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The revised Core set rules can be found on-line: http://www.fantasyflightgames.com/ffg_content/dust-tactics/support/RevCore_RuleBook_v1.15.pdf

Two divisions of Hell Boys hustled down the plank off their landing craft. Deployed to the east side of the docks, they were to sweep behind the Axis walkers and launch a surgical strike on Axis command. However, Lara Walter and her Heavy Flak Grenadiers had surprises of their own in store for any Allies who sought to engage them…

Know the field of battle. Know your enemy’s limitations. The wise general prepares for battle by gaining as much intelligence as possible. Now you can learn the Dust Tactics rules of engagement from a single compiled and clarified document. The Dust Tactics: Revised Core Set rules are now available for download online (pdf, 13.7 MB) on the support page.

Full mission briefing

Experienced Dust Tactics players will find that none of the core rules have changed. The new document simply compiles and clarifies the rules from the Dust Tactics base game, Operation “Cyclone,” and Operation “SeeLöwe.” New players will find the Revised Core Set rulebook an excellent way to learn the most recent rules in one clean, concise document.

Prepare for battle with the Dust Tactics: Revised Core Set rulebook (pdf, 13.7 MB). The Revised Core Set turns the tide of battle soon, third quarter 2011.


http://new.fantasyflightgames.com/edge_news.asp?eidn=2525
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I'm.. not impressed, disappointed even.

Good to see an Axis and Allied hero pack though, we need those yesterday damn it.
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The revised Dust core set is now(!) available from Dustgame.com: http://www.dustgame.com/products.php?nid=13

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Coming 4th quarter 2011. Guess we'll find out soon enough how they tick.
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$50+ is my guess.
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I finally, finally, finally have my Spec Ops Grenadiers and Rangers.
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Fresh from FFG: http://new.fantasyflightgames.com/edge_news.asp?eidn=2558



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!

This message was edited 1 time. Last update was at 2011/08/17 08:11:19


 
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Only pre-paint is either a layer or green or grey with decals baked on. The pre-painted deluxe models cost extra.
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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.
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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.
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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.
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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.
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KOMINK SOON FROM DUST GAME FOR ALL FASCIST HATING KOMRADES: http://www.dustgame.com/products_d.php?nid=18&id=201



ALSO KOMES VITH ARM AND HEAD VARIANT DA:



Could this be the first of a great red tide that will deliver us from those pesky Amerikans and Germans?
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Forgot about that one. Ivan is based on a robot German chassis though, maybe thats my silly reasoning for forgetting.
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Hear hear, give us KV-47's already!
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DoomOnYou72 wrote:
BrookM wrote:Hear hear, give us KV-47's already!

The Otto comes with all the parts to make either a standard KV47A or KV47B
With the auto-howitzers? If so, I'll be ordering a few from their Dust 48 range.
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I should be getting paid before the 15th, maybe, just maybe, I can squeeze one in this month.
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Also, Dust Warfare preview: http://new.fantasyflightgames.com/edge_news.asp?eidn=2646

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.

Thanks, Andy!

This message was edited 1 time. Last update was at 2011/09/15 13:18:39


 
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Around here everybody wants to be a nazi, which is a shame as the Allies have such nice MCW's and soon, British units.
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Allied MCW's are stop-gap creations really. I do like the look of the Herman / whatever that other variant is called light panzer walker.
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Already posted a few posts up but thanks for copy-pasting it.
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endtransmission wrote:
BrookM wrote:Already posted a few posts up but thanks for copy-pasting it.


Weird. I did a quick search for Cerberus before posting too. Ah well.
No harm done, you've put up the actual article instead of just a link, so you helped those poor and unproductive sods known as the work-blocked.
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I'm surprised about Cerberus though, seeing as it was never mentioned as one of the many planned expansions back then.

edit.

I wonder if zat Eyetallian chef still haz zis outrageous accent as found in zat 'orriblee comic.

This message was edited 1 time. Last update was at 2011/09/16 18:04:52


 
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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!"
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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.
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I'll see those in six or so months.
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According to FFG, it has been released some time ago and is a smashing success.
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Maelstrom might still have a few.
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Actually, it's mostly Americans with the odd Red Devil thrown in for diversity.
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Arise from the third page my dear and unveil to the others..

http://new.fantasyflightgames.com/edge_news.asp?eidn=2987



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.


Automatically Appended Next Post:
Here's the SSU website mentioned above: http://www.fantasyflightgames.com/edge_npm.asp?eidm=125

This message was edited 1 time. Last update was at 2012/01/17 08:53:17


 
 
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