When I first looked at those spider walkers, I was NOT into them. After a little bit, now, I am really liking those babies. They look like T-28 supertanks, on legs. Whats NOT to love?
Also, I am loving the Hero packs-they are sorely needed. Gonna be gettin' myself a Totenmeister!
Yeah the big walkers look really great, I'll be getting em.. I just hope they do them like the current walkers where you get the weapons for all variants. Looking forward to the new starter set also, gonna get it from my FLGS though, hopefully he can order it now.. guessing if it's just been unveiled today it's not quite out in stores yet...
This is just the worst possible sort of thing for my mini buying ADD. I picked up the original boxed set and haven't been inspired by the minis in person yet, but I literally want everything in those preview pictures.
The FFG forum thread those pictures came from also has a couple of notes on how Dust Warfare works
It is a 1 to 6" ratio so one movement factor equals six inches
The idea that one side moves all there units before the other, I know is a concern, but reaction keeps both players totally involved.
They have a Tank Damage Table that you refer to when you hit a Walker, that lets you know what damage a walker gets when you hit it. You still roll for armor.
damage is things like:
Suppressed
Blinded
Back up
Weapons Disabled
Crew Killed
Crew Injured
Fire
Ammon Explosion
It also states on the table, subject to change.
Through terrain a walker moves 1/2 movement unless it is moving move - move
I can't say I'm surprised they're pulling regular tracked tanks into Dust Warfare. West Wind did the same, and it's pretty cool to see Shermans duke it out with Axis walkers.
Kanluwen wrote:I can't say I'm surprised they're pulling regular tracked tanks into Dust Warfare. West Wind did the same, and it's pretty cool to see Shermans duke it out with Axis walkers.
Walkers are cool, but tanks are awsome! Besides, I can't see everyone droping them when walkers are so new. Infantry still need half-tracks and jeeps to move around the battlefield in. A calliope should be a sherman with the steel rain rules, I'd think. Besides, I know from personal experience, Andy C is a tread head, and very approachable. I have complete faith in his rule writing abilities. He loves the whole WW2 mech/weird war setting. Can't wait.
Necros wrote:Now all we need is someone to make a 1/48 kit for that Dora rail cannon.
Hmm that may be tough since not many people make 1/48 kits for trains. Theres 1/35 train guns though (not of the dora though but of others). Although some of these have a lot of parts (over 1000!)
yeah I know there's a 1/35 rail gun model floating around, I saw it on a model train message board once.. something like $600 and 1000+ pieces. I think also there was someone on Work in Progress that was building one and making it for imperial guard
Necros wrote:Now all we need is someone to make a 1/48 kit for that Dora rail cannon.
Hmm that may be tough since not many people make 1/48 kits for trains. Theres 1/35 train guns though (not of the dora though but of others). Although some of these have a lot of parts (over 1000!)
Check again, there most certainly is a 1/35 Dora kit out there. Whether or not its in production still is another matter. See the above posters link for details.
As for prices of heavy walkers, it says TBD on the placards, so I don't know if they even know it.
Finally got around to ordering the Dust box after meaning to for ages. Looks like its a good time as well, with all of the new stuff coming out + Warfare.
Had my eye on this stuff for awhile. Picked up some of the miniatures and awesome walkers. I don't care for the grid system, well I didn't dislike it but I just have too much invested in cool tabletop terrain and stuff not to use it. Very happy about the tabletop rules coming soon!
Me too... I can't wait to see the Soviet army... I love my Amercia n all that... but WWII Nazis... With tank mechs.... N zombies... N gorillas. Sold! Watch some how to play vids... I'm sure it'll be simple as the board game and if the guns are too bendy easy swap.... Maybe even make a helgeist/jin roh force....
Checking out the game this weekend. If it looks right, I might be in for a set. Digging the whole line up so far, the Apes just did it for me.
They will go great with the AEWW 2 Mecha Ape, and the Russkie chimp troops to go with my ARC faction for Pulp City.
Alpharius wrote:Dust Warfare is actually going to use some sort of measurement system (inches, centimeters, cubits, etc.) for movement, range, etc. though, right?
Yes, in inches. The beta was using x6" for all stats. Not something I found works universally but was reminded this is early beta. Melee combat at 6" is rather silly to me even in the abstract. Really have my fingers crossed that they don't botch this up trying to make an easy crossover between Tactics and Warfare. As I see it and from having played Dust for a bit, there isn't a simple multiplier and all works out fine.
I'm a bit worried about this too, as it seems a bit forced in this direction right now.
TACTICS is already 'abstract' enough, hopefully they don't go too far down that road in WARFARE.
Alpharius wrote:Dust Warfare is actually going to use some sort of measurement system (inches, centimeters, cubits, etc.) for movement, range, etc. though, right?
Yes, in inches. The beta was using x6" for all stats. Not something I found works universally but was reminded this is early beta. Melee combat at 6" is rather silly to me even in the abstract. Really have my fingers crossed that they don't botch this up trying to make an easy crossover between Tactics and Warfare. As I see it and from having played Dust for a bit, there isn't a simple multiplier and all works out fine.
I'm a bit worried about this too, as it seems a bit forced in this direction right now.
TACTICS is already 'abstract' enough, hopefully they don't go too far down that road in WARFARE.
As melee weapons are now C instead of 1 there shouldn't be a problem there.
Alpharius wrote:Dust Warfare is actually going to use some sort of measurement system (inches, centimeters, cubits, etc.) for movement, range, etc. though, right?
Yes, in inches. The beta was using x6" for all stats. Not something I found works universally but was reminded this is early beta. Melee combat at 6" is rather silly to me even in the abstract. Really have my fingers crossed that they don't botch this up trying to make an easy crossover between Tactics and Warfare. As I see it and from having played Dust for a bit, there isn't a simple multiplier and all works out fine.
I'm a bit worried about this too, as it seems a bit forced in this direction right now.
TACTICS is already 'abstract' enough, hopefully they don't go too far down that road in WARFARE.
As melee weapons are now C instead of 1 there shouldn't be a problem there.
I wondered why they change Melee weapons to "C". Makes sense now!
Four Luther medium panzer walkers patrolled outside the Axis ammo dump when the first Allied Fireball approached. The pilots in their Luthers opened fire, but their weapons barely slowed the strange, six-legged walker. Outside the gates, the Allied tank hit the anti-tank traps and bulldozed right through them. The Fireball sprayed machine gun fire from its turret to keep the Axis troops at bay, but the Luther pilots couldn’t understand why it didn’t fire its main cannon… Then the first Luther got too close, and the Fireball unleashed a tremendous gout of flame that incinerated the Axis walker and its pilot within seconds.
After unveiling these amazing new miniatures at Gen Con Indy 2011, Fantasy Flight Games is now thrilled to announce the upcoming release of the Allied Heavy Assault Walker and the Axis Heavy Panzer Walker!
Protected by the heaviest armor ever developed and wielding massive firepower capable of reducing opposing units to rubble, these heavy walkers provide players exciting strategic options for their games of Dust Tactics.
Burn, baby, burn!
After the Axis forces assaulted them with heavier and heavier walkers, the Allies made a point of showing they, too, can build fearsome engines of destruction, as heavy as anything thrown against them. The Heavy Assault Walker miniature can be customized in either of two configurations, the Punisher and the Fireball.
The Punisher is the heaviest walker the Allies have ever produced, with twin 155mm howitzers to pummel heavily armored walkers and a number of .50 cal and .30 cal machine guns to lay waste to enemy squads foolish enough to approach.
The Fireball adheres to the Allies’ traditional strengths–speed, versatility, and lethal attacks at close range. Its deadly Napalm Thrower launches fiery doom at a greater range than ever before, and those fires can consume nearly any enemy unit in a single hit.
To maneuver into position to launch attacks, both configurations of the Heavy Assault Walker carry Dozer Blades, which can level anti-tank traps. Additionally, both configurations of the Heavy Assault Walker can carry friendly squad members, shielding their movement from enemy fire along the way to vital locations.
Raw firepower
Build the Axis Heavy Panzer Walker into one of its two possible configurations, and you’ll be able to batter your opponents at any range. Both the Königs-Luther and the Sturm-König feature massive cannons, capable of punching any armor on the battlefield.
With its dual 17.3 cm FpK, the Königs-Luther is a formidable weapon, easily among the most fearsome in the war. The heaviest variant of the Luther, the Königs-Luther sometimes wins battles even before firing its first shot; so terrifying is its raw firepower that many enemy tank commanders simply refuse to fight it without support from their mightiest walkers. Even when joined in battle by multiple opponents, the Königs-Luther features a frame and armor heavy enough to buy Axis reinforcements time to arrive.
The second configuration of the Heavy Panzer Walker, the Sturm-König excels at defending troops as they move into position. Less resilient than the Königs-Luther, the Sturm-König provides Axis commanders different strategic options with its Advanced Reactive Fire skill. Similarly, its 12.8 cm FlakVierling may not hit as hard as the Königs-Luther, but the Sturm-König fills the air with such a sheer volume of fire that few units can withstand its sustained barrage.
Hit them hard
Prepare to take control of these heavy walkers when they advance on the battlefront in the Fourth Quarter of 2011. It’s better to set their sights on your enemy’s units than to find your forces staring them in the barrels!
Automatically Appended Next Post: Priced at $39,95!
Sorry if this is off topic but yesterday I was looking into at-43 therians (the globe spider with lots of eyes model) and I cant seem to find it on sale anywhere really... is there any forum or trade place were I can buy a few of those spider globes?
The size of all of the walkers makes me want to go retro and make Stega-Tanks. Anyone remember that concept from Rogue Trader/40k? Tanks on legs, not puny sentinels But armor 12/13 monsters with loads of weapons to be fired at the enemy, or act like a dreadnought like machine that attacks at close quarters.
The big walkers I would likely have to play as Heavy/super-heavies based on size compared to say Malcadors and Leman Russ tanks.
I'll be getting one of each and yeah, they're not pre-painted just pre-built and pre-primed. actually saves you a lot of time and if you really wanted to do conversions and stuff, they're easy enough to take apart.
I am getting at least 2 for each faction! These are really nice models for $35, and ought to paint up a treat.
Speaking of painting, here are some shots of what I have gotten done on my Dust Starter set...
Hot Dog: it was still WiP when the photos were taken, and it is now finished (well, 98% finished...)
Luther: the blood on the snow has been toned down since these pictures were taken.
Aaand a test model for the Axis troops. Pretty happy with it!
kenshin620 wrote:$40? Heh thats cheaper than GW dreadnoughts. They looks awesome!
Huh, I thought it was $35 each..$40 is a bit steep, but I am still getting two of each. Plus, if I get them from Miniature Market/The War Store, they will probably be about $30 each, so it's all good!
NAVARRO wrote:Sorry if this is off topic but yesterday I was looking into at-43 therians (the globe spider with lots of eyes model) and I cant seem to find it on sale anywhere really... is there any forum or trade place were I can buy a few of those spider globes?
Miniature Market is still the best place to find any AT-43. If you're asking about the Storm Arachns, they still have a few in stock:
NAVARRO wrote:Sorry if this is off topic but yesterday I was looking into at-43 therians (the globe spider with lots of eyes model) and I cant seem to find it on sale anywhere really... is there any forum or trade place were I can buy a few of those spider globes?
Miniature Market is still the best place to find any AT-43. If you're asking about the Storm Arachns, they still have a few in stock:
chaos0xomega wrote:Honestly, I think those guns are bigger than the chimera you would be mounting them on...
I am very sorry sir but I am not familiar with this phrase you use, what is meaning, 'guns too big'?
I never said they were too big, just that they were bigger than the mount. Large difference there I have no idea what 'guns too big' means either, I think I heard a Marine say 'Big gun go boom boom' once, but other than that i'm not really sure.
More reinforcements today came in for me today: Operation SeeLöwe, Grim Reapers and a Heinrich / Hermann combo. Yay, almost up to speed with the rest of the world.
Yeah, a bit overpriced, but you can't win 'em all. Sealion has OZZ 117, Markus the monkey, two tank traps, two ammo crates, new tiles including building tiles and a campaign book with expanded background and new rules.
If you just want the rules and missions, you can get those for free. You are basically paying for two characters, some more boards and a few more crates/tank traps
I think I saw somewhere that they're going to be releasing heroes separately, maybe for when Dust Warfare is out? I dunno if it's the expansion heroes, or the other ones that were in the game night kits. Since I'm 99.837q84% sure I'll just be playing Dust Warfare, I'd rather be able to just buy the heroes separately, tiles are just backdrops for photos for me...
endtransmission wrote:If you just want the rules and missions, you can get those for free. You are basically paying for two characters, some more boards and a few more crates/tank traps
The missions can not be downloaded from the FFG website, just the rulebooks from each expansion and the new core set.
Necros wrote:I think I saw somewhere that they're going to be releasing heroes separately, maybe for when Dust Warfare is out? I dunno if it's the expansion heroes, or the other ones that were in the game night kits. Since I'm 99.837q84% sure I'll just be playing Dust Warfare, I'd rather be able to just buy the heroes separately, tiles are just backdrops for photos for me...
Hero packs will contain two heroes that were exclusive to US only tournament packs and one new hero not released before.
The Axis pack contains Stefan Retter, die Totenmeister and Grenadier X.
The Allied pack contains Johnny One-Eye, Action Jackson and the Priest.
A few of mine have bent guns, it doesn't really bother me.. but yeah I've read you can use boiling water or a hair dryer, bend it back into place and then dunk it in some ice water and then it should keep it's shape.
One of my Grim Reapers had a bent barrel. I fixed it by first holding the bent piece under really, really hot running water for a bit, bending it back into shape and then holding it under cold running water for a bit. Worked for me.
Is there any exact date on when the Heavy Walker's are to be released? Maelstorm games has it as the 19th of November, but is this correct? Anyhow, how do the Axis ones match up to imperial Guard Chimeras? A little bigger perhaps? I'm thinking of using them alongside my At-43 Cobras (manticores) as Hydras/Basilisks...or a Minotaur with twin earthshakers for Apocalypse games (and the Allied one could work as either a Leman Russ Exterminator, or Malcador Infernus). Damn i love walkers. ^^
Phew, now that is a little bit too large to be a Hydra now isn't it? From their shots alongside some regular troopers it looks as though they're not going to take up their allocated 2x2 entirely, so there may be hope still. Argh I just want a pair of those Königs-Luthers.
I haven´t read all these pages so please excuse me for asking , but what size are Dust Tactics Figures ? I mostly want the Gorillas I have seen around .
I have a group of friends that have been playing DT, and I am thinking of jumping in when DW hits (I prefer proper table top), but I want to play Soviets.
What are the projected timelines for Soviet stuff to hit?
Are they releasing a bunch of Soviet stuff at once or will it be a slow trickle?
Am I going to be able to get a solid Soviet army togetehr in ehe near future or is it going to be years to get stuff?
I have no experience with how they release stuff for this game...
Also the soviet models that already exist as part of the 1:48 range have no cards with them right? But I heard that cards (unnoffical but released by compnay) can be found on-line, is this correct?
Lastly, does anyone have a links to concept art of WIP production pics of upcoming Soviets? Will they have a range of walkers, battle suits and so forth? What is the focus of the army? Lots of infantry? etc.
I havn't seen or heard of anything for soviets other than a couple of model kits from Dust studio that you can't really use in the game. I have a feeling they are going to keep it with just Axis and Allies till after dust warfare is out for a little while. If you want to get into the game the starter kits really are the best deal for models. At least to get you started playing and you can pick up soviets when they finally start making them
CT GAMER wrote:I have a group of friends that have been playing DT, and I am thinking of jumping in when DW hits (I prefer proper table top), but I want to play Soviets.
Dust Tactics & Dust Warfare will use the same models and my advice would be to grab a copy of the current core set Blue Thunder as it represents great value for money and is much cheaper (over 50% cheaper) than buying the units/armour seperately.
If it turned out you didn't like the game you could simply sell the contents seperately on E-bay and you would easily make your money back.
While the new core set is also great value for money it doesn't have as much infantry/armour in it. The current core set also has Sigrid and Joe in it and it's not clear how these will be available to purchase in the future.
There are also less dice, cover & tiles in the new revised set. Actually it will use posters to replace the tiles and they are coming out with a seperate tile set.
Personally if you were looking to get into the game I would buy the current and then the revised core set when it comes out early September. For a relatively small outlay (circa £125) this will give you 2 heroes, 3 walkers and 6 infantry units for each faction. This would last you a long time on it's own and really all you would need is the command squad expansions (another £25 for both) for each faction to have a well rounded force for both factions.
As for playing the Soviets. They could be another year down the line as I am sure the Vrill are earmarked for release first. By this time you will have most certainly missed out on the value of the current core set as it will be a long time out of print which is a shame in my book.
Daston wrote:Only just seen this dust stuff, and I gotta say it looks great! Love mechs and love WW2 era so win win!
May have to ask for Tactics for Christmas from the wife
Ask her to grab the current core set for you now before it's too late.
I can also see you are UK based so you may be pleased to know that British Paratroopers should be released with a Para Hero just before Christmas. Check out the link below for pictures and detail (both pages). There is also another Hero called the Priest coming along who is listed as part of SOE so I am unsure if he is British or if he is an SOE operative of another nationality as they did recruit from all countries.
Daston wrote:Oh those red devils look awesome is the revised core set going to be worse than the current one for content?
Top tip! Get both. If you bought all the units as expansions instead of core sets it would cost you double.
The main advantage of the current set is it comes with 4 medium walkers (that look awesome) where the revised set comes with 2 light walkers. The current set also provides a lot of good core units for both factions. Most people who have the current set view the revised set as an expansion although this is not totally my point of view. The current set also comes with tiles as opposed to poster maps more dice & more cover pieces. The one good thing about the revised set is you will get a hard copy of the new rules although they are already available in downloadable format on the FFG support section under Dust Tactics.
First time I've of heard of this was today when my friend told me he's ordered the starter pack... Might be a nice way to get away from GW for a while!
If you don't like the idea of painting up two new armies or just feeling lazy and you have a fair amount of disposable income. You can also purchase the game and it's units in a premium painted format.
Beware these are 3 times the price of the unpainted versions but they are the best pre-paints out there.
There's another nice model from Paolo's site. The Mickey ARV
The Medium Armored Recovery Vehicle M2-B "Mickey ARV" is a front-line walker capable of handling critical tasks such as destroying heavy fortifications or helping another damaged robot. It's powerful crane can lift even the heaviest vehicles on the battlefield and can also crush almost anything on its path....
Well Dust Tactics has just had another expansion announced called "Cerberus".
The expansion will have the usual 2 minis but this one also has the parts for a 3 storey building (could be usable in 40K). The expansion will also introduce rules for multi level combat and extra skills for NCO command squads. Anyway you can check it out on the link below for yourselves.
Fantasy Flight Games continues to be excited by all that has happened for Dust Warfare since we announced it in July! Our demos at Gen Con Indy 2011 were buzzing all weekend long, and that buzz only grew when we announced the upcoming release of our Heavy Walkers for Dust Tactics and Dust Warfare.
Today, renowned miniatures guru and Dust Warfare designer Andy Chambers shares some of the design goals and philosophies that informed his initial approach to the game.
About Dust Warfare
In the year 1947, World War II still rages. Allied and Axis forces wage massive battles with weapons derived from alien technology in the alternate 1940s reality of Dust Warfare. Control heroes, squads, and fearsome combat walkers in this exciting tabletop miniatures game as you battle for the fate of the world. Dust Warfare integrates dynamic and engaging new game design with the stunning models from Dust Tactics.
Andy Chambers: Designer Diary, Part One.
I want to kick off this by saying that working on Dust Warfare has me in a state of tremendous excitement. World War II is the war for me, the one that first had me pushing Airfix models around on a blanket and crying when my guys got blown up. These days my obsession manifests itself through books, books, and more books, with the occasional PC game. But it’s as powerful as ever. I love how Paolo Parente has built on the imagery and background of World War II with pulp classics like zombies, rocket troops, and walking tanks. So I'd like to thank the fine folks at Fantasy Flight Games for giving me the opportunity to be involved with such a great game; it’s a great honor to be designing for Dust Warfare, and I sincerely hope to do it proud.
General Philosophy and Inspiration
For me, the best tabletop games are grand affairs with a lot of dynamic action. By that, I mean participants have reasons to send their armies into action, utilizing the terrain and thinking about how to use their maneuver as well as their firepower. One of the other big attractions of a tabletop game is that it can be scaleable for anything from a small skirmish up to a really big battle. Dust Tactics is fast and deadly. I wanted Dust Warfare to be, too, but on a bigger scale with more crunchy bits of realism and a touch less abstraction.
As such, I set my sights on designing Dust Warfare as a platoon– or company–level World War II game with firefights, suppression, commanders who are important on the spot, and metal mayhem from the clanking tanks. That means, as a basis, it’s designed for three or more units on each side, usually more.
For overall feel, I’ve attempted to recreate a bit of the feel of the many different World War II games I've played down the years. The best of these always seem to really emphasize two key points about World War II combat that have been borne out by everything I've read or heard about it ever since:
First, if someone is shooting real bullets at you, it really is safer to be inside a house than out in the street. Second, and less obviously, that soldiers can keep going through incredible firefights led by the energy and personal bravery of their junior officers and NCOs. Time and again, their leadership in small unit actions was what turned the tide and won victories.
I felt like this gave me some clear direction for the kind of game I hoped to develop and started by looking at what I considered the biggest challenge, the turn sequence.
What sets Dust Warfare apart from other tabletop miniatures games?
Dust Warfare stands apart by having the ass-kickingest miniatures range I've seen in a long time! Now granted, I am biased toward models from a setting that pairs World War II with walking tanks, intelligence-enhanced apes, and lasers. Mechanically, it plays fast and well. The interplay of actions, suppression, and reactions is highly evocative. I find myself thinking in terms of bringing up reserves, reinforcing the line, and giving covering fire during games of Dust Warfare in a way that feels very tactical and right.
SpankHammer III wrote:Just got Dust a few a couple of month ag o and I'm actively trying to convert my gaming group.
Just got the main box so far, but looking to get more. This new add on sounds good, still not sure what side to prioritise
Get the Command squads & Observer/Sniper boxes for each faction + the new revised core set & you will have all the basics you need with original core set box. These should set you back around £95 but will give you all the basics you need. Infinity Games UK does good deals (iguk.co.uk).
You can then think about the other Mech/Inf expansion boxes and the Cyclone, Seelowe and Cerberus expansion. In truth you can pretty much buy every DT product out there for circa £350 which is chicken feed comapared to 40K.
You can check out all the DT products/cost in the link below.
I've got pretty much everything that is currently out on my Amazon wish list. I'm both looking forward and dreading the soviet expansion, it looks aweson and who doesn't love commies but If I haven't made my mind up its another army I have to buy
BrookM wrote:Around here everybody wants to be a nazi.
Really? And you still consider them your friends?
I know what you mean. The Axis side does seem to get more interest from players than the allies do.
Not just in this game, every game has that (the "bad/evil" side is more popular in general).
Go back into your childhood and even there it is true.
Transformers = Decepticon toys much cooler (and in the cartoon they could all fly)
G.I.JOE = Cobra men and vehicles looked much better.
I like the axis models better, the walkers just look cooler. I think I like the ludwig the best. They look like they're designed to be a walker, but the Allied stuff looks like they got lazy and just welded some legs onto an old tank.
Looking forward to the building kits, hopefully they'll sell the building tiles separately too instead of only in the expansion box. I'm sure they will though, for Dust Warfare. They'd be silly not to.
And the third campaign box has been announced. This one doesn't look like it comes with tank traps and crates... it comes with a multi-level building instead!
Fantasy Flight Games is thrilled to announce Operation “Cerberus,” the third campaign expansion for Dust Tactics! As the battles get heavier, Allied and Axis forces call in armored reinforcements. Massive combat walkers tread the streets, armored troops storm the buildings of Southern England, and the campaign pushes deeper into urban warfare.
Operation “Cerberus” expands combat into multilevel structures, introduces new rules and skills, calls up two new heroes, details a chronology of the alternate-reality World War II, and profiles some of the war’s greatest heroes. With all of this and seven new scenarios, Operation “Cerberus” raises the stakes as brave Home Guard soldiers now fight to save their homeland!
Urban warfare
As the battles claim their toll, armored forces move further ashore, away from the sea and docks. Walkers march through the streets, laying down lethal streams of fire from their fearsome cannons. Outgunned by the walkers’ tremendous firepower, squads of soldiers find sheltered positions within tall buildings.
Operation “Cerberus” features new rules for multilevel combat. Squads can move up and down floors of the structures they enter, gaining advantages as they fire against foes outside the walls. This campaign expansion comes with parts for a customizable three-dimensional building, allowing players to construct terrain up to three stories tall.
A desperate defense
In Southampton, Portsmouth, and Brighton, Allied soldiers battle Axis walkers in close combat. With the help of the Home Guard, these brave soldiers fight to save their homeland–finding themselves in a desperate position that no one could have imagined just a few years ago.
Meanwhile, many of the Allied forces in the European theater concentrate in the United Kingdom. In a remote location north of London, the Allied Special Operations Command for Europe (ASOCOM “E”) prepares and arms many of the most formidable warriors of the Free World. With their unique weaponry and skills, these special operatives look to join the fight. If Western Europe is to be free again someday, if the British Isles are not to fall, they cannot fail!
As both Allies and Axis forces call in new reserves, Operation “Cerberus” introduces two new heroes. The assassin Angela plies her trade for the Axis while The Chef rushes into battle for the Allies with his two flamethrowers.
Players also gain new rules and skill descriptions for the heavily armored NCO Command Squads who have fought in the war for years and always managed to bring their men through battles alive. Operation “Cerberus” further details rules and skill descriptions for large vehicles that occupy multiple spaces.
Superior intelligence
In order to form sound battle plans, generals need good intel. Operation “Cerberus” provides a detailed chronology of the alternate-reality World War II of Dust Tactics. From the discovery of the crashed alien vessel in Antarctica to the Axis airdrops on Dover and the invasion of England, Operation “Cerberus” covers the most important events of a world now in its eleventh year of bitter conflict.
You’ll also find a history of ASOCOM, summaries of its major operations, and profiles of its most famous operatives and Most Wanted enemies.
Deeper into the dust
With all of this and seven new scenarios for urban warfare, Operation “Cerberus” expands your campaign deeper than ever into the world of Dust Tactics. Look for Operation “Cerberus” to release in the Fourth Quarter of 2011. As always, players will be able to purchase a copy with professionally painted miniatures from our Dust Tactics Premium line. Until then, keep checking our website for more intelligence on the battles raging in southern England and Dust Tactics!
Johnny remembered catching a stray laser in the stomach. He remembered dropping as the world went black… He woke up with a grizzled face staring at him. The Corps Officer Field Medic was holding a needle in his hand, tucking it back into a first aid kit on the side of his battle suit. The Field Medic was shouting at him over the sound of rifle fire. “Son! That scratch ain’t nothing a good bandage and a weekend with a beautiful woman can’t fix. Now get up, Johnny! It ain’t that bad.”
Fantasy Flight Games is proud to announce the upcoming release of two new command squads for Dust Tactics, the Allied Corps Officers and the Axis Heavy Kommandotrupp. These squads will add new vitality to your Dust Tactics armies and, as always, will see simultaneous release from our Dust Tactics Premium line, outfitting them with stunning, professional paint work.
Fierce urban battles rage along the southern coast of Great Britain. In Southampton, Portsmouth, and Brighton, Allied soldiers battle Axis walkers in close combat, and both sides rely upon the guidance of these heavily armored commanders who lead from the front lines.
Both of these NCO Command Squads feature three dramatically sculpted, armored miniatures and add versatility to your armies with handy new skills defined in the Operation “Cerberus” rulebook. Their battle suits let them shrug off small arms fire while they call in artillery strikes, repair walkers, boosting troops to tremendous feats, and heal injured soldiers.
Corps Officers
The Allied Corps Officers squad for Dust Tactics serves fearlessly with their heavy battle suits and high-tech weaponry. The members of this Allied NCO Command Squad have been around for years and have always managed to bring their men back.
As an NCO Command Squad, the Corps Officers make all your Allied units better as a savvy general knows when to draw upon each of the squad’s powerful skills. Calling in artillery fire and getting fallen soldiers back on their feet, the Corps Officers can provide the extra bit of inspiration your troops need to achieve victory.
The Corps Officers are no slouches in combat, either. With their flamethrower, dual Victory MGs, and rocket punches, these soldiers can put a hurting on enemy squads or walkers, both.
Heavy Kommandotrupp
On the other side of the battle, the Axis Heavy Kommandotrupp march to the front lines in their protective battle suits and blast at soldiers and walkers with their Fliegerfaust burst weapon and twin MG44.
In the chaos of battle, this powerful new squad provides clear direction for other troops, and when Allied forces think they’re getting the upper hand, the Heavy Kommandotrupp can provide them with unwelcome surprises. Able to patch up wounded soldiers and get them battle ready, the Heavy Kommandotrupp also has the ability to boost their allies with potent, untested chemicals. Though the side effects aren’t yet known, the Axis are wasting no time in making use of these chemicals on the field of battle where they can accelerate soldiers actions far beyond normal human rates of movement.
Stunning miniatures
Dust Tactics continues to provide some of the most eye-catching miniatures available, and each of these squads features three distinct, sculpted miniatures that will bring your games to life. Futhermore, as with all Dust Tactics miniatures, both the Corps Officers and Heavy Kommandotrupp will be available as professionally painted squads from our Dust Tactics Premium line and will be legal for use in Dust Warfare.
Look for these exciting new command squads to lead your troops to victory when they come out in the Fourth Quarter of 2011!
I know it is a small thing to point out, but I love the design on the boxes and the overall look of them.
Out of interest, I have yet to see any of these minis in person. What kind of scale are they, what material and what kind of numbers are you looking at in a standard tabletop encounter? Sorry for the noobish questions, if anyone had a link to some kind of info thread or other site I would be very grateful!
yeah, actually the miniatures look better in person to some degree. I don't think their painter is all that great at "selling" the models.
Does anyone know what the difference between the rules included in the original core set and the revised core set are?
Are the expansion pack rules downloadable the same as those included in the boxes?
I have the original core set and just bought some gorillas (cause their cool) but don't have the rules for them and don't want to buy the expansion set just to get the rules for the gorillas.
I'm just hoping that Andy Chambers will deliver a good game, because it looks like DUST WARFARE could shape up to be the Weird War II game I've been looking for!
Pacific wrote:I know it is a small thing to point out, but I love the design on the boxes and the overall look of them.
Out of interest, I have yet to see any of these minis in person. What kind of scale are they, what material and what kind of numbers are you looking at in a standard tabletop encounter? Sorry for the noobish questions, if anyone had a link to some kind of info thread or other site I would be very grateful!
The minis are the same scale as 40k, although generally with more realistic porportions. If you are familiar with the D&D prepainted figures, the infantry models are made of a similar rubbery plastic material, however there are some improvements with what the dust guys are using. It doesn't have nearly the same amount of problems with bent limbs/weapons and the detail is better, although slightly less so than the typical hard plastic you see with GW and others. The nice side of this is you can drop these guys all day long and never have to worry about them flying apart if you didn't get a good enough glue joint (which also brings up the fact that they come already assembled). They also often have heads/torsos/arms that swivel and can be positioned.
The vehicles use the same injection molded plastic we all know and love from GW and others. They come 90% assembled and ready to go. When you buy individual walkers (not part of a starter set) they come with all the options to make any of the variants, and you don't need to glue them together so you can swap weapon loadouts depending on what you want to use on a given game.
Dust Tactics games are generally 160-300 points with units averaging between 20-40 points each. The original starter set comes with two 160 point armies that include one hero (like an independant character from 40k), three 5-man infantry squads, and two walkers per side.
I have completely fallen in love with this system and it just seems to keep getting better. The rules are quick and generally intuitive. Games are fluid with practically no down time for players. It's cheap to get into and cheap to expand with infantry squads running just under $10 a piece, vehicles mostly under $15 a piece and expansion sets under $30 a piece (if you are buying from an online retailer like Minature Market). It was the perfect system for me to switch to after GW decided to spend this entire year pissing me off.
buckero0 wrote:yeah, actually the miniatures look better in person to some degree. I don't think their painter is all that great at "selling" the models.
Does anyone know what the difference between the rules included in the original core set and the revised core set are?
Are the expansion pack rules downloadable the same as those included in the boxes?
I have the original core set and just bought some gorillas (cause their cool) but don't have the rules for them and don't want to buy the expansion set just to get the rules for the gorillas.
The biggest differences between the revised and original rules are the addtion of the rules like artillery and structures that came out in the two expasion sets, the new points system, and some changes to how things like close combat weapons work.
Jeez Dust Tactics is going to punish my wallet in Q4 with all the new product support (10-11 new kits/tiles/expansions over the next 3 monthS).
These new Command squads look fantastic and will be up there with the Red Devil's on my want list.
I wish GW would just move over fully to plastic HQ boxes and scrap all this Finecast range nonsense. It would be so much better if you could just buy a plastic HQ box with all the bits to make the uniques in it. For Example you get all your uniques (8-10 models) in one plastic box & you could either build the standard pose or kit bash one completely of your own design. This is the route GW should have gone in my opinion.
FFG & Dust Studios are just making it so appealing an easy to enter the game. If Dust Warfare takes off? GW could learn a few lessons.
The only things I wish FFG & DS would do is sell separate heads for troops in DT to allow some customisation, increase their buildings range after Cerberus is launched & maybe some more battlefield terrain. I would love to see an Axis or Allied command installation/command post down the road.
I don't get the arbitrary mix of German and English words that doesn't make sense in either language.
Esp. Kommandotrupp is a group of commandos, not a command group. Don't ask me what a heavy group of commandos or a group of heavy commandos is. They should really ask a native speaker for feedback.
Kroothawk wrote:I don't get the arbitrary mix of German and English words that doesn't make sense in either language.
Esp. Kommandotrupp is a group of commandos, not a command group. Don't ask me what a heavy group of commandos or a group of heavy commandos is. They should really ask a native speaker for feedback.
And the names are a compromise between coolness and descriptional names. There is a system behind it if you check all the boxes. The thinkin behind it is: Though it might be cool to have it completly correct like Schwerer Befehlstrupp, it would confuse non native speakers and make it harder to identify them. With an international product you always have to make compromises.
Kommandotrupp can be used in German for a group of commanding officers and only after WWII got a different meaning. Commandos are an English word that only later was assimilated into German.
Just got my Mickey ARV, which is looking like a blast to build. It even comes with the floatation barrels from the Frogfoot Mickey concept art and what looks like a pair of autocannon barrels, not to mention weapons for all other available options. Best bonus? It comes with a post card signed by Paolo himself saying "thanks!"
I'll see what I can do when I get home again, though after looking at the parts long and hard I can see now that the two auto-cannons are for an AA Mickey variant. It also comes with weapons for the Pounder, Hot Dog and Steel Rain pattern variants, along with the floatation barrels found in the Dust pin-up book.
What I can say is that the model is top notch and that the resin parts, while needing some minor clean-up and removal of tabs, is perfect. No holes, only one bent piece due to it being long and thin. The pieces go together nice and flush though I will say this, the instructions leaflet leaves a lot to desired IMHO. Some sub-assembly stages are all out skipped requiring me to grab a FFG walker and compare it to the parts I have on sprue.
Bullets ripped through the air as the Allied Wildfire maneuvered to get a better line of fire at the onrushing zombies. Already, the wave of zombies had ripped through two infantry squads and a Pounder. The Wildfire pilot pulled the trigger, and tore into two zombies. “Stay down!” she muttered as they hit the ground. As she wondered what it took to stop them, she heard gunfire back down the alley. Then it stopped, followed only by a loud buzz and whine. She turned to see a pack of zombies rushing forward, led by one with a massive circular saw…
Fantasy Flight Games is pleased to announce the next wave of Dust Tactics heroes! Two new expansions increase your tactical options for Allied and Axis armies alike. Both the Allied Hero Pack and Axis Hero Pack present three fantastic Heroes ready to join your squads or lead the charges on their own.
A deader breed of hero
The new Axis Hero Pack allows players to guide their Axis Zombie units with one (or both) of two new Heroes with the Blutkreuz Zombie skill. Shrugging off small arms fire with his Damage Resilient skill, Grenadier X flings himself into Close combat with his circular saw where he cuts into troops and walkers indiscriminately. Any Allied forces that don’t fall to Grenadier X and any zombie squad he joins may find themselves concerned by the sinister presence of TotenMeister. Not only did this Blutkreuz Korps experiment manage to cheat death and become both Damage Resilient and ferociously strong, but her supply of Wiederbelebungsserum allows her to recover from nearly any wound. With their unholy strength, these Heroes lend resilience to any Axis army, with or without squads of Axis Zombies to join them.
Additionally, the Axis Hero Pack introduces Stefan, a deadly Oberleutnant who uses some of the Allies’ most effective tricks against them, literally fighting fire with fire with his Flammenwerfer 40.
If you didn’t get Stefan or TotenMeister from our previous Game Night Kits, you’ll soon have the chance to see why everyone has been clamoring for their general release. These Heroes greatly expand your tactical options.
Allied in their response
Though they each come from different backgrounds and though they each pursue their own methods, the famous warriors of the Allied Hero Pack all share a talent for wiping out Axis units. Action Jackson and Johnny One-Eye have already seen limited release through our Game Night Kits, and now you’ll soon get the chance to to inspire your armies with these dynamic leaders.
Action Jackson drops onto the battlefield as a British paratrooper, armored in a high-tech ASOCOM battle suit and equipped with two 60W Phaser Guns. Phaser technology may still be new, but when it all comes together, Action Jackson can blast through even the heaviest Axis walkers in a single instant.
Meanwhile, The Priest prefers to operate up close and personal, where he’s a sly expert with his dynamite charges, and Johnny One-Eye may not be the first badass to walk the Dust Tactics battlefields, but he’s the first Hero with the skill to prove it. His Badass skill means he’s not the type of guy who likes running out of ammunition while Axis forces close in around him. Johnny One-Eye and any squad he joins gain unlimited uses of their limited ammunition weapons.
Bigger personalities for bigger battles
World War II continues to heat up as Allied forces rally for a desperate defense of Southern England in the alternate reality of Dust Tactics. While the battles rage and both sides suffer casualties, the new Axis and Allied Hero Packs provide your armies with exciting new reinforcements and inspirational leadership.
Meanwhile, keep your eyes open next week for an article that will reveal the details about the Heroes for our next Game Night Kits.
If you can’t attend Game Nights, or if you’ve missed any of these exciting Heroes, don’t fret. The Allied Hero Pack and Axis Hero Pack are scheduled to release in the first quarter of 2012! As always, these products will see simultaneous release in our Dust Tactics Premium line, where you can get the same outstanding miniatures professionally pre-painted.
Was released in September, it looks like my wife has been trying to find an original boxed set for my xmas presant but to no luck. Looks like its the revised set for me plus some extras
Daston wrote:Was released in September, it looks like my wife has been trying to find an original boxed set for my xmas presant but to no luck. Looks like its the revised set for me plus some extras
Daston wrote:Was released in September, it looks like my wife has been trying to find an original boxed set for my xmas presant but to no luck. Looks like its the revised set for me plus some extras
Your wife might want to try amazon.co.uk....
Sadly the old core sets on Amazon are £100+
So she is going to try the US as they have a few and will ship to UK
Daston wrote:Was released in September, it looks like my wife has been trying to find an original boxed set for my xmas presant but to no luck. Looks like its the revised set for me plus some extras
Your wife might want to try amazon.co.uk....
Sadly the old core sets on Amazon are £100+
So she is going to try the US as they have a few and will ship to UK
I was up at Maelstrom Games today, they had one on the shelf for sale in the shop! My advice, give them a call and reserve the copy......if you hang about, it will certainly be gone soon!
My FLGS has one in stock (for 100 U.S. bux--jeez, in the UK they're 100 pounds? That's double the cost!), but I luckily picked up a used (like new) copy from a friend for $60 (30ish pounds). I'll get the revised eventually, but I'm glad I got my hands on this great deal! If anyone's hot for the big box, let me know and we can arrange something where I'll pick it up for you & send it (my LGS doesn't do online ordering).
It's been a while since anyone's posted any of the DT news.
For anyone that ever actually managed to get hold of the Games night kits, there's another one. The characters included in it are Priest and Grenadier-X, so we don't need to worry about missing out on those.
There's a new FAQ out. Seems some of the Revised rules conflicted with the terrain rules in Seelowe. Doh!
There's a step by step painting tutorial for Heavy Grenadiers up form the winner of the painting competition...
The Dust website also has a really nice piece of scenery up for order
Linky
and lastly Maelstrom seems to think that Dust Warfare is available for order... not pre-order... order. They also have Operation Cerberus up for pre-order too.
Funny you revive this thread today. I just received 7 of the revised core sets today for convention merch next month. I can confirm that DT is coming out with at least 10 new products over the next few months, including a new map pack.
Thanks for the help to the guys who have PM'd me about the Original Dust Core set. Found a shop on Amazon who is willing to ship to the UK Now I just got to wait till xmas :(
The site are releasing packs of axis, SSU or allied crates, $7 for 6 crates, which will be useful for Infinity players who need lots more scenery.
They are also releasing an allied walker crew set, which looks rather tempting for $7
I got a copy of the revised core set today (premium no less!). The posters are a little disappointing after all the nice boards that we've had in all the other sets; the mission book is also very very thin... other than that, the models are really good and well worth the cost of the set
Automatically Appended Next Post: Seems today is a day for Dust Tactics/Warfare updates. Today we get part two of the Warfare designer Diary from Andy Chambers
Welcome to another preview of the intense tabletop miniatures action that awaits you with Dust Warfare! In his first preview, renowned designer Andy Chambers shared some of his inspirations and philosophy for the game’s gritty, alternate-reality World War II battles. Today, Andy discusses what he considered to be the biggest challenge of adapting the streamlined board game mechanics of Dust Tactics to a tabletop miniatures system, the turn sequence…
Looking at the turn sequence
Dust Tactics uses a system where players alternate their unit activations, which is nice and clean and keeps both players engaged at all times. For Dust Warfare, I wanted to create a system that allowed bigger armies to fight with a coordinated battle plan. When it comes to creating the “big tabletop game” tempo, I like to be able to engage with several units at once, using–for example–some to lay down covering fire while others advance. For me, the ability to coordinate units like this really feeds into the idea of playing the role of high commander over a platoon or company in battle and opens up a whole new set of tactics to use in the game. As I felt that scaleability was really key for Dust Warfare, I decided to experiment with the idea of allowing multiple unit activations within the Dust Tactics alternating activation system.
One of my inspirational World War II games featured a semi-simultaneous turn sequence that was new to me at the time (bear skin boxers and flint knives were also very new back then). The phasing player would lay down preparatory fire, then move. Then the non-phasing player could execute defensive fire, and finally the phasing player could take advancing fire with his moving units. It meant defenders were horribly unpleasant to winkle out of their positions unless you had enough preparatory fire to keep their heads down while your assault force closed. It felt very “real” and was something I wanted to refine for Dust Warfare.
Initially, I tried keeping the alternating activations and introducing a system where HQ units could activate several subordinate units at once to get the kind of coordinated effort I wanted. This turned out to be pretty clunky in practice as you always activated your HQ units first, creating a default IGO-UGO sequence with an untidy tail of alternating activations afterwards. It convinced me I needed to have a specific command phase to do clever, command stuff, followed by a unit phase where all your units would activate without prompting from the higher-ups.
Reactions
But all this monkeying with a new turn sequence left out altogether the nice player interaction of Dust Tactics and the idea of defensive fire altogether. Fortunately there was a solution. The basic idea was that units aren’t going to sit still while the enemy attacks them; if they have guns, they’re going to use them. Or they might choose to run away, or charge closer.
Breaking it down, there's basically two situations where this is likely to apply–when a unit gets shot at, or when the enemy gets too close. This works great in an action-based system like Dust Warfare. When each reacting unit is granted a single reactive action, it can choose to shoot at the source of its discomfort or simply move. Reactions work to keep the opposing player involved and rather elegantly handle a lot of the interplay that can be gained from system with straight-up alternating activations.
However, a reaction can’t just be a “freebie” extra action, and clearly a unit should only react once in a turn or it's going to pull off some superhero moves, counter-firing against everything that attacks it. This is solved by placing a reaction marker on the unit to show it can't take any more reactions this turn and that the unit has already “spent” one of the actions available to it later in the turn.
There's another circumstance when a unit can't react–when it's already under fire and pinned down. The military often use “suppressive fire” purely to keep the opposition's heads down, and this seemed like a good tactic to encourage by having suppression prevent reactions.
Suppression, in general, is also something I’m really excited to include, but that's a topic for my next designer diary.
It's really refreshing to see designers working outside the IGO-UGO box, even if most of them are still digesting the lessons of Advanced Squad Leader. As a fanatical new Infinity player wooed over by the ARO system, I'm intrigued by Dust Warfare as well. Reactive games on a large scale would be really cool. Looks like I'll be figuring out where to pick up a copy of the rules, then.
Glad to see tabletop gaming continuing to evolve (or mine the best materials from the past, or whatever).
Yesterday the rules for Operation Cerberus went up
The situation is grim for the Allies. The Axis powers have made a another surprise move: an invasion of Southern Britain. If the Brits fall, the allies will be dealt a mortal wound. But there is still hope; in this time of consternation new heroes have arisen to defend the homeland, and new technology has been rushed to the front lines. Now, all eyes are on English Isles, as a new campaign is launched and the war reaches a fever pitch.
Dig in and prepare for a new threat. Axis and Allied commanders alike have a wealth of new intelligence to devour, and any commander worth his salt knows that knowledge is power. The Dust Tactics: Operation “Cerberus” rules are now available for download online (pdf, 7.7 MB) on the support page.
Know yourself, know your enemy
The “Cerberus” rulebook contains exciting new rules for your Dust Tactics games. Large vehicles will soon be leaving their footprints on your matches, NCO command squads will be lending all sorts of expertise to the fray, vehicles will be transporting troops around with the new carry capacity rules, and your Dust games will be expanding vertically with rules for 3D structures. Additionally, “Cerberus” includes descriptions of new units and heroes, as well as more background information to immerse yourself in the world of Dust.
Defend the allied coasts...or invade them if you would prefer. Continue the struggle with the Operation “Cerberus” rulebook. The Operation “Cerberus” expansion hits shores later this quarter. Pre-order this product now at your local retailer.
The stats for the new heavy walkers and a number of the new units are available on Paolo's website: http://www.dustgame.com/products.php?nid=18 If you select each unit, the card will be one of the available pictures. The SturmKonig looks so sweet!
Dust Studio is very proud to announce that all our model kits from the Deluxe Edition range and the Dust-48 range are now provided with their own gaming stat card for Dust Tactics!
All the rules to play our models kits can be found in Dust Tactics' expansions, mostly Operation Cerberus and on Dust Model website, on each model kit's page. There you will find the description of the unique skills these models can have. All other skills and game rules are within Dust Tactics' booklets.
As many of these new models introduce very new game rules, the cards don't have an Army Point Cost attached: therefore these models are not “legal” to play in Dust Tactics tournaments. But you can surely enjoy them when playing with your friends!
All these new stat cards can be ordered from our web store at www.dust-models.com. If you bought some of our earlier models kits, you'll certainly want them. To keep things simple we've made a pack with all the cards from our earlier models and priced it at 3.99 US$. Quite a bargain!
Happy gaming,
Dust Studio Team.
Sad that they don't have even a rough indication of a point value on them, but at last you can now play with all those extra miniatures from Paolo. I must also be going blind, because I can't see the stats on each model's page yet
You think theres any chance of the Core Set being rereleased? And I mean the original, not the inferior revised one. I have hopes of acquiring 3 of them...
chaos0xomega wrote:You think theres any chance of the Core Set being rereleased? And I mean the original, not the inferior revised one. I have hopes of acquiring 3 of them...
Sadly, NO, not a chance. The original core set was done buy a different company. FFG got the rights, slapped a sticker on it with there info and called it a day.
chaos0xomega wrote:You think theres any chance of the Core Set being rereleased? And I mean the original, not the inferior revised one. I have hopes of acquiring 3 of them...
Sadly, NO, not a chance. The original core set was done buy a different company. FFG got the rights, slapped a sticker on it with there info and called it a day.
Sadly, NO, not a chance. The original core set was done buy a different company. FFG got the rights, slapped a sticker on it with there info and called it a day.
Well, what would you do with a warehouse full of those boxes?
Also, if AEG would have produced the game and not FFG we would have gotten a much slower release-tact.
The problem with the big box is: Price is a little bit to high for a starter. There are already now more revised sold than the original starter for a reason. The new box contents are also better for learning the game than the old ones (and thats from someone that can give you the page, collim and paragraph when woken up in the night and asked a rules question !).
endtransmission wrote:A nice announcement from Dustgame.com this week.
Dust Studio is very proud to announce that all our model kits from the Deluxe Edition range and the Dust-48 range are now provided with their own gaming stat card for Dust Tactics!
All the rules to play our models kits can be found in Dust Tactics' expansions, mostly Operation Cerberus and on Dust Model website, on each model kit's page. There you will find the description of the unique skills these models can have. All other skills and game rules are within Dust Tactics' booklets.
As many of these new models introduce very new game rules, the cards don't have an Army Point Cost attached: therefore these models are not “legal” to play in Dust Tactics tournaments. But you can surely enjoy them when playing with your friends!
All these new stat cards can be ordered from our web store at www.dust-models.com. If you bought some of our earlier models kits, you'll certainly want them. To keep things simple we've made a pack with all the cards from our earlier models and priced it at 3.99 US$. Quite a bargain!
Happy gaming,
Dust Studio Team.
Sad that they don't have even a rough indication of a point value on them, but at last you can now play with all those extra miniatures from Paolo. I must also be going blind, because I can't see the stats on each model's page yet
Awesome, I've always wanted to play a wargame where I can field a walking snowplow!
Sadly, NO, not a chance. The original core set was done buy a different company. FFG got the rights, slapped a sticker on it with there info and called it a day.
Well, what would you do with a warehouse full of those boxes?
Also, if AEG would have produced the game and not FFG we would have gotten a much slower release-tact.
The problem with the big box is: Price is a little bit to high for a starter. There are already now more revised sold than the original starter for a reason. The new box contents are also better for learning the game than the old ones (and thats from someone that can give you the page, collim and paragraph when woken up in the night and asked a rules question !).
Mini wise the old core set box is still one of the best deals in gaming.
I was lucky enough to pick up a pair of the last batch maelstrom had left. I hope to try it out over the Christmas break. Is there somewhere that other unit stats can be found? - as I have some other minis I would be able to induct into games of dust (ww1&2 Germans and Brits, warzone Brits, scots, Germans and Americans...
Anyone in the Philadelphia, PA area, I did spot an original boxed set at Showcase Comics in Media, PA at the Granite run Mall. You should be able to google them no problem, great store to check out if you're in the area. Great selection of GW, Malifaux, WW2 games etc etc.
The latest campaign box (Operation Cerberus) apparently got released just before Christmas with the giant walkers and hero packs. The building looks very cool in the newer photos; shame I still don't like the character models that come with it.
Anyway. http://www.dustgame.com has added the Otto card to their card pack. If you previously bought the card packs for their exclusive models, they will add an otto card in with your next order from them for free.
There's also a few new models and some sneak bits that might point to future releases.
First up is the Recon Mickey
and the Japanese Ryu
In addition to these two, they have done Operation Zverograd camo versions of Steel Rain and Hot Dog. This camo pattern is "for military operations around the Caspian Sea in early 1947."
There's also a bundle pack that contains 6 Mickey variants (This bundle includes: a Mickey, a Recon Mickey, a Steel Rain, a Pounder, a Hot Dog and a Barking Dog) that looks quite good value if you happen to need 6 more Mickeys. In the text for the bundle there's another sneaky bit of information on Zverograd: "f you want to start an Allied Army or get ready for the military operations in the doomed city of Zverograd here's your chance!"
So. What's this Zverograd? Someone tried emailing Paolo/DG for more information on Zverograd, but they are being coy about it's meaning. The FFG forums seem to think it might be hints for the forthcoming Sino-Soviet expansion (Which would be nice).
The only news on Dust Warfare seems to be that the release is now sometime Q1 2012. Talk (not sure how true it is) is that playtesting has led to parts of the book being rewritten (or at least updated/clarified) so it's been delayed while the layout is revised. I guess we'll just have to wait and see.
Would anyone happen to know if any Uk suppliers are stocking the heavy walkers yet? Maelstorm's still got them pending and I can't seem to find them listed on any other sites. =/
The ASOCOM troops are drawn from the US, UK, Brazil, France, Australia, New Zealand, Canada and Mexico (Page 4 of Operation Cerberus)... so I would assume that all of the troops seen so far are a mishmash of all allied nationalities. Even the Red Devil's description doesn't mention a specific nationality
Automatically Appended Next Post:
Necros wrote:Did they ever say when the dust warfare rulebook would be available? I thought it was supposed to be by this xmas, but I guess not..
See the last paragraph of my long post It got moved from Q4 2011 to Q1 2012
No other faction has suffered so much, endured so many casualties, had so much land razed, or resources plundered, yet the SSU survives, and it is stronger than ever. Now, the SSU seeks to not only defend the motherland, but also to crush its enemies. When the SSU flexes its muscle, the world will feel its wrath!
Fantasy Flight Games is thrilled to announce the upcoming release of a bold new faction for Dust Tactics! When the Sino-Soviet Union invades Dust Tactics games, players will have access to new squads, vehicles, and strategies to crush their enemies under boot. In the first month of releases, the SSU receives five expansions that makes this faction immediately playable. In addition, Operation “Zverograd” adds the SSU’s first hero and introduces rules for airborne units to Dust Tactics. Surely, with so many tantalizing new models and rules, your games of Dust Tactics will never be the same.
Soar into battle Operation “Zverograd” delivers rules for flying units, and the SSU is the first faction to benefit from this exciting technology. The SSU Airborne Transport swoops onto the battlefield and delivers extra firepower to wherever it’s needed most. With the Carry Capacity ability, this transport should prove to be invaluable to the SSU commander who needs to reinforce his lines at a moment’s notice. The SSU Airborne Transport even comes with an entire squad of Chinese Volunteers, so generals immediately have auxiliaries to move about the battlefield! Having the first flying unit in the game is sure to give the SSU an advantage, and create never-before-seen tactics.
Achieve a new level of battlefield mobility with the SSU’s heavy emphasis on speed. Many of their units have the Scout skill, and their flying transport adds even more logistical options. This bloc is adept at the art of the rapid attack, which lets them catch flat-footed opponents off balance. Beyond that, they have effective new assault weapons and thunderous guns, allowing you to tailor your force to your playing style.
A city with a secret With scenarios, background information, and all new rules, Operation “Zverograd” unleashes the SSU into the Dust Tactics environment. The city of Zverograd was once the jewel of Communist Russia, but after rumors of an valuable mystery under the streets of the city arose, the Axis and Allied armies attacked, hoping to claim the prize for themselves. Now the city is devastated, but the fighting continues. The SSU has committed every resource to the defense of Zverograd, as the secrets contained within could turn the tide of the war.
In this campaign expansion, players are introduced to the first SSU hero Koshka Rudinova and her walker “Grand’ma.” Koshka is a top operative in the SSU special forces, and she has won many awards and titles for her service. She has customized “Grand’ma” to her precise specifications, so now this walker incorporates a long-ranged 45mm Howitzer along with a brutal, but short-ranged, Sulfur Thrower. If “Grand’ma” is destroyed during the game, Kosha emerges from the wreckage and continues to fight by herself. This walker/hero pairing is a versatile threat at any distance on the battlefield, and Koshka’s flexibility on the battlefield makes her a fitting first hero for the SSU.
A host of options The SSU also receives three infantry units: the SSU Command Squad, the SSU NKVD Close Combat Squad, and the SSU NKVD Battle Squad. These soldiers are among the most battle-hardened in the world. Many of them have waged war through the harsh Russian winters with only the bare minimum in supplies and ammunition. Leading the way is the SSU Command Squad. They are similar to other command squads, but one of its members carries a potent Power Tool to add additional anti-armor capabilities. In addition, the rank and file troops of the SSU come ready to fight to protect the motherland. The SSU NKVD Close Combat Squad hurls Molotov Cocktails at oncoming troops and tanks, while the SSU NKVD Battle Squad is a strong all-around unit that is equipped with two tactically flexible DPM machine guns.
In the technologically advanced world of Dust, no army would be complete without potent walkers to support its troops. At one point in the war, the SSU walkers were vastly inferior to their Axis and Allied counterparts, but now these vehicles are more than capable of going toe to toe with their rivals.
The SSU walkers are a mixture of stolen technology and inventive engineering upgrades. The KV47 Walker, the mainstay of the SSU walkers, backs up infantry forces with three different configurations: Nadya, Natalya, and Natasha. The Nadya is built for brutal close assaults with its twin Sulfur Throwers, and it is sure to intimidate infantry and walkers alike. The Natalya rips up anything foolish enough to get close to it with its dual Circular Saws. Last, the Natasha variant provides long-rang support with its two 45mm Howitzers, giving the SSU some welcomed firepower.
The invasion begins The SSU enters the fray with a bang in the second quarter of 2012! And since every one of these SSU Dust Tactics expansions will be available at launch, you’ll be ready to assemble your force right away. Watch the FFG website for upcoming previews of the awesome new SSU units, and visit our SSU website for more information. In the second quarter of 2012, prepare to defend the motherland.
Are those molotovs I see? That is very cool. Troops and walkers awesome. Flyer is abit fat. I kinda don't like it. Although Russian copters are notoriously ugly.
Completely agreed with meangreen... actually the chibichopper's cockpit area looks like it might have been in part based on the Mi-24, but if so they have entirely failed to capture its majestic glory.
I've been really looking forward to seeing the Russian faction for DUST. Unfortunately that Chopper is an Epic Fail which would put me right off parting with my cash.
TheSecretSquig wrote:I've been really looking forward to seeing the Russian faction for DUST. Unfortunately that Chopper is an Epic Fail which would put me right off parting with my cash.
Who cares about choppas.? Give me a horde of those walkers...
I'm loving the officer's head with the MASSIVE bushy moustache that you can see on the SSU microsite. The infantry and walkers are also very cool, but I'm with most people in disliking the copter, which is a real shame. [edit]The copter is improving each time I see it[/edit]
I do hope the British fighter plane from the comic gets released though. That's one cool piece of design work
Last month, we announced the release of a new playable faction for Dust Tactics, the Sino-Soviet Union (SSU). Today, we are thrilled to announce more reinforcements for the SSU, and a welcomed addition for Allied commanders. The SSU Specialists, SSU Rifle squad, and also the SSU Hero Pack join the SSU forces. Meanwhile, the Allies gain a new Medium Combat Walker that can be deployed in two awesome variants: the Cobra and the Rattler.
The latest additions
The soldiers of the SSU have a strong affinity for sniper rifles. In fact, the SSU fields their snipers in pairs rather than teamed with a spotter. This gives the SSU Sniper Team more raw firepower than the Axis or Allies sniper teams. Softening the enemy front and even damaging walkers, the SSU Sniper Team is a valuable addition to any SSU force.
SSU Specialists with SSU Oberver team (left) and SSU Sniper Team (right)
Directing artillery is the main purpose of the SSU Observer Team. These two man units find and relay the positions of vulnerable targets to the SSU’s biggest and most destructive guns. Many generals have cursed their lack of foresight for ignoring these seemingly harmless squads in favor of more obvious threats, a mistake most do not live long enough to make twice.
Accomplished longshots
Picking off opponents from afar, the SSU Rifle Squad uses two Widowmaker rifles rather than the assault weapons like flamethrowers or heavy machine guns. The advantage of reach can be pivotal on the battlefield, and the SSU Rifle Squad can engage many enemies before they are in range to return fire.
SSU Rifle Squad
Far from defenseless in a close-quarters battle this squad unleashes their light machine guns in order to rip apart foes that get too close. The grizzled soldiers that make up the SSU Rifle Squad are prepared for any battlefield situation.
The heroes of the SSU
The SSU Hero Pack introduces three exceptional heroes to lead the forces of the SSU into battle. Yakov Pavlov is well known for his leadership on the battlefield. In fact, he is the first Legendary Tactician in Dust Tactics. In addition, his Acid Thrower melts any soldier or vehicle that stands in his way on the battleground.
SMERSH agent Red Yana is an extraordinary fighter. When she has an advantage in a battle, she knows how to capitalize on it, carrying out relentless assaults. Brandishing a Grenade Launcher, she is quite capable of leading a squad in an absolutely devastating offensive.
One of the rising stars of the SSU, distinguished tank commander Nikolaï is a crack shot. Although some walkers may be tougher or more agile than his, no pilot can match his uncanny marksmanship. When Nikolaï engages an enemy walker, it’s a safe bet that the enemy will be reduced to a mere pile of scrap.
Nikolaï, Yakov, and Red Yana
Great strides
Two new walkers are available in the MCW M3 expansion. To combat airborne threats, the Allies have developed the Rattler, a Medium Walker that fulfills an anti-aircraft role. The 40mm AA gun has abundant reach, and this tank also has ample anti-troop capabilities. The pilots of the Rattler must have superior reflexes in order to ground flying threats, and they receive ample training reacting to rapidly changing combat conditions.
Cobra (left) and Rattler with Amphibious Unit Upgrade (right)
Mounting a large Phaser weapon to a walker produces an intimidating creation. The Cobra is that creation, and it is utterly destructive. While Phaser technology can be somewhat unpredictable, when a blast from the Cobra’s 180 Watt Phaser Gun hits its target, the value of this advanced weapon cannot be denied. No doubt Axis and SSU commanders will be well aware of this electrifying walker.
Additionally, the MCW M3 expansion comes with pontoons to convert either walker variant into an Amphibious Unit. These units can move over land and water with ease, giving the Allies a new advantage in the global conflict.
These new expansions offer SSU and Allied commanders new paths to victory. Remember, these units, and all of the Dust Tactics units, can be used in the upcoming Dust Warfare. These new Dust Tactics units will be available in the second quarter of 2012, after the initial SSU expansions detailed in the previous Dust Tactics announcement article. Check back next month to see the devastating new Axis walker!
Like the new dynamic of the Mickey chassis. Honestly the original pose looks a little old after how many versions? Should be quite easy to mix and match with previous releases to get a bit of variation. Design of the Phaser turret also a welcome change ie "not Sherman" and the multi platform floatation system is also a great idea.
As for the latest batch of SSU troops they have a lot of character but for me there have been way too many infantry units released and not enough AT/Bots. People are hoping for the Fury but thats basically an Axis derivative so hopefully soon something more distinct will appear. KV's are obviously slated for a release in the near future but the load-outs are a little on the light side of caliburs I think.
Two other newish items of interest on the DM site that are great order "fillers". Firstly, aircraft decals for predominantly Allied (Marine and USAAF) but also SSU and IJ planes. No Axis designs that I can see so perhaps a stand alone sheet will be available in the future. Hints to me at least that players may be able to proxy in a generic plane for strafing runs etc..?. Also, card protectors. DM have been including compatible unit cards and sleeves with their DM48 kits recently so being able to purchase a pack for your DT cards is nice. 50 for 5 bucks is even better.
Announcing Campaign Book Zverograd for Dust Warfare. Yup, thats right the first expansion for Warfare, now all we need is a release date for Warfare . Let just hope it comes out the day the SSU are released.
I can see it being quite difficult to get regular TTGers excited about a game with only three factions. Will there be a fourth faction of aliens or am I thinking of some other game?
Noir wrote:Announcing Campaign Book Zverograd for Dust Warfare. Yup, thats right the first expansion for Warfare, now all we need is a release date for Warfare . Let just hope it comes out the day the SSU are released.
Two books slated for release within the space of a couple of months, awesome.. Was thinking perhaps Zverograd would be slated more as a DT campaign release so this is welcome news. Expecting heaps of background etc which is an area they needed to expand on. There's even a glimpse of a totally new bot design in there (SSU fire support?).
plastictrees wrote:a game with only three factions. Will there be a fourth faction of aliens or am I thinking of some other game?
There will be an Alien race released in the future but I wouldn't necessarily say there won't also be an opportunity to flesh out the forces of the individual countries represented within a faction. Each nation would still have their own distinctive strategies and tech design which could easily be developed further (English and Japanese especially). Its early days for DW though so it will take time.
One piece of info/fluff I just found in the IJ Ryu instructions was a series of '47 campaign camo schemes for operational use in Australia...
Noir wrote:Announcing Campaign Book Zverograd for Dust Warfare. Yup, thats right the first expansion for Warfare, now all we need is a release date for Warfare . Let just hope it comes out the day the SSU are released.
Two books slated for release within the space of a couple of months, awesome.. Was thinking perhaps Zverograd would be slated more as a DT campaign release so this is welcome news.
Operation Zverograd is is going to be covered in two expansions by the looks of it. One for Dust Tactics that comes with Koshka, her Walker and some DT scenarios; and one for Dust Warfare which is a book featuring fluff, SSU army lists and a DW campaign. I'll be interested to see if the DT/DW campaigns reference each other
With enemies on all sides, the SSU engages in many military operations. While their alliances are few, their numbers are many. The development of Sino-Soviet war machines has already left a smoldering mark on the face of the war, and their progressive designs remain on the cutting edge of modern combat technology.
-Operation “Zverograd”
The invasion continues! The Sino-Soviet Union makes its striking entrance into Dust Warfare in the Campaign Book “Zverograd” supplement. Inside this book, commanders will find a description of the SSU’s history, a platoon list to compose SSU armies, and rules for an exciting campaign set in the doomed city of Zverograd. Fantasy Flight Games is pleased to announce Campaign Book “Zverograd,” the first supplement for Dust Warfare. This supplement arrives in the second quarter of 2012.
Dust Warfare is a tabletop miniatures game set in the same universe as Dust Tactics. Use all of your highly detailed Dust Tactics miniatures in this game of large-scale, strategic engagements. If you are already have a Dust Tactics army, all you will need to field it in Dust Warfare is the Core Rulebook, and the Campaign Book “Zverograd,” if you plan to field an SSU force. Future campaign books will add new units for all of the Dust Warfare factions, as well as new campaigns to test your skill as a commander.
The History of the Red Army
The SSU is engaged in multiple conflicts all over the globe. No other faction has suffered as many losses as the SSU, but they persevere, seeking vengeance on the enemies that inflicted so much pain. Their power is on the rise, and to showcase their increasing power, the glowing city of Zverograd was founded. Intended to be the crown jewel of the SSU, the city was soon engulfed in war as the Axis and Allies heard rumors of a powerful secret buried under the city’s streets. Now, all three major factions continuously clash, attempting to gain control over the city.
Inside Campaign Book “Zverograd” awaits the SSU platoon list. This document allows players to build unstoppable forces containing everything from versatile SSU Rifle Squads to rugged KV47 walkers and swift Airborne Transports. Assemble an army of choice units, and crush your enemies on your way to victory. Not to be outdone, this section of the book also contains entries for new Axis and Allied units that can be used to combat the SSU threat.
Campaigning for the future
Play out the defense of Zverograd in the campaign section of this supplement. Over a series of battles, players can experience the tense conflict for the valuable secrets contained within the city. With all three factions vying for control of the secret treasure, only one army can be victorious. Can you protect the doomed city-- or will you conquer it? In this premier Dust Warfare campaign, you can decide the fate of Zverograd.
The SSU will soon be invading a tabletop near you, and with the Campaign Book “Zverograd,” you can take control of this mighty army. Learn more about the history of the SSU, build a powerful army, and defend the city of Zverograd with this Dust Warfare supplement. Use your Dust Tactics army for a larger conflict in Dust Warfare, and defend the Motherland!
Fun fact: The alternate leg set of Mickey is partially my design. I made a conversion of one of the original Mickeys from the starter and Paolo Parente somehow found it on the interwebz and asked me if they could do a set of alternate legs like that.
I feel like I just won a supporting cast nerd Oscar award. Or at least got nominated.
His Master's Voice wrote:Fun fact: The alternate leg set of Mickey is partially my design. I made a conversion of one of the original Mickeys from the starter and Paolo Parente somehow found it on the interwebz and asked me if they could do a set of alternate legs like that.
I feel like I just won a supporting cast nerd Oscar award. Or at least got nominated.
Thought it looked liked yours, the DT community has seen that picture of your modded mech a lot, great work!
A Dutch site has the SSU units up for pre-order, estimated delivery time: 2-3 weeks from now. Chances are it is a lie and it will be 2-3 months instead.
Prices:
NKVD Close Combat Squad €19,99
NKVD Battle Squad €19,99
Command Squad €19,99
Airborne Transport + Chinese Volunteer Squad €39,99
KV47 Walker + all three weapon options €29,99
Operation Zverograd (Book, tiles, Kosha and her custom KV47) €44,99
Only set absent is the SSU Heroes boxed set, though that one will probably go at €19,99
Wow, the SSU is getting a lot of love. 2 new helicops one walker carrier one gunship and a heli-drop walker 3 to 4 load outs each. What really interesting, is the squad of five "command" models that can be feilded as a unit or broken up and placed in to other units like hero giving that unit a new weapon and skills (like Badass). It seems like each of the five models will have different skills and weapons. By the end of summer the SSU going to be pretty nice and I'll be broke.
Any update on DUST WARFARE beyond what we last heard?
We announced in July that Dust Warfare, the miniatures game set in Paolo Parente’s war-torn world of Dust, was in development with an intended release by the end of 2011. Although we’ve crafted an excellent game, we saw an opportunity to take some extra time to add a final layer of polish and detail, ensuring the game meets the tremendous potential we see for it. Therefore, we made the decision to delay its release until late first quarter of 2012.
Finishing touches
Our development team has made great use of this extra time to craft a truly outstanding product. We want to thank you for your patience and strongly believe that when you see the final game, you will agree that it was worth the wait.
In preparation for a new campaign, the SSU unveils more advanced technology, and the Axis counters with a new walker. With these exciting units, the battle for supremacy in Dust Tactics becomes even more deadly! Joining the mighty SSU bloc is the fearsome SSU Ground Attack Helicopter, the swift SSU Airborne Walker Transport, and the gritty SSU Commissar Squad. Meanwhile, the versatile Panzer-Kampfäufer III brings extra toughness to Axis forces.
SSU Commissar Squad
The SSU Commissar Squads are unique in how they operate on the battlefield. Sometimes they are deployed as a single unit, but more often they’re attached individually to squads. Commissars are political agents tasked with enforcing the SSU’s ideology, and they do that quite effectively embedded in infantry squads. From there, they can also bolster each squad’s fighting abilities.
Commissars act much like heroes when joining a squad. In fact, some of them have special abilities that you are already likely familiar with, like Badass and Assault. Also, some commissars are equipped with unique weapons that can add extra punch to any unit, including the DPM machine gun and the PTRS-47 missile launcher. Whether fielded as a unit or dedicated to other infantry squads, the SSU Command Squad brings additional firepower and abilities to your SSU force.
SSU Airborne Walker Transport
Dropping walkers in the midst of battle, the SSU Airborne Walker Transport strikes with lightning speed. This expansion comes with a KV-47 Walker that has been modified for aerial transport. This altered walker has three optional builds, meaning there is a perfect option for any situation. The speed and strength of the SSU Airborne Walker Transport are an effective pairing.
The three optional builds for the altered KV-47 Walker included with the SSU Airborne Walker Transport are the Nastasia, Nikita, and Nina. All of these walkers have the Assault ability that makes them even faster once they deploy on the battlefield. Nikita has an artillery weapon that allows you to make attacks without line of sight when paired with a spotter squad, and the Nastasia has a long-ranged gun that is useful for combatting aerial threats. The Nina makes use of dual RPG-47s, which fire short ranged anti-armor rockets. With a single hit from this powerful weapon, most walkers are reduced to scrap.
SSU Ground Attack Helicopter
Enter the SSU Ground Attack Helicopter! This potent gunship is the heavyweight of the SSU forces, and it’s rightly respected by all of the SSU’s foes. Featuring four variations, the SSU Ground Attack Helicopter can handle any task with its massive arsenal of weapons to choose from, including machine guns, cannons, rockets, bombs, and more. The only question is what combination of weapons will you use to annihilate your enemy?
The Striker uses a mix of machine guns and cannons to halt the approach of enemy infantry, and it is quite capable of providing air superiority as well. Armed with Napalm and Rocket pods, the Burner lives up to its name. Hovering above the battle, the Airblaster searches for targets on which to drop its 250kg bombs. Finally, the Death Rain mixes incendiary Napalm with bombs to create an inferno of destruction at short range.
Panzer-Kampfäufer III
To combat the SSU forces, the Axis unveils new walkers. The Panzer-Kampfäufer III expansion supports three separate walker builds. This walker type features heavier armor and improved toughness to withstand more damage from enemy fire.
The Flamm-Luther is equipped with two Schwer Flammenwerfers. This oversized flamethrower can melt away even the thickest of armor. In addition, this walker has the Assault ability. The Wotan uses long-ranged laser weapons to punch holes through unfortunate soldiers and vehicles. The last build option in this expansion is the Wotan-AR that features the same laser cannons as the Wotan, but it has heavier armor for added protection.
Support your troops
The SSU adds flexibility, speed, and brute strength to their faction with the SSU Commissar Squad, SSU Airborne Walker Transport, and SSU Ground Attack Helicopter. These expansions give SSU commanders the tools they need to compete on any battlefield. In response, the Axis introduces the Panzer-Kampfäufer III, a tough and versatile walker platform. These Dust Tactics expansions will be available late second quarter 2012.
Remember, when you add reinforcements to your Dust Tactics army, you’re also building your Dust Warfare force at the same time! All of the Dust Tactics expansions, including those announced in this article, can be used in the forthcoming Dust Warfare tabletop game. With one set of miniatures for two games, all you will need to start playing Dust Warfare is the Core Rulebook.
I haven't done much with Dust lately either. I got my old starter box and 1 command squad for each. Just kinda waiting for dust warfare now to see what I wanna do next
Glad the axis get a flamethrower walker. Will come in handy on the cover heavy urban rubble board I'm planning to make.
I'm really liking SSU infantry units. They look just as powerful as the other factions infantry though so no human waves of poorly armed conscripts here. Would like to see what the new artillery walker looks like though.
Glad to see the Wotan officially released.
A couple of points regarding the actual models shown. The pic of the Flamm and Wotan in group features two different sets of legs. Strange as isn't this supposed to be another of the 3 in one kits ie one body with multiple plug and play weapon options..? Also the leg assembly for both is a new design that lacks the lower shock making the overall appearance a bit spindly looking (same as schematic. though different to the DM48 Ryu for some reason). The biggest detail thats obviously missing however is the power cables linking the Lasers to the VK unit at the rear. The IJ Ryu has them, the official schematic has them so it seems they were ditched to enable weapon swaps with the flamethrowers (if thats how the kit is designed). So for me a little + and - on this.
Alpharius wrote:Any update on DUST WARFARE beyond what we last heard?
We announced in July that Dust Warfare, the miniatures game set in Paolo Parente’s war-torn world of Dust, was in development with an intended release by the end of 2011. Although we’ve crafted an excellent game, we saw an opportunity to take some extra time to add a final layer of polish and detail, ensuring the game meets the tremendous potential we see for it. Therefore, we made the decision to delay its release until late first quarter of 2012.
Finishing touches
Our development team has made great use of this extra time to craft a truly outstanding product. We want to thank you for your patience and strongly believe that when you see the final game, you will agree that it was worth the wait.
Finally, it has gone to Available Soon. So it should be no more then a month.
FFG released info. Sadly, the only game play info we already know about, the turn phase. The only real new info, is the scenario stuff...
"The Battles section of the book guides you through setting up the game board for play. The easy-to-use Battle Builder guidelines let you and your opponent quickly create a unique scenario. Then each commander can influence the battlefield conditions, objectives, and more by spending Scenario Points. With dozens of possible scenarios, every new conflict will be different from the last."
AT-43 (french and german edition, english was severly mutilated by an unchecked designer running amok on the english forum) was a fine set of rules, it only needed some tweaking here and there, but overall it was rock-solid and fun to play.
DW is in some respects similar, but still different and also includes elements from SST and still has some new things to offer.
Paolos dust models site has a new jagluther listed as coming soon, sigrids personal walker.
Looks like it's posed just like the revised core sets box cover!
I've been able to resist getting a jagluther until now. Also some other little stuff including a decal set for France? Not sure if that's gonna be a major faction soon or just to give option to paint up allies as free French.
Duncan_Idaho wrote:AT-43 (french and german edition, english was severly mutilated by an unchecked designer running amok on the english forum) was a fine set of rules, it only needed some tweaking here and there, but overall it was rock-solid and fun to play.
DW is in some respects similar, but still different and also includes elements from SST and still has some new things to offer.
AT-43 is still my favorite Sci-fi rules to this day, so I'm looking forward to DW if it's similar.
The city is a war zone. More Axis troops arrive each day, fighting for control of every destroyed building or pile of rubble that might grant some cover. The Soviets are dug in; they survived Stalingrad and have firsthand experience with urban combat. Massive Allied offensives are launched regularly from the city’s eastern shores, sending fresh troops straight to the front line... or what remains of it.
As the battle for Zverograd grows more desperate, the entrenched forces of the SSU exploit any advantage they can find. One such advantage is their stable of dynamic aircraft that operate at engagement range with enemy infantry. Surely, the SSU’s dominance of the air is temporary, as the other blocs are likely to respond to this threat as quickly as possible.
Today, we look more closely at the rules for aircraft in Dust Tactics. These deadly units swoop onto the battlefield, quickly providing support to wherever it’s needed most. You’ll find rules governing this exciting vehicle type inside the upcoming Operation “Zverograd.”
The rules of engagement
The benefits of aircraft are many. These units have unparalleled line of sight on the battlefield and can ignore terrain that slows down or completely impedes ground units. Aircraft can also soar above any ground unit to quickly make it to the target. These advantages make aircraft deadly, as they have superior maneuverability compared to other units.
This swiftness does come at a cost, though. Aircraft cannot hide from ground units, making them susceptible to anti-aircraft fire, so commanders must always be aware of dangerous AA guns that bring down aircraft with ease. Also, since airborne units must constantly be moving, they cannot focus on a target to make sustained attacks like ground units.
Brief yourself with the Dust Tactics aircraft rules (pdf, 488KB). Prepare to deliver punishment from above when Operation “Zverograd” and the first wave of SSU expansions, including the SSU Airborne Transport, arrive.
The Red Tide is rising
Take your Dust Tactics battles to the skies with Operation “Zverograd,” which will be available in the second quarter of 2012! Remember, many of the SSU units, like the Airborne Transport, release the same day as Operation “Zverograd,” so you can start building and fielding your SSU force immediately.
If you missed the last preview, check out Exploring the Doomed City, and come back soon for the next Operation “Zverograd” preview. In the meanwhile, pre-order this exciting campaign expansion from your retailer today.
In the upcoming Dust Warfare, armies clash for supremacy on the battlefields of an alternate reality where World War II continues. However, before you command your forces in battle, you’ll need to assemble an army using the versatile army lists included in the Dust Warfare: Core Rulebook.
One of the many appeals of Dust Warfare is the amount of control and customization you have over your forces. This game features a dynamic army building system that uses platoons, small and flexible groups of units and support vehicles that can be customized to complete any mission. In this preview, we’ll look more closely at the process of creating and equipping an Allied army list. We’ll focus on an Axis army list in a future article.
Using the platoon list
Familiarize yourself with the structure of platoons by looking at the Allies Combat platoon list (pdf, 160KB). This document illustrates platoon composition and details the potent Fire for Effect! special order. As you’ll see, every platoon is composed of up to four sections and additional Support units. You can choose from several different squads for each section you add. All platoons are required to have a Command Section and a First Section, but sections after that are optional and may be taken in any order. For example, a platoon could be made up of the Command, First, and Fourth Sections. Now that you’ve seen the basics of platoon building, let’s go over a sample army comprised of two platoons to illustrate how easy the platoon lists are to use.
Allied Combat platoon ready for action
Allies Army example
Combat Platoon
Command Section: The Boss Ranger Command Squad, 25 AP
1st Section: The Gunners Combat Rangers Squad, 20 AP Unit upgraded to carry two M9 Bazookas
2nd Section: Death Dealers Ranger Weapon Squad, 20 AP
3rd Section: Recon Boys Recon Ranger Squad, 16 AP
Support Unit: Crack Shots Ranger Sniper Team, 12 AP
Support Unit: Honey Light Assault Walker, 25 AP
Support Unit: Wildfire Light Assault Walker, 20 AP
Platoon Upgrade: Improved Command, 5 AP
Assault Platoon
Command Section: Johnny One-Eye, 17 AP
1st Section: BBQ Squad Assault Ranger Squad, 21 AP
2nd Section: Grim Reapers Heavy Ranger Attack Squad, 30 AP
Support Unit: Fireball Heavy Assault Walker, 85 AP
Total Army Points: 296
The mighty Fireball supports the Assault platoon
This force consists of two distinctly different platoons. With a healthy mix of special weapons and resourceful units, a Combat platoon is well balanced and adaptable to almost any role. On the other hand, the Assault platoon features aggressive squads that deal loads of damage, but at relatively short range. Working in concert, these platoons complement each other, resulting in an army with tactical flexibility, supported by fast-moving and deadly assault units!
Each platoon must select either a command unit or a hero as its Command Section. Selecting a command unit like The Boss gives the platoon a Medic, Mechanic, and Radioman, along with abilities like Additional Support, which allows the platoon to select an additional Support unit (snipers or spotters only). A The Boss unit leads the Combat platoon in this army list, providing a range of useful support abilities.
Crack Shots and The Boss
Choosing a hero as the Command Section generally results in fewer but more powerful special abilities. For instance, Johnny One-Eye’s Badass ability permits Johnny and any unit he joins to continue fighting even when they have reaction and suppression markers (we’ll discuss reaction and suppression in more depth in an upcoming preview). Leading the Assault platoon into combat, Johnny sets the tone for a platoon that will contain fast-moving, hard-hitting units.
Gathering the troops
For the First Section of a Combat platoon, generals can select from The Gunners, BBQ Squad, Recon Boys, and Grim Reapers. This list includes The Gunners, because they have the option to upgrade to two Bazookas, supplying additional firepower to the army.
Death Dealers and Recon Boys form the Second and Third Sections of the Combat platoon. These units are reliable in almost any situation, and wield versatile weapons like an M9 Bazooka, Victory machine guns, and UGLs, creating a strong backbone for the army.
In the Assault platoon, BBQ Squad, Recon Boys, or The Hammers are available in the First Section. With the Fast ability, brutal short-ranged shotguns, and a flamethrower, the BBQ Squad will make a fine pairing for Johnny One-Eye. Lending speed and vicious Dual Victory machine guns to this fast-moving, rugged platoon, the second choice in the Assault platoon is the Grim Reapers.
Getting the support you need
Allied forces cross the river
Support units consist of crafty specialists (snipers and spotter teams) and powerful walkers, bringing firepower or support abilities to fulfill vital battlefield roles. Each Support choice requires you to have already selected two sections on the platoon list, so you’ll want to make sure you include enough sections in each platoon to purchase all the Support units your army needs. For example, the Combat platoon has four sections and two light walkers in the Support unit slots. The Crack Shots are an upgrade granted by the Command Section’s Additional Support ability, hence a third Support slot.
In the Support slots of the Combat platoon, the Honey blasts enemy infantry and walkers with its energetic 120W Dual Phaser gun. The Wildfire excels at shredding enemy infantry and it also has strong anti-aircraft potential. Both of these light walkers fit nicely into the overall theme of tactical flexibility.
The fearsome Fireball fills the support choice for the Assault platoon. This massive walker not only delivers Napalm blasts to the frontlines, but it can also carry Johnny One-Eye and his BBQ Squad into battle as well!
The Allies and Axis clash in battle
To round out each platoon, you may select a platoon upgrade that gives your troops formidable advantages like additional heroes, better equipment, or even devastating artillery support. The Combat platoon has the Improved Command upgrade, giving the Command Section an additional Radioman to help issue Orders in the Command phase, which will be the topic of an upcoming preview.
Versatile and easy to use, the platoon lists in Dust Warfare give you freedom to build an army that suites your playstyle. With so many options for building your army, the possibilities are almost endless! Gather up your favorite units and prepare to organize them into an unstoppable force when Dust Warfare arrives next month. Until then, check back for our next preview, which will cover the innovative Battle Builder system and the important Initiative phase
If this is a "normal" sized army, it looks like the original boxed set + the revised boxed set would give you a solid playable force. With only characters as your Commander options though.
Still, $180 (if you play full retail) for both sides in a not-really-skirmish game is pretty nice.
While I knew they had to have some sort of FOC, it looks like no Walker only platoon. Ofcourse by the looks of it we would need some Hero pilots first, looking at you SSU. But, it dose seem really flexible and the platoon upgrade sould like alot of fun.
As for army sizes, Andy Chambers said he wanted it to expand from small to huge level games. So lets hope it gose nicely from 100pts (maybe even 50pts) to atleast 1000pts, if not 2000pts or more for team battles.
[i]Dust Warfare has many exciting, innovative features that set it apart from other wargames. As you saw in the previous preview, platoons offer a unique way to organize troops and supporting units, allowing you to customize your armies to your playstyle. Today, we’ll look as several more intriguing aspects of Dust Warfare, including campaign scenarios, the Battle Builder, and the Initiative phase.
Generating a Scenario
Select from one of the five tense campaign scenarios and start your battle quickly, or use the original Battle Builder rules and create your own unique scenario.
Fight a one-off battle or string several missions together and create a narrative using the campaign scenarios. Clash in a chaotic Night Engagement where units deploy hidden away from enemy sight, or keep your enemy guessing as to your true motives in a Secret Mission where only you know the objectives of the battle. The campaign scenarios offer a variety of interesting missions that let you and your opponent dive into combat, or even stage a multi-game campaign, building to a climatic conclusion!
With the Battle Builder, creating the scenario is a strategic part of the game! Before the game, each player takes turns spending Scenario Points to influence critical game variables. If you wisely invest your points and keep your strategies secret, you could manage to create a scenario that perfectly suits your force. Download the Battle Builder preview (pdf, 213KB), and see how these versatile rules allow you and your opponent to build a unique scenario.
Seizing the initiative
In the Initiative phase, players determine who will go first in the Command and Unit phase and how many Orders each player has for the Command phase. All of this is calculated by counting the number of units in your army and rolling the corresponding number of dice at the start of the Initiative phase. Each player rolls and then shares the results with his opponent. The player who rolled the fewest hits acts first in the Command and Unit phase. In the Command phase, both players can issue as many Orders as hits they rolled. We'll talk in more detail about Orders and the Command phase in the next Dust Warfare preview.
Sometimes it will be vital to your plan to act first in the Command phase. Perhaps you have the opportunity to finish off a bazooka wielding unit before they destroy your Luther, and you’ll only have that chance if you act first in the Command Phase, or maybe you can move an exposed squad into hard cover before they are ripped asunder by the opponent's Grim Reapers.
As you can see, there are many reasons you may want to go first in the Command phase. However, ordering units in the Command phase will cost you precious actions in the Unit phase, as performing actions in the Command phase leads to less actions in the Unit phase.
Saving your actions for the Unit phase can be a useful strategy as well. Units can perform Sustained Attacks or March Moves in the Unit phase, but only if they did not act in the Command phase. This increase in speed and firepower can be decisive in the midst of a hotly contested battle. On the other hand, the opponent's squads will be able to react to your actions during the Unit phase, so you'll have to carefully orchestrate your attack. We will address the Unit phase and reactions in more detail in an upcoming preview.
Dust Warfare offers multiple ways to set up and influence a game with the Battle Builder or you can use campaign scenarios to quickly stage a game…or even an entire series of games. In the Initiative phase, you’ll decide not just who goes first for the turn, but how many preemptive orders players can issue. Be sure to check back soon for the upcoming preview of the Command phase, and pre-order the Dust Warfare: Core Rulebook, which will be available later this month.[/i]
I didn't want to start a new topic and this is very much Dust related so for one post I would like to hijack this topic and then we can go back to talking about Warfare.
We now have an interview with Paolo Parente. You can find it by going here.
So about Warfare, it would appear that there are no missions in the book and you make them yourself at the start of every game. I wonder if the Campaign books like Zverograd will have missions?
Floris wrote:
So about Warfare, it would appear that there are no missions in the book and you make them yourself at the start of every game. I wonder if the Campaign books like Zverograd will have missions?
No, there will be five scenarios for jumping in the game with out the scenarios builder phase. But, as I can play all 10 in there campain boxes in a weekend, I like the idea of a make your own system, even more so becouse you can't plan for what the other guy will add to it.
Like the Dust League idea will you be tracking Warfare as well.
You can just use normal dice though .. the dice have 2 targets on em, so you can just count every 5 & 6 as a hit or something like that
looking forward to getting the book finally .. never had a chance to play dust tactics at all but I'll definitely be getting into warfare. I have an original box set plus a command squad for axis and allies so I'm hoping that'll give me a good starter army for both sides.
Alpharius wrote:I guess I should have known we were going to get 'special' dice in this game, but I'm still sad to see them...
As above. They are normal D6 with two sides having a "target" and 4 sides blank. If you prefer standard dice, just say every 5+ is a hit or something to this effect.
That's it! I was resisting diving into a third wargame, but now I am hooked. Despite the toy dice. And yes, this means I am finally over the fact that I submitted a wargame rules set of my own making to FFG years ago and their response was a really patronizing letter about how they don't do miniature games. Such is life.
In Dust Warfare, Command Sections and heroes bravely lead powerful armies into battle. During the Command phase, they issue advance Orders, allowing squads to move, attack, or regroup. These unique Orders give players the tools they need to outfox and defeat even the most stalwart opponents. Today, we'll provide an overview and examine the unique Command phase of Dust Warfare.
Taking action
In the Command phase, the Initiating player performs all of his Orders, implementing strategies and developing his plan of attack. Next, the Responding player issues his Orders, giving him a chance to adapt to the changing battlefield conditions. Once both sides have completed their advance actions, the game progresses to the Unit phase.
Delve into the Command phase overview (pdf, 173KB) and familiarize yourself with more details of this innovative phase. As you'll see, Command Sections form a vital part of your army, especially when they are in close proximity to your other squads.
The Command phase overview also outlines the two basic Orders of the phase: Take Action and Regroup. Armed with these versatile Orders, you can preemptively move units, order lightning-fast attacks, or rally broken squads. Now that you know the fundamentals, let's explore the Command phase even further.
Strategic implications
Issuing Orders and performing actions in the Command phase has an enormous benefit for your army. Since your opponent cannot directly react to Orders, your troops can act freely and without fear of immediate enemy reaction. As the battle intensifies, use your Orders to seize vital objectives, bring down enemies in a hail of fire, or even set up a cunning ambush. All of these possibilities become real strategies in the dynamic Command phase.
Acting in the Command phase can also hamstring troops later in the turn. Units that take an action in the Command phase receive a Reaction marker, meaning they can only take one action in the Unit phase instead of two. Also, they can no longer make a reaction for the rest of the turn (we'll cover reactions in the next Dust Warfare preview). As the army's general, you'll have to weigh the options and determine the value of activating units in the Command phase. Choosing wisely could be the difference between victory and defeat.
Improving your Command
Beyond the basic Orders, there are even more ways to increase your strategic options in the Command phase. For example, every platoon type has access to a unique special Order. Fire for Effect! allows Allied Combat platoons to call in devastating Long Tom artillery strikes. Since every platoon has a different special Order, including multiple platoons in a force adds to your arsenal of Orders. Try out all the platoons, and find out which Orders best fit your playstyle.
Gain precious Orders in the Command phase by simply purchasing a Command Section unit with the Command Squad ability to lead your platoons. While heroes do not have this ability, each platoon has access to a Command Section unit that does (read more about Command Sections in the Assembling Your Force for the Tabletop preview). Potentially game changing, this useful ability gives you one extra Order every Command phase! This means you'll have a minimum of two Orders at your disposal every turn. Unfortunately, this bonus does not stack with multiple units with the Command Squad ability; however, redundancy can be good thing if catastrophe befalls one of your Command Sections.
Using strategies unseen in tabletop miniatures gaming, the Command phase of Dust Warfare allows you to preemptively attack enemy units and outmaneuver your opponent. This decisive phase of the game presents commanders with important decisions that can swing the tide of the battle, paving the way to success.
Noir wrote:First off, book hits US STORES next week!!!
Fixed for correctness.
Outside the US FFG's service is abysmal. Only just received shipping notification for the "second installment" of a number of pre-orders for Heavy/Light bots etc after god knows how many months delay. I had to laugh at the statement in one of the more recent previews where they were encouraging people to go and order this at their LGS. Well, did that last October? so maybe I'll see my copy July/August depending of course on how many conventions they shut down for.
Cool beans! Gonna order one next week and some command squads.
I hope ffg expands the terrain line now that they have a real tabletop miniatures game. I want terrain like the video!
I have a gaming mate who has been harping on me to get into dust for a while now, but I told him I would only do so if it became true tabletop and they released a Soviet faction.
Well it looks like soon I will have no more excuses.
Can anyone tell me what info has been released about list creation?
Do we know if the game has a force org system? What limitations/guidelines/ restrictions will the game have in this regard? Is it points based? Do you have limits on certain unit types or percentages that must be allotted to certain categories of models?
I have dreams of an airborne soviet force with ground attack choppers escorting a detachment of the choppers that airdrop the walkers...
So could someone clarify a few questions I have regarding models:
1. What scale is the game? I see models listed as 1:48 such as Fury of Ivan and "red Cossack".
2. Will these premium models be available as normal retai items, and are they legal units in the game with stats, etc.? Will stats be in the Zverograd book?
I would really like a "Red Cossack" and "Fury of Ivan" but not at $80 a pop as I'd rather paint them myself. Are they even the right scale?
The game piece miniatures are 1:48. They also have alot of 1:35 stuff for scale modelers. Of course you can use the dust models miniatures for dust tactics, they recently began shipping out stat cards with the models for that very purpose. Unless you want to use them at an official ffgDT tournament they might not be 'official' for that.
1. What scale is the game? I see models listed as 1:48 such as Fury of Ivan and "red Cossack".
It is 32mm/1:48 which is fine since you can use a lot of model kits out there.
2. Will these premium models be available as normal retai items, and are they legal units in the game with stats, etc.? Will stats be in the Zverograd book?
Dust Studio models are often pre-production hybrids using plastic and resin parts. I.e. they will be released for Dust Tactics/Warfare at some point in the future, but for now are the way to go if you can`t wait.
Alpharius wrote:But never fear, we've got some exciting changes coming here in the near future...
Oh you tease!
Speaking of terrain and Dust... There are some releases on http://www.dust-models.com that I've not seen on this thread yet
Some nice Russian terrain
A German driver for walkers or tanks (pre-painted)
The Recon Mickey will be available in non-deluxe version (previously available in pre-paint only)
Sigrid's custom walker is also being released as a kit, with a special model of Sigrid to go in it (assembly required) - I just noticed that Jedi76 posted about this recently, but here's a picture anyway
Not sure if these have been posted either, but there are also new decal sheets for Warning symbols, french forces and aircraft
Hey everyone Denied here with my first impressions review of the new Fantasy Flight miniatures game DUST Warfare. I got a chance to stop in to the Fantasy Flights event center on Thursday night for their big pre release unveiling of DUST and I was able to play a game and pick up a copy of the book on my way out. I even got Mack Martin one of the game designers to sign it for me. Sadly Andy Chambers was not present to do the same, but I was told I had just missed Alessio Cavatore (/sad panda) one day Alessio you and I shall cross paths and on that day I will so hug you :-D
My first impressions of DUST were very positive overall it was a very easy game to pick up and start playing. The rule book is extremely lean, almost bordering on anorexic. The entire book front to back is only 143 pages, this includes the army entries for every (current) Allied and Axis force as well as a few sheets of cut out markers for use in the game (I’m leaving mine in the book though). Skimming through the book its looks like the design team took a page out of Alessio’s mantra of simplify, everything comes off very clean with no big clunky rules that contradict each other. The system is very similar to other table top miniatures games you have some dudes they have some weapons and they want to kill the other dudes on the opposite end of the table as them. An interesting and unique point is this game uses special dice, they are your standard D6 only that there are 4 blank faces and 2 that have some sort of target or symbol on them. Basically the system works on the concept of you get X number of dice, role them if you get a mark you hit/succeed/ happy-party-dance-time. It defiantly makes this an easy game for beginners to pick up and run with as there is very little math needed to figure out if you hit then wound the enemy its just is there a symbol on the dice I rolled then I succeeded .
The Game utilizes its own simple to use (even though I didn’t do it in my first game) mission building format. When talking with Mack Martin he mentioned that the intention for this mission generator is to make it easier on Tournament Organizers (Since DUST is specifically designed to be used in a tournament setting). The missions can be generated uniquely by the players for each round of the tournament so the TO doesn’t have to get yelled at for designing unfair scenarios for people, additionally from my cursory glance it seems that the mission generator allows for people to counter the often infuriating SPAM lists people bring to tournaments.
The game utilizes an interesting turn system as well that results in unique initiative each turn, this may sound broken at first but trust me its far from it actually. If anything it helps to keep the game balanced as the game goes on so if Player A took a particular nasty beating in the first turn he has a higher chance of going first in subsequent turns. This means that there are no moments in the game when there is one player obviously winning over his opponent which to me made the game more fun in the long run as even when I was loosing I had the chance to turn it around and get back on top.
Last thing I want to talk about real quick are the miniatures (As this is a miniatures game after all). Now I never played DUST Tactics which from my understanding is where the miniature line actually originates from, but I was impressed with the miniatures they had available to play with at the event. My understanding is the miniatures are purchased pre assembled and primed and for a little extra cash you can shell out for the pre painted armies as well. The models they had for demonstrations at the event were the pre painted ones and I must say overall I thought they were better then anything I could have done on my own. I attached a few photos I took of them below. Additionally I am not sure what kind of super alloy they mad these things from, but they were damn near indestructible. At one point Mack demonstrated this by chucking with force a model gorilla soldier (yet another reason to play this FREAKING MONKEY SOLDIERS!!!) across the event center and when I went and picked the guy up excepting it to be in several pieces I found the defiant little ******* staring at me as is to say “What up now son!”. The overall esthetic of the miniatures I found very appealing even though I am not a huge WWII fan they had enough whimsy and cleverness to their design that I enjoyed them very much. My friend who was at the event with me who plays Imperial Guard was very impressed with the miniatures and kept thinking of how he wanted to take this bit and that bit and a few extras to beef up his IG armies look.
Overall I would say the simplicity and easy at which a novice player can get into DUST Warfare is very appealing. This is defiantly a great game for beginning miniatures enthusiast as it just helps transition people into the hobby. I first got started with Warhammer 40K and starting that hobby was like your parents teaching you to swim by dropping you in the deep end with a lead weight attached to your ankle, DUST in comparison is like having Michael Phelps as your personal swim instructor. I highly suggest people get out to their local stores in the next couple of weeks and pick up a copy when it hits the shelf. At just over $40 for the Core Rule book which includes all the current army entries this game is very easy on the wallet to get into. I can see building a competitive level army at around $100-$200 and that to me is also very appealing. Overall I say this game is a 9/10 and I put my stamp of approval on it.
Are the units the same in Warfare as they are in Tactics? Is there the option of getting a lot of dudes on the table for big epic games or is it still pretty much small squads of 5 or so?
Just thinking there are a lot of companies out there that do 1:48 scale German, US & British troops so could be an cheap and easy way to get some good campaigns in.
Daston wrote:Are the units the same in Warfare as they are in Tactics?
You use exactly the same models and units. If you buy a vehicle/squad, you are free to use them for both tactics and warfare - you are literally buying for two games with one purchase - as is intended.
Do we have any idea how much of the book is fluff and how much is rules? If the book is as thin as they are saying, I can't imagine we'll be getting too much more than we already have in the DT booklets.
This sounds great for side game, but unless they can somehow introduce more factions (And I would love to know how they would do that...) it will never really take off.
warpcrafter wrote:This sounds great for side game, but unless they can somehow introduce more factions (And I would love to know how they would do that...) it will never really take off.
Apart from the Vril there are other options. They can split the factions, Italy, Japan and Germany make up the Axis and all still have their own army and walker designs. The allies are even more countries and the SSU consists of Russia and China. And then there are the neutral countries like Argentina.
So there are ways to create other factions that in the background are on the same side but that doesn't mean they always get along.