"The Boss" versus "Corps Officers"

By DoctorGloom, in Dust Tactics General Discussion

After first focusing on an even collection between Axis and Allies, I've finally grown more in the direction of the latter. It's now time to add a command squad to my force, but I'm having trouble deciding between The Boss and the Corps Officers. What has worked out for others? Is it really just a matter of preference between level 2 & 3 infantry, or is there some glaring deficiency in one or the other?

They both have their uses but really the Boss abilities depend on luck while the corps officers have a one shot but always will work type deal. I like to bring both when points allow for it but generally I like to put my money on the lucky reactivations rather then the the one time deal though. as the drawback to using stims is rather large though I have been able to pull off some insane things with stim'd squads.

In addition to reactivate units, the Boss can bring back one destroyed walker AND one destroyed squad per game if the dice are with you. These are powerful options that the Corps officers lack. On top of that, even the possibility of a reactivation will often make your opponent think twice about the way the use their units and give you an advantage, even if you later fail the roll or use another Command ability. That said, I think you should get the Boss (or maybe both).

The difference between the two is MUCH greater than simply armor 2 vs armor 3. They play completely different. The Boss abilities are much more powerful, but they rely on chance, the Corps Officers abilities are a sure thing, but they aren't so game changing, and they're one-use.

With the Boss, I usually keep them tucked away, far from the action, just trying to get a reactivation, or bring back a downed unit. This makes them effectively "not in play". They rarely get to fire on anyone, mostly being reduced to rolling a die each turn and hoping for the best. Because their "dice roll abilities" are so powerful, you pretty much HAVE to try to use them every turn, so you'll very rarely use their secondary abilities. Very powerful, but not that interesting. And if you keep rolling blanks throughout the game, then they're a complete waste. But having the possibility of reactivating a unit every turn forces your opponent to be more conservative in his actions.

With the Corps Officers, on the other hand, their abilities sort of require that you move them closer to the battle. Using a stim kit on a squad that's far from the fray will just waste acions on movement, when they should be tearing units to pieces. Likewise, you have a much better chance at having the LOS for a useful use of the Smoke Mortar and Ammo Dump if you're in the middle of the action. Now, since these special abilities force them to move forward, suddenly you find many more opportunities to use the small single point heal abilities on squads and tanks, something that rarely gets used by the Boss, sitting far from the action. And finally, the Corps Officers have VERY decent weaponry, so they can actually be used offensively, something that you'd rarely do with the Boss. The big downside of this forward-acting command squad, is that it's VERY fragile. With only 3 soldiers, no hero to attach, and no Move 2+Fast (or DR for the axis), they get wiped out quickly if the enemy takes an active interest. The Boss can sacrifice a couple of soldiers and still remain effective, while the Corps Officers will simply disappear under a couple of hits.

So, the Boss is ultimately more powerful, they give you a huge tactical advantage, but I find that they are just not very fun to play. The Corps Officers are more chaotic, you actually get to use a greater variety of abilities with them (instead of just rolling for "Get Moving" every round) and they can actually hurt the enemy directly.

After reading this, I think that I really need to get the Corps Officers although I already have the Boss.

I'm definitely going to get both eventually, as well. I'll probably start off with the Corps Officers, though. Their guaranteed activation and front-line style of support suits my play style a bit better in the short run. Powerful support from the rear line is great, but my preference will first go to a unit that can personally earn back their point cost any day. Thanks, everybody!

I did it! I bought both of the Heavy Command Squads, and they are really great. The Medic's ability to inject stimulants once per game is something your opponent definitely has to consider when moving his units. My Axis Medic stimulated a Zombie squad that had Grenadier X attached, and it rushed forward to destroy two opposing squads and a hero. Okay, the Zombies were gunned down immediately after that, but they were dead anyway, so that's no problem.

On top of having cool abilities, the miniatures just look cool. That is, all the miniatures except the Allied Mechanic whose head is positioned just the wrong way. He literally has eyes on his back. The Axis squad lacks a "Loaded" token for the Fliegerfaust, although I don't think that's a big point. Aside from that, the Squads are great.

Yeah, the Heavy Kommandotrupp doesn't come with a Loaded Token. Little bit of an oversight.

And really don't expect a drugged squad to survive for long after the effects of the stim kit wears off. Unless they have Ozz attached and you're able to use his Heroic Attack in time to keep them protected during their "nap time".

your missing the token then because i got 1 with mine.

I believe Loophole is correct, you don't get one with the command set (also not listed on box) but you do with Cerberus campaign. It's rather naff and not worth bothering with, for a token that represents dense smoke, a little transparent disc with a tiny symbol doesn't really work for me

Let's get our tokens sorted out:

Loaded Token - Comes in the Medium Walker boxes for the Lothar and Steel Rain, and in the Revised Core Set, for the Heavy Flaks. Logically should come with the Heavy Kommandotrupp as well, but mine and others didn't come with it.

Smoke Token - Comes with the Cerberus Campaign, which is a little odd. Should really come with the Heavy Kommandotrupp and with Corps Officers, but doesn't.

And on smoke, I really liked and use the suggestion someone posted around here before: When a smoke mortar is used, place one of the smoke squares from SeeLowe, and on top of it the little smoke token. At the end of the round, remove the smoke token. Then at the end of the next round, remove the smoke square. It's a very good way of keeping track of when the smoke is supposed to dissipate.

I use both as I run three platoons. They both are great for different reasons, but if you plan to run multiple platoons, I would suggest it. Realistically, the main reason I bought the Boss box was so I could field a Steel Rain… Now that I have it, I am happy I bought it. Great little command unit.