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[[Boss]]es are [[special unit]]s that are only used in single player. There are four types of boss: boss1, boss2, boss3 and boss4. Before a boss can be attacked, all regular armies on the territory occupied by the boss must be killed. When there is fog in the level, you can still see enemy tiles with boss1, boss2, boss4. When making single player level, you can give every slot up to 3 bosses. {{ref|https://www.warzone.com/Forum/296879-behaviours-different-bosses}}
'''Bosses''' are [[Special Unit]]s that appear only in single-player levels.


<!--add boss images to clarify-->
There are four boss types:


<h2>Boss1</h2>
* Boss1
This boss is like a stack of 400 armies. This boss's armies will reduce when in combat (as offence and defence). Sametimes it deploys extra armies on territory where it is. It deploys every (1+5*k)th turn (6th, 11th, 16th) And the amount is:
* Boss2
n= [(current turn-1)/5-1]*13+10. His 1st deploy is 10 armies, then 23 armies, 36 armies, 49, 62, 75, 88...
* Boss3
<h2>Boss2</h2>
* Boss4
This type of boss has an increasing boss value and the boss must be fully killed in a single attack for the boss to be gone. This boss's value starts at 20. On turn 11, it's value will increase to 60 and on turn 14, the value will increase to 300.
<h2>Boss3</h2>
This boss can only be killed in a single attack. This boss is originally worth 100 armies. Once a boss worth 100 is killed, it will spawn 4 lots of 90 army Boss3 (copy) bosses in random territories. Once a boss worth 90 is killed, a further 3 Boss3 bosses will be spawned with a value of 80 armies (copy's copy). These bosses can't be spawned on territories occupied by [[commanders]].
<h2>Boss4</h2>
This boss is a stack of 400 armies. This boss's armies will reduce when in combat (as offence and defence).  It spawns even more armies.
There are 2 types of spawns:
1) On any territory controled by ally team
2) On territory controled by enemy: it kills all armies in it, steals the territory and spawns armies there.


Armies start to be spawned in on turn 4 and every 3 turns after that. The amount of spawned armies is:
When creating a single-player level, each slot can be assigned up to three bosses.


Starting with turn 4, and every +6 turn after that: 7*n where n's value is  (remembering that it activates every 3 turns). eg at turn 22 n=7 (turns: 4,7,10,13,16,19,22) and the boss will spawn 49 troops.
Before a boss can be damaged, all regular armies on its territory must first be eliminated. Once the regular armies are gone, attacks begin damaging the boss itself.


Starting with turn7 and every +6 turn after that: 11*n. eg at turn 19 n=6 and the boss will spawn 66.
In levels with fog enabled, territories containing Boss1, Boss2, or Boss4 remain visible even when they would otherwise be hidden by fog.


To make this clear, this is how many troops the spawn will create in the first 25 turns:
== Boss Types ==


<table class = "wikitable">
=== Boss1 ===
<tr>
<th>Turn</th>
<th>Spawned armies</th>
</tr>
<tr>
<td>4</td>
<td>7</td>
</tr>
<tr>
<td>7</td>
<td>22</td>
</tr>
<tr>
<td>10</td>
<td>21</td>
</tr>
<tr>
<td>13</td>
<td>44</td>
</tr>
<tr>
<td>16</td>
<td>35</td>
</tr>
<tr>
<td>19</td>
<td>66</td>
</tr>
<tr>
<td>22</td>
<td>49</td>
</tr>
<tr>
<td>25</td>
<td>56+88</td>
</tr>
</table>


Starting with turn 25, both effects activate at the same turn and you will see 2 spawns. The boss is extremly dangerous and should be killed as soon as possible. It is possible to give this unit to slot, which will then not be assigned to any team (boss will be neutral). Neutral boss will add units on random enemy's terriotry and will steal your territories, turning them neutral and spawning troops there. Allied/ your boss will steal your territories, killing all armies in it in the process, give the territory to the player/ AI controlling the boss and add troops. It also adds troops to randomly selected enemy's territory.
Boss1 behaves like a stack of 400 armies.
 
Unlike some other boss types, Boss1 takes damage normally. Its effective strength decreases as it loses armies in combat, both when attacking and defending.
 
==== Reinforcements ====
 
Boss1 periodically deploys additional armies onto its own territory.
 
Deployments occur on turns 6, 11, 16, 21, 26, and every 5 turns thereafter.
 
The number of armies deployed increases over time:
 
* Turn 6: 10 armies
* Turn 11: 23 armies
* Turn 16: 36 armies
* Turn 21: 49 armies
* Turn 26: 62 armies
* Turn 31: 75 armies
* Turn 36: 88 armies
 
Each deployment is 13 armies larger than the previous one.
 
=== Boss2 ===
 
Boss2 must be destroyed in a single attack.
 
Partial damage is ignored. If an attack fails to deal enough damage to eliminate the boss completely, the boss remains at full strength.
 
==== Boss Strength ====
 
Boss2 becomes stronger as the game progresses:
 
* Turns 1–10: Value 20
* Turns 11–13: Value 60
* Turn 14 onward: Value 300
 
Because of this growth, Boss2 is usually much easier to eliminate early in the game.
 
=== Boss3 ===
 
Boss3 must also be destroyed in a single attack.
 
Its defining characteristic is that it reproduces when killed.
 
==== Initial Boss ====
 
The original Boss3 has a value of 100 armies.
 
When it is destroyed, four new Boss3 units worth 90 armies each are spawned on random territories.
 
==== Secondary Bosses ====
 
When a 90-army Boss3 is destroyed, three new Boss3 units worth 80 armies each are spawned.
 
These newly spawned bosses do not continue reproducing indefinitely.
 
Boss3 units cannot spawn on territories occupied by [[Commanders]].
 
=== Boss4 ===
 
Boss4 behaves as a stack of 400 armies.
 
Like Boss1, its strength decreases as it takes damage in combat.
 
However, Boss4's primary danger comes from its spawning ability.
 
==== Spawning Behavior ====
 
Beginning on turn 4 and every 3 turns thereafter, Boss4 creates armies elsewhere on the map.
 
Boss4 can:
 
* Add armies to territories controlled by its team.
* Capture enemy territories, destroy all armies occupying them, and spawn armies there.
 
Because of these abilities, Boss4 can rapidly expand its influence across the map if left unchecked.
 
==== Spawn Growth ====
 
Boss4 alternates between two spawning effects:
 
* Starting on turn 4 and every 6 turns thereafter: 7 × n armies
* Starting on turn 7 and every 6 turns thereafter: 11 × n armies
 
where ''n'' is the number of times that spawning effect has occurred.
 
The first several spawns are:
 
* Turn 4: 7 armies
* Turn 7: 22 armies
* Turn 10: 21 armies
* Turn 13: 44 armies
* Turn 16: 35 armies
* Turn 19: 66 armies
* Turn 22: 49 armies
* Turn 25: 56 armies and 88 armies
 
Starting on turn 25, both spawning effects occur on the same turn.
 
==== Neutral Boss4 ====
 
Boss4 can be assigned to a slot that does not belong to any team.
 
When this occurs, the boss behaves as a neutral force. It may:
 
* Capture player territories.
* Destroy armies occupying those territories.
* Turn captured territories neutral.
* Spawn additional armies on those territories.
 
If Boss4 belongs to a player or AI, territories it captures are transferred to that player instead.
 
Because its influence grows rapidly over time, Boss4 is generally considered the most dangerous boss type and should usually be eliminated as early as possible.
 
== See Also ==
 
* [[Special Unit]]
* [[Commander]]


{{Special Units}}
{{Special Units}}


[[Category:Game Settings]]
[[Category:Game Settings]]

Latest revision as of 04:36, 14 June 2026

Bosses are Special Units that appear only in single-player levels.

There are four boss types:

  • Boss1
  • Boss2
  • Boss3
  • Boss4

When creating a single-player level, each slot can be assigned up to three bosses.

Before a boss can be damaged, all regular armies on its territory must first be eliminated. Once the regular armies are gone, attacks begin damaging the boss itself.

In levels with fog enabled, territories containing Boss1, Boss2, or Boss4 remain visible even when they would otherwise be hidden by fog.

Boss Types

Boss1

Boss1 behaves like a stack of 400 armies.

Unlike some other boss types, Boss1 takes damage normally. Its effective strength decreases as it loses armies in combat, both when attacking and defending.

Reinforcements

Boss1 periodically deploys additional armies onto its own territory.

Deployments occur on turns 6, 11, 16, 21, 26, and every 5 turns thereafter.

The number of armies deployed increases over time:

  • Turn 6: 10 armies
  • Turn 11: 23 armies
  • Turn 16: 36 armies
  • Turn 21: 49 armies
  • Turn 26: 62 armies
  • Turn 31: 75 armies
  • Turn 36: 88 armies

Each deployment is 13 armies larger than the previous one.

Boss2

Boss2 must be destroyed in a single attack.

Partial damage is ignored. If an attack fails to deal enough damage to eliminate the boss completely, the boss remains at full strength.

Boss Strength

Boss2 becomes stronger as the game progresses:

  • Turns 1–10: Value 20
  • Turns 11–13: Value 60
  • Turn 14 onward: Value 300

Because of this growth, Boss2 is usually much easier to eliminate early in the game.

Boss3

Boss3 must also be destroyed in a single attack.

Its defining characteristic is that it reproduces when killed.

Initial Boss

The original Boss3 has a value of 100 armies.

When it is destroyed, four new Boss3 units worth 90 armies each are spawned on random territories.

Secondary Bosses

When a 90-army Boss3 is destroyed, three new Boss3 units worth 80 armies each are spawned.

These newly spawned bosses do not continue reproducing indefinitely.

Boss3 units cannot spawn on territories occupied by Commanders.

Boss4

Boss4 behaves as a stack of 400 armies.

Like Boss1, its strength decreases as it takes damage in combat.

However, Boss4's primary danger comes from its spawning ability.

Spawning Behavior

Beginning on turn 4 and every 3 turns thereafter, Boss4 creates armies elsewhere on the map.

Boss4 can:

  • Add armies to territories controlled by its team.
  • Capture enemy territories, destroy all armies occupying them, and spawn armies there.

Because of these abilities, Boss4 can rapidly expand its influence across the map if left unchecked.

Spawn Growth

Boss4 alternates between two spawning effects:

  • Starting on turn 4 and every 6 turns thereafter: 7 × n armies
  • Starting on turn 7 and every 6 turns thereafter: 11 × n armies

where n is the number of times that spawning effect has occurred.

The first several spawns are:

  • Turn 4: 7 armies
  • Turn 7: 22 armies
  • Turn 10: 21 armies
  • Turn 13: 44 armies
  • Turn 16: 35 armies
  • Turn 19: 66 armies
  • Turn 22: 49 armies
  • Turn 25: 56 armies and 88 armies

Starting on turn 25, both spawning effects occur on the same turn.

Neutral Boss4

Boss4 can be assigned to a slot that does not belong to any team.

When this occurs, the boss behaves as a neutral force. It may:

  • Capture player territories.
  • Destroy armies occupying those territories.
  • Turn captured territories neutral.
  • Spawn additional armies on those territories.

If Boss4 belongs to a player or AI, territories it captures are transferred to that player instead.

Because its influence grows rapidly over time, Boss4 is generally considered the most dangerous boss type and should usually be eliminated as early as possible.

See Also