Achille class biomech...). Coupled to a Rocket Launcher Dragon team, this tactic works very well since the adversary have to dismiss its models (its shield) so that the template does'nt make him a lot of damage. This create spaces into which the boss can go and see the target hiden behind the shield to eliminate them (see diagram).

[ Diagrams to come ]
He can also be used to shoot at large models with two points as life to try to remove the first (or even the last :D). For example, to do that with a Greater Pitbeast allow you to charge it and minimise the risks of strike-back. That will be done for example for the Pitbeast with two 7+ rolls. Okay, you will need luck... it is that for that it is necessary to maximize the number of shootings ( Number of Boss/Calibre).
He will be able to also kill the too fast enemy for your attacking group if no viper wings bike bike or dragonfly are in the corner to intercept this kind of model like the Artemis class biomech. This kind of model kills a unit by turn and turn around the group without one being able to catch up her.
If nothing of this kind is present, he will have always on what to shoot or charge.
He can also be played in calibre 2 with the role of an infiltrator when no Dragonfly is present, but in this case, he should be played alone or in group of two and on a table with a lot of obstructions.

[ Strong Points ]
- Low cost (especially in Calibre1)
- Versatility (shooting and Close combat)
- Very good support in attack

[ Weak Points ]
- No-specialization (not ultimate at shooting, neither in Close-Combat, nor in infiltration)
- Low resistance obliging to play it with shields

[ Conclusion ]
A good choice not to be neglected, becauseof his versatility. The calibre 2 enables only him to increase a little his capacities and its versatility (infiltration) but it is with the detriment of the cost and the occupation of a "slot" of calibre 2 which would be more interesting for other troops. Calibre 2 is thus to select only if the Boss will be alone. The Boss is really a "more" for the force because it is a reliable mini and he is the only one for the moment to choose a target so easily in this force. These is a very strategic choice, which does not lead to do a over-powerfull force (in any case, this kind of force is not a good thing with the Triad) but which optimizes the attack easily.
On the level of the sculp, the first mini was missed, the UW0 mini is a little better, on the other hand the two more recent are sympathetic of these ones the last is the best.

To be continued...


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Creation date : 27/07/2005 @ 21:57
Last update : 03/04/2006 @ 20:32
Category : Units
Page read 4705 times


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Reactions to this article


Reaction #2 

by cradlebarbare 21/10/2006 @ 14:31

Boss par Neox :


Reaction #1 

by Igor 15/08/2005 @ 18:00

[FR] Comme je viens de faire la traduction, j'ai dû lire en détail cet article et je dois dire qu'il y a d'excellente idées que je n'avais pas eu.
Je n'avais entre autre jamais fait le calcul pour la conscience tactique et c'est vrai que ca fait du boss une figurine plus qu'intéréssante. Faut peut être que j'en peigne un autre...

Par contre je ne suis pas du tout d'accord sur les fig, la meilleure pour moi est celle de l'UW0 (celle qui est montrée en haut de l'article) et sinon j'aime beaucoup celle qui est estimée ratée (John R. a parlé de style français à propos de ces 2 figs...)

[ENG] As I did the "translation" I had to read this article very carrefully and I have to say that's there's a lot of idea I didn't have.
For example I didn't do the calculation for the tactical awareness roll that does from the boss a "must have" in case of an offensive tactic.

I'm not agree with Dream Troll about the sculpt of the minis. The one I like more is the one I painted and I like the other one that for Dream troll is missed.


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