Download - Dust Chronicles 6
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Everything is changing! Dust Studio moved
from Fantasy Flight Games to Battlefront Mini-
atures, then Organised Play got a massive boost
thanks to the Dust Devils International (or DDI)
and before all of that Patrick Doty, our Editor-in-
Chief stepped down. Dont panic, he just wanted
to have more time for Family and playing games.
His new found freedom was only short lived be-
cause I already roped him into writing some arti-
cles for the magazine.
Ever since the rst issue of Dust Chronicles I
have tried to get a picture of Patrick Doty into
the magazine and each time he put a stop to it.
This time however I managed to do it. Go backto the cover of this issue and meet Patrick Doty
(those of you who know Patrick will already
have recognised him as soon as you opened the
PDF for this issue). I have to give a big thanks to
Paolo Parente for creating the artwork and also
to Amanda Doty for tricking Patrick into having
his picture taken.
Last issue we started the second half of the world
wide Zverograd campaign, and that can only
mean that this issue has the end of the campaign
and the current Dust League. What wed really
like to know at Dust Chronicles and at the World
Wide League is what do you guys want to see?
Different/shorter/longer campaigns? More com-
plexity, less complexity? We want to hear from
you and see what you want out of DC.
SumissionsWe have received many submissions, many of
which are better than what we were coming up
with ourselves. We must ask that if you submit
something to us and we tell you we want to use
it, that you not post it elsewhere prior to publish-
ing in Dust Chronicles. Doing so will disqualify
it from inclusion, of course once its published
you are free to post it wherever you like, thoughwe would appreciate it if you wait till the 10th of
the month to do so.
As you may have noticed, we are trying to theme
each issue to a subject and/or a season. If you
have an idea that doesnt t the upcoming theme,
please be aware that we may well wish to use it in
a future issue. We are always looking for reports
From The Front for either Tactics or Warfare.
We have no set format for these reports at this
time, just be sure to include both text and pho-
tos. For painting and modeling How2 articles,
use the format that has been established here and
is universal to the subject (i.e. step-by-step with
accompanying pictures). If you have ideas for
submissions that dont t the current layout of
the magazine submit them anyway. If they are
good, well nd a way to make em t.
Due to the time it takes to edit and layout the
content of the magazine, please submit your con-
tent 30 days prior to the date of publishing. The
next issue will be August and so content needs to
be submitted by July 1st.
Submit articles, communications and complaints
Temp. Editor-in-chief
Floris Hussaarts
editorial
One more thing before you can
enjoy this issue of the maga-
zine;
We have made some changes
to the lay-out of DC, so things
might not be where you expect
them and we are introducing
new elements as we go for-
ward.
As always, let us know what is
good and bad so that your Dust
Chronicles can be even better.
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dust chronicles - issue 6table of contents:Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03
Table Of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 04
News From The World Of Dust . . . . . . . . . . . . . . . . . . . 05Inside Dust Studio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 06
How2: Sculpt Greatcoats . . . . . . . . . . . . . . . . . . . . . . . . . 08
Front Toward Enemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Experimental Rules: Zombie Gorillas . . . . . . . . . . . . . . . 19
Dust Warfare: Armored Platoon Update . . . . . . . . . . . . . 19
My Other Rides A Kampufer . . . . . . . . . . . . . . . . . . . 20
Spotted! UK Games Expo . . . . . . . . . . . . . . . . . . . . . . . . 22Rules Preview for Dust Tactics And Warfare . . . . . . . . . 24
Siege of Zverograd Worldwide Campaign . . . . . . . . . . . 25
Dust-League.Com Leaderboards . . . . . . . . . . . . . . . . . . . 28
The Secret Base - Multi-Player Game . . . . . . . . . . . . . . . 30
Desert Tactics & Warfare . . . . . . . . . . . . . . . . . . . . . . . . 32
How2: Paint NDAK Armor . . . . . . . . . . . . . . . . . . . . . . . 36Dust-War.Com . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
From The Front: Dust Warfare . . . . . . . . . . . . . . . . . . . . 44
Playing In The Sandpit . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Floris Hussaarts as Lt. Colonel Henry BlakePatrick Doty as Corporal Walter Eugene OReilly
Paolo Parente as Captain Benjamin Franklin Pierce
Olivier Zamrescu as Captain John McIntyre
Vincent Fontaine as Captain B.J. Hunnicut
Jason McFarland, Lee Langston, Ignacio Brizzio, John Sisk, Roger Gerrish, Rick Ivansek, Michael
Stacy, Clement Boen, CS Barnhart, Steve Kenniff, Will Wkm and Rob Hearn as the Medical Staff.
Patrick D Cover by: Paolo Parente
Names and artwork are 2013 Dust Ltd. and/or Battlefront Miniatures. All Rights Reserved.
Dust Tactics & Dust Warfare and their logos are trademarks of Dust Ltd.
Images and trademarks used with permission.We do our best to ensure www. links are correct but do not take responsibillity for the content of web pages this magazine links to.
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incoming!news from the world of dust
There is an important news item that came out a few
weeks ago and we are sure that evrybody already
knows about this but for those of you who missed this
news or want to read it again. Here is the May2013Press Release from Dust Studio.
BATTLEFRONT MINIATURES TO TAKE
OVER DISTRIBUTION OF DUST TACTICS
AND DUST WARFARE
Dust Studio announced that Battlefront Miniatures
will become its publishing and distribution partner
for the Dust Tactics and Dust Warfare miniatures
game lines. Fantasy Flight Games, Dust Studios cur-rent publishing partner for those games, will transi-
tion sales and marketing activity to Battlefront Mini-
atures on June 1st, 2013.
Dust has had a wonderful few years, during which
we have seen the games community grow exponen-
tially, said Dust creator Paolo Parente. Both Dust
Studio and Fantasy Flight Games have evolved sig-
nicantly during our relationship, and we now mutu-
ally feel that we are both better served by moving in
new directions. Christian (CEO of Fantasy Flight
Games) and I have known each other for many years,
and I can say that this decision is a truly amicable
one.
Added John-Paul Brisigotti, CEO of Battlefront
Group, we are very excited by the Dust universe,
and although it is a rst for us to be distributing a
product other than our own, the t with our business
model made this partnership something we could not
resist. During the last few years, we have been mov-ing into new avenues to expand the breadth of prod-
ucts the group offers, and we see DUST as another
one of these ranges.
Weve been fortunate to distribute Dust Tactics
since its debut at GEN CON 2010, and were very
proud of our development work on Dust Warfare,said Christian T. Petersen, CEO of Fantasy Flight
Games (FFG).
The last year, however, as FFG experienced phe-
nomenal growth across many of our publishing cate-
gories, it became clear that Paolo and the Dust games
would be better served by a partner who specializes
in the unique business of miniature games. Were
condent that Paolos partner choice in Battlefront
Miniatures is a strong one, and we wish nothing but
the best to them, to Paolo, and to the fantastic Dust
fan community.
Starting June 1st, Battlefront Miniatures will begin
soliciting and distributing all new products for Dust
Tactics and Dust Warfare. FFG will ship all of its
previously solicited new products prior to that date,
and FFG will continue to exclusively sell all current
Dust Tactics and Dust Warfare items while its inven-
tories last. While FFG will support the Dust Tactics
and Dust Warfare regionals events in May and June
2013, all future marketing and organized play forthe games will be handled by Battlefront Miniatures,
including the scheduled GEN CON 2013 tourna-
ments.
About Dust Studio:
Dust Studio Limited is a Hong Kongbased com-
pany that creates and manufactures the Dust Tactics
miniatures line, as well as model kits and scenery
together with various books and comic books about
the Dust universe. For more information, visit www.dust-models.com
About Battlefront Miniatures:
Battlefront Miniatures Limited is a New Zealand
based company that created Flames of War, the
WWII miniature game. Battlefront publishes the
worlds premier tabletop gaming magazine War-
games Illustrated and owns Gale Force Nine, the
leading manufacturer of game accessories. For more
information, visit Battlefronts website at www.
amesofwar.com.
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how2: sculpt greatcoatsby: m pIn this How2 article, Mariano Pagotti of Triple En-
tente (http://www.facebook.com/3Euser?fref=ts)
fame shows us how to add greatcoats to our axistroops. Hell be using green stuff, a two part put-
ty easily obtained at most hobby shops and online.
Hell also be using a rubber brush and a sculpting
tool, both of wich can be found in art supply shops
and of course, on line.
Ste 1The rst thing to do is separate the hands, head and
backpack from the model.
Ste 2Cut off the shoulder pads.
Ste 3Remove the backpack support tab.
Ste 4Superglue the legs to the torso.
Ste 5Mix up some green stuff. Be sure to use an equal
ratio of the compound.
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Ste 6Place some Vaseline onto a at, nonporous surface.
Glass is ideal.
Ste 7Flatten the green stuff with your nger.
Ste 8Use a plastic rod to atten out the green
stuff further. About 1mm is ideal.
Ste 9Cut the green stuff with a sharp xacto knife.
Ste 10Check the dimensions of the coat. Trim off excess
green stuff till you are happy with the size.
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How2: Scult Greatcoats Ste 11Lift the coat off your work surface carefully.
Ste 12Position it in the center of the models back.
Ste 13Use a modeling tool to bend the green stuff towards
the front of the model.
This is what you are going for.
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Ste 14Cut the lapel with sharpened scissors.
Ste 15Shape and blend the lapel into a owing shape.
Back view of the model.
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How2: Scult Greatcoats Ste 16Cut the green stuff in the middle of the back so it can
be merged with the next piece of the coat.
Ste 17Use a rubber brush to mold in some wrinkles.
Ste 18Let the green stuff dry in this position. You want
to simulate wind and this pose will help with that.
While you wait for the Green Stuff to dry, have a
coffee.
Ste 19Repeat steps 5 through 18 on the other half of the
coat/model.
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Ste 20By making a straight cut below the arm you can wrap
the green stuff around to the front so that you can
create the lapel.
Once again cut the lapel with scissors.
Ste 21Using a sculpting tool, fold the edge of the coat
back.
Ste 22Place a thin layer of green stuff over the arm.
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How2: Scult Greatcoats Ste 23Shape some wrinkles into the sleeve and coat with a
rubber brush.
Ste 24
Work out a thin strip of green stuff for the collar.
Ste 24Put the collar in place. Push the green stuff into
place with a rubber brush at the base of the collar on
the modes back. Youll be covering the seam when
you fold the collar over.
The Kings not dead, uh-huh.
Fold the collar back.
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Ste 25Shape the collar and lapel with the rubber brush until
you are satised with the look.
Ste 26Cut a thin strip of green stuff, about 2mm wide. This
will be the belt for the coat.
Ste 27Move the belt into position.
Ste 28Shape the belt to look as though it is loose.
What the belt should look like once it is dry.
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How2: Scult Greatcoats Ste 29Make a belt loop out of a tiny amount of green stuff.
Ste 30Cut a few pieces of green stuff into the shapes of
pocket aps.
Ste 31
Place the pockets into position with the help of aknife.
Ste 32Make a tiny cylinder of green stuff and cut off a tiny
section.
Ste 33Roll the snippet into a small ball. This will be the
button for your pocket ap.
Ste 34Place the button.
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Ste 35Reattach the arms, head, and backpack. Make sure
everything looks right.
Side view.
Back view.
Now all you need to do is paint and seal the mini and
youre ready for the battleeld. If you have any ques-
tions about this process, you can contact the Mariano
on the Triple Entente group (http://www.facebook.com/3Euser?fref=ts).
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http://www.front-toward-enemy.us began in
2009 as the Tannhauser Blog devoted to develop-
ing scenarios and custom content for FFGs Tan-
nhauser (a squad based skirmish game). Since
then we have expanded our coverage to included
Paolo Parentes Dust Tactics, Guillotine Games
Zombicide and most recently Devil Pig Games
Heroes of Normandie (a 15mm miniatures com-
bat game without the miniatures, which includes
a Dust Universe add-on Mod).
As we did with Tannhauser when we rst started,our primary focus has been to create custom con-
tent and scenarios for all the games we cover. For
Dust Tactics this includes custom units, paper
terrain, and scenarios. We also have a YouTube
channel http://www.youtube.com/user/MrMi-
ah999 where we post video reviews for as many
Dust Tactics expansions as we can afford.
Our other goal has always been to help out the
community by providing a place for fans to
have their own custom creations posted. We ac-
cept many types of fan submissions including:
articles, custom units/characters, and scenarios.
If you have something you think wed like to
publish please send it to: submissions@Front-
toward-enemy.us subject Submission (and the
game title). If youre not the creative type but
want to help us out we also take donations see
our site for more information.
front toward enemy
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zombie gorillasexperimental unit for dust warfareby: cs b
One of Professor Stephen Priapinskis last creationswas his most sinister and depraved experiments. Ex-
cited and proud of not only the success of the Un-
tertoten and the Kampfaffen the Axis had created,
Professor Priapinski had to go one step further and
experiment with the Wiederbelebungsserum on mor-
tally wounded and deceased Kampfaffen from Cap-
tain Koshka Rudinovas attack on Reicher Castle.
The result was a squad of powerful, violent and dan-
gerous zombie gorillas that even the most brutal anddesperate Blutkreuz commander is reluctant to use.
Move: 6 Type: Soldier 3 DC: 1 each
Base Cost: 35 AP
Basic Unit: 3 Untertoten Kampfaffen
Special Abilities
Berserk(page 53),Blutkreuz Ape (page 53),Blutkreuz
Zombie (page 54), Damage Resilience (page 55),
Fast(page 55),Monstrosity (see below).
Monstrosity: Zombie Gorillas can never be joinedby a hero. Zombie gorillas are so far out of the realm
of normal medicine that they cannot benet from
the Medic skill. The can, however, benet from the
Medic ability provided to Totenmeister from her
Wiederbelebungsserum skill.
In addition the ferocity of the zombie gorillas is sec-
ond to none. When an enemy squad is attacked byzombie gorillas for the rst time in a game they suf-
fer an extra point of suppression even if they take
no hits. This means a unit attacked by zombie goril-
las could receive two suppression tokens on the rst
round of combat.
PLATOON DISPATCH: Zombie Gorillas are treated
as a support section for Blutkreuz Platoons and To-
tenmeisters special zombie platoon. There can never
be more than one Zombie Gorilla unit per army.
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s VThe Natural Choice: Fireball, Diving Dotty, orBellowing Bertie
Sergeant Victory has ofcially removed Action Jack-
son in my heart as most ludicrously badass hero.
Sorry Jackson, but you cant sucker punch a jet ght-
er. Unlike most Pilot Heroes, the fun doesnt stop
when Victorys vehicle bites the dust. A full edged
Superhero, Sgt. Victory carries some impressive
repower and skills to boot. But what makes him
truly unique in the pilots seat is that he can Cheat
Death while operating walkers and aircraft, poten-
tially shrugging off what would be lethal amounts of
damage. This makes the Fireball, a king of charging
into the thick of battle with amethrowers, machine
guns, and a squad of infantry, an enticing choice. But
this also makes him an ideal lead pilot, charging the
air defenses to take them down, clearing the way forother aircraft to decimate your enemys advance.
The Unusual Choice: Solo (or maybe more?)Sergeant Victory is a powerful pilot, but hes also
an expensive one, which is why its important to re-
member that hes still a good Superhero. While not
as much of a combat beast as Winter Child, hes 25
points cheaper, and not as range challenged. Sergeant
Victory can blast squads at the same range as a sniper,
and the damage goes up 2-3 times when they get inrie range of this Superhuman. And his Cheat Death
skill is just as valid when hes alone, making him just
as difcult to kill. But in the stories surrounding this
man, there are also rumors and hints that he may be
the rst Superhero to have a sidekick, Victorys own
brother. It would be worthwhile to watch and see just
who this man is.
nkThe Natural Choice: Karl Marx, Lavrentiy Be-ria, Matrioska
Ok, I cant talk about Nikolai without dispelling a
certain misunderstanding about the strength of his
Take Aim skill. Some people point out that the dif-ference between re-rolling a dice, and hitting on a
blank, is only about an 11% difference in chance to
hit. Not that great sounding. Probability, though, is
a little trickier than that, because 11% chance is the
difference for one dice to hit. So when you have eight
dice, each with an 11% higher chance to hit, your
odds of doing high damage are signicantly better.
Therefore, it is best to use Nikolai with a unit that
rolls a large number of dice when attacking, and onewith decent range, so that youre more likely to use
a Sustained Fire action. Units with large, anti-tank
cannons, such as Matrioska or Lavrentiy Beria, are
natural choices then. If enemy infantry get into close
range, Berias amethrower can also get a power
boost. Karl Marx can also be a good choice if your
enemy uses a lot of infantry or must pass through a
choke point, because its powerful Tesla Gun strikes
every unit between it and its target, as much as six
spaces away. Just be wary that Nikolai might get
zapped a little when his ride goes up in ames.
The Unusual Choice: Mao Zedong or BabushkaIts best not to be blinded by the anti-tank potential
of Take Aim. Babushka is a great ranged anti-infan-
try, rolling a solid 8 dice against all types. Mao Ze-
dong, like the Sturmkonig mentioned above, is also
a good choice. With tactical exibility and multiple
dice against all types of targets, land and air, Nikolai
driving this glorious peoples tank makes for a great
opportunity to tear up all who stand in your way.
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spotted! uK games expodust tactics tournament reportby: f h
On Sunday the 26th of May 2,000 people made their
way to Birmingham for the yearly UK Games Expo.
The event takes up most of the ground oor of the
Hilton Birmingham Metropole Hotel and amongst all
the trade stands, participation games, seminars and
tournaments there was also Dust (no not that type of
dust, the hotel was clean), Im talking Paolo Parentes
World of Dust. Because Fantasy Flight Games had
no interest in organising a Dust tournament next totheir X-Wing and Blood Bowl Team Manager tour-
naments it was up to the UK Dust Devils (well Dust
Devil at that point) to organise a tournament.
With the time available to organise everything I de-
cided to concentrate on just a single tournament and
opted for Dust Tactics (the main reason for this is
the fact that my scenery collection at the time only
covered two tables and I was hoping for more people
than that). In the weeks leading up to the big day I
posted on various forums and arranged for some nice
Dust prizes thanks to Dust Chronicles who kindly
stepped in to sponsor the tournament. Every week-
end I checked the number of tickets sold and with
just over a week to go we had three players.
UK Games Expo contacted the people who had
bought a ticket and gave them the option of receiv-
ing a refund or having the tournament between them
and with myself as an extra (non competitive) player.
Everybody agreed to go ahead (any excuse to play
Dust). With only two days before the tickets wereremoved from sale another player signed up and eve-
rything was ready for a small three game tournament
(everybody played everybody so whoever was going
to win would deserve the rst place trophy).
Before anybody had to even play a single round of
Dust Tactics they already received some participa-
tion prizes. An Axis Weapon Sprue, three Dust dice
and the mission book for the day (and a free pen that
refused to work all day).
The rst round of the UK Games Expo 2013 Dust
Tactics Tournament saw Thomas Rogers (who had
only been playing for a month) take on Peter Hentze
and on the other table David Smith faced Paul Hans-
combe (they are regular opponents and I felt it best
to get that game out of the way so the rest of the
day was going to be new and different for them). The
ninety minutes allocated for the game proved to be
excessive but it gave everybody time to walk aroundthe venue and check out the trade stands before we
started game two (and enough time to order expen-
sive burgers in the hotel restaurant).
Paul Hanscombe (left) and David Smith (right) plan-ning their next activations.
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rules preView fordust tactics and dust warfareby: d sDust Chronicles got an email from Dust Studio that
had the following picture as an attachment.
After looking at the picture for a bit we just had toknow more about the ambulance helicopters. So we
started asking questions.
What are they called?
- No Comment.
Are they being released? And if so, when?
- Yes. Soon.
What do they do?
- No Comment.
Please?
- OK then, we will tell you the new Skill that will be
introduced with the release of this model.
And that is exactly what we got in the next email.
On the right you can check out the Medical Vehicle
Skill. It works in both Dust Tactics and Dust warfare.
We cant wait to get our hands on the full rules for
these helicopters, to see what else they can do.
A Medical Vehicle has enough gear to treat wounded
soldiers in the most efcient way. The doctors and
nurse manning them are some of the best violent
trauma specialists anyone could hope for.
A Medical Vehicle has the Come On Guys; Were
Going Back Out There skill, just like a Command
Squad. But this special version allows also to bring
back fallen heroes and superhumans. It otherwise
works like the regular skill.
Please note that if a hero and the squad he was embed
with are lost at the same time, two separate rolls must
be made.
A hero who rejoins the battle in such way can re-
turn directly to the squad he was with when he fell.
If this squad has been wiped out, the hero can enter
the board through the Deployment Zone of its army
or through the Medical Vehicle.
A Medical Vehicle can also bring back a single sol-
dier in the same way as the Get Up, It Aint That
Bad skill from the Command Squad. This costs one
SKILL action. It works exactly as the skill from the
Command Squad.
Since Medical Vehicles are all unarmed and wear big
red crosses on a white background, even the most
hardened soldiers feel uneasy to re upon them. Even
if ordered to do so.
Therefore, Medical Vehicles can never be subject
to a SUSTAINED ATTACK. Units attacking them
still spend only one ATTACK action, but can nev-
er choose to spend two. If a special weapon needs
2 ACTIONS to re, treat it as a regular ATTACK
(its legal).
Damned Geneva Convention...
medical Vehicle
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the siege of zVerogradworldwide campaign
by: pk d f hWhen the Dust-League.Com website was entering
into the last days of its second league period (Sep-
tember December 2012). Patrick Doty and myself
started talking about what could be done with the
league and how the idea of the website being for eve-
rybody all over the world could be improved upon.
Neither of us remembers who came up with the idea
of running a worldwide campaign and knowing what
we know now, neither of us is taking the blame.
It all started innocent enough, with the plan to link
a handful of scenarios and creating a storyline to go
with them. However, Zverograd was becoming an
interesting setting within the Dust universe and the
story of a city under siege while soldiers are search-
ing the catacombs of a monastery for evidence of an
alien civilisation proved to much of a temptation.
What started out as a campaign planned to run for
a few weeks became the focus point for the next
Dust-League.Com league period and that handful of
scenarios escalated into a Dust Tactics scenario for
every location on the map. We did play around with
the idea of creating Dust Warfare scenarios for each
location but in the end felt that the battle builders
and terrain set-up rules provided players with a better
game experience than we could come up with (and
the fact that not everybody has the same collection
of terrain elements). Dust Warfare results would beaccepted towards locations on the map so that the
Worldwide Campaign truly was for everybody.
Patrick created the bulk of the scenarios while I went
to work on the website. With only a few days be-
fore going live we decided to replace some of the
scenarios when we got halfway into the campaign.
This had the benet of keeping the games interest-
ing and it gave us a way to move the story forward.
Because our campaign was set in Zverograd we did
have some limitations. (For Example) In the ofcial
background the Axis hold onto the Aireld for a long
time and if they lost control over the location before
the Operation: Icarus set came out that would create
a very strange situation. With that in mind we cre-ated the Fortication Bonus for certain key locations.
This enabled us to ensure these locations would not
swap hands to early in the campaign (note that we
didnt make it impossible, just unlikely).
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Each of the locations was given a points value andthe bloc with the most points at the end of each day
would be considered to be in control of Zverograd.
Again we ensured that the start of the campaign
matched the ofcial storyline by allocating certain
locations to specic blocs (the Axis controlling the
Aireld for example) and control of the city had to
be with the SSU at the start of the campaign (it was
their city after all).
When the campaign had started (February 1st, coin-
ciding with the release of Dust Chronicles) I came
up with the idea of the secret base along the road to
Lagan (location 28, followed by 29 two weeks later).
Originally the scenarios for these locations were tobe taken from Operation: ColdSnap (Dust Chronicles
issue 1 and 2) but I didnt like the idea of recycling
the scenarios (we already had a selection of scenarios
from existing Dust Tactics expansions and I wanted
to bring something new to the campaign. While work-
ing out the scenarios for the two locations (28 and29) I came up with a scenario that was
great fun during play-testing but only
worked with more than two players. At
this point the three player results had
become a bit of a nightmare for the re-
sults as they messed up the numbers for
games played and won/lost by a bloc.
That is why the scenario is included in
this issue of Dust Chronicles as a four
player game.
Im not sure yet what to do for the next
league period and if you have any sug-
gestions or comments then please let
me know by emailing me at: contact@
dust-league.com. What follows are the nal resultsfor the campaign and the top 10 for the Tactics, War-
fare and Warlord Leaderboards.
There you have it, the worldwide siege of zverograd
campaign is over but Dust Studio will give us one
more journey into Zverograd when the next expan-
sion is released. I for one cant wait to nd out what
will become of zverograd?
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1. jeff stevenson 10 %
2. bill hegg 10 1 2%
. nancy stevenson 1 2%
These standings are correct as per May 31st 2013 - For the nal Leaderboard visit:
www.dust-league.com
1. lucy roach 1 2 %
2. patrick doty 2 21 %
. m. ceferatti 1 %
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For every win you recorded in the Worldwide Dust
League you also earned points towards your Over-
lord Ranking. You got 1 point for every Dust Tactics
game you won and 1.2 points for every Dust Warfare
game you won.
At the end of the current Dust League (May 31st
2013) the person with the most Overlord points will
win a trophy and so will the 2nd placed player.
Seeing that the current league is linked to the World-
wide Siege of Zverograd Campaign, we decided
that for the rst Overlord Competition the trophy
should have a Zverograd theme (as you can see on
the right).
You might be wondering why a win in a Dust War-
fare game is worth a bit more than a win in a Dust
Tactics game.
We tried to keep the scoring simple but felt that most
Warfare games take a little longer than Tactics games
and this needed to be represented in the points.
You can play more games of Tactics in an afternoon
than games of Warfare and this way players who
only play Tactics dont have a major advantage over
Warfare players who will be able to record a smaller
total number of games.
The scoring method will be reviewed at the end of
May to make sure that we work towards the best way
to calculate winners.
1. jeff stevenson .2 1
2. bill hegg 2.2 1 1
. patrick doty .2 11 21
These standings are correct as per May 31st 2013 - For the nal Leaderboard visit:
www.dust-league.com
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desert tactics & warfarein the world of dust
Fighting in the Desert is very different from ghtingin other theatres of war; it is one of the most danger-
ous climates to ght in with cold weather being the
other extreme that is dreaded by soldiers. Conducting
warfare in the desert is a specialized matter which
troops often have to be prepared for ahead of time.
In the universe of Dust, soldiers ghting in the desert
have other advantages that their real world coun-
ter-parts did not. The primary advantage they have
is advanced technology, including walkers that are
able to operate without fuel and in some cases; crews
who can operate without supplies (Ubertoten walker
crews anyone?).
DESERT TERRAINWhile ghting in the desert there is far more open
terrain and ground, which means a lack of cover forsoldiers. Desert terrain can
encompass many different types of land including
cliffs, urban areas, desert oases and rocky outcrop-
pings but is primarily fought on the open sand in
many cases.
Terrain such as sand dunes and shifting sands can
cause issues with traditional wheeled and tracked ve-
hicles and can hinder mobility on foot by up to 60%
in some cases.
In many battles, this may give the walkers of the
three different blocs an advantage in combat over
traditional vehicles when mobility is important.
Camouaging vehicles in local colors becomes more
important as a result; vehicles shipped out to desert
theatres are often given a different coat of primer or
painted immediately upon reaching their assigned
destination to better reect local conditions.
As a result of the high temperatures and stress on
infantry, during World War II armoured vehicles
and motorized units would become very important in
conducting desert warfare; in earlier periods of war-
fare this role was fullled by cavalry.
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Another danger of the Desert is that booby traps such
as landmines become harder to detect when buried
within the sand and decades later, such landmines
remain hidden, an unknown danger to anyone who
steps over them.
RECONNAISSANCE & MOBILITY
In World War II, limited maps of the desert regionswithin Africa and the Middle East that were avail-
able were considered to be mostly unreliable. As a
result it became far more important to know the lay
of the land through reconnaissance elements and in-
telligence gathering.
Due to the inhospitable nature of the terrain and
potential unreliability of local sources, reconnais-
sance becomes far more important for armies about
to come into conict. Positioning of units and theproper knowledge of the terrain can often become far
more important than the total amount of ground held
in a desert battle.
Mobility is held as one of the keys to success in
desert warfare and as a result it is more common for
infantry to be transported by motorized units and
armoured vehicles are far more common and neces-
sary in this type of combat given the vast distances
and open stretches of land. The ability to move your
forces quickly and adapt to changing conditions is akey to success in any theatre of war, but that mobility
becomes doubly important in the desert.
Control of ports and inland water lanes from the
ocean become crucial for moving supplies to the sol-
diers who needs them on the eld, without these, an
army can nd itself surrounded in enemy territory
with no supplies incoming.
WATERWater is both a friend and an enemy to all soldierswho are ghting in the desert, given the scarcity of
water it becomes important to insure that there is a
strong supply chain setup to insure a constant ow
of water. Special units are often setup to handle wa-
ter supply issues, in World War II, these units were
under the command of Ofcers in the Engineering
Corps.
These water supply convoys must be organized sim-ilar to how a normal supply convoy would be, but
they are in fact the lifeblood of the army that ghts
in the desert. An infantryman requires water to avoid
dehydration and to stay alive; similarly vehicle crews
require water for their vehicles and themselves.
With few exceptions, such as Unertoten and Uberto-
ten zombie soldiers; water is a very important logisti-
cal element to planning any campaign in the desert.
Holding a key water source is also a great boon to an
army ghting in this unforgiving terrain.
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TECHNOLOGY
IN THE WORLD OF DUSTThe new technologies afforded to the three great
blocs and their military forces in Dust Tactics &
Warfare provide signicant advantages in Paolo
Parentes world of Dust. Chief among these are the
Robots or Walkers of each faction, many of them be-
ing bi-pedal which allows them to traverse terrain
otherwise inaccessible to normal vehicles.
In many cases, a Walker will not suffer the same
mobilitiy issues that armoured vehicles normally do,
but they are however in many cases slower and just
as vulnerable to the long range weapons of conven-
tional vehicles. Given the inclusion of VK powered
engines to many walkers, they also do not need to be
resupplied as often as a conventional vehicles which
can give them a longer operational distance whenconducting missions.
Another great advantage, in this case, possessed only
by the Axis are the Unertoten and Ubertoten who un-
like regular soldiers do not conceivably require con-
stant re-supply and would not suffer from the same
ill effects a normal soldier were. It can only be im-
agined, that some daring Blutzkreuz Commander has
formed a special Desert battalion consisting of Uber-
toten entirely, including the vehicle crews.
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how2: paint ndaK armorBefore we dive in let me say a quick word about
color. As even a quick google search will reveal,
the colors of the panzers serving in Northern Africa
during WWII varied widely. From grey, light tan
or yellow all the way through shades of brown and
green. Trying to nail down an exact shade of DAK is
like trying to get an exact shade of dunkelgelb. The
nice thing about playing an alternate history WWII
game is that we can play a bit fast and loose with
our colors. Here well be taking a look at paint-
ing up a SturmLuther in a dark yellow, almost brown
scheme.
A yellow DAK 88mm gun at the Military Vehicle
Institute in California.
A pinkish tan DAK 223 at the MVI.
A dark tan/light brown DAK Nebelwerfer at MVI.
For those not familiar with Nebelwerfers, they are
devices that werf nebels.
Hereswhat well be going for.
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you dont want it. Obviously leave it in the recesses
and seams. Use a good quality paper towel and get
a fresh section as it starts to get warn. You dont
want a bunch of bers all over your model. Careful
around protrusions like rivet and bolt heads.
On the left is the before and on the right is the after.
There is a bit of color change and the seams are nice
and dark.
The bolts pop out now.
STEp 8Time to do a bit of chipping. Use some of the pack-
ing foam you commonly nd in blister packages or
in your foam army transporter trays. Place a bit of
Vallejo German Grey on your palette and dab yourfoam in it. Wipe off the excess and dab the sponge
onto your model where you think paint chipping
would naturally occur.
The rubbing of the legs cables and thrown up rocks
take a toll on the lower section of the skirts.
You can add a bit of light gray to the centers of the
dark gray to add a little depth.
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I used a dab of superglue and a dab of plastic glue on
each component to ensure a solid join.
STEp 12Paint the details. The dials and screens in the trans-
port compartment need some paint. The screens
I painted green while the buttons and switches re-
ceived the white and black treatment.
For the light I painted Citadel Mecharite Red with
a Citadel Blood Red highlight on the bottom. I fol-lowed that with a black ink. Once dry, I put a white
dot towards the top to add a highlight.
Give the gun muzzles a light drybrush of black to
simulate soot.
The comms gear.
The enemy cant hide in the dark.
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STEp 13At this point youre pretty much done and should feel
free to seal it up with some dullcote and get playing.
If you want though, you can try something a bit more.
I used some ash gray pigment powders and mixed it
with some alcohol. The ratio was heavy on the later
and thinner on the former. I then used a mediumbrush and streaked the wash down the sides of the
model.
Streaks go from the top down.
A little extra streaking on the butt end.
What it looks like on the sides.
Once I was satised with the effect I sealed it up with
some Testors Dullcote and I was done.
And she is done.
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Dust-war.comhas established itself as THE place
for Dust Warfare. The website itself has weekly
articles covering everything from army building
to in-depth tactical advice. Recently the crew hasalso started doing unboxing videos and the rst
two of these have been very informative.
There is more, the accompanying forum is a busy
hive of activity with people talking about all as-
pects of the Dust hobby.
Want to get ideas for army lists? This is the
place;
Want to get painting tips? This is the place;
Want to show your painting skills? This is theplace;
Want to know what a rule means? This is the
place;
Want to.. Ok, you get the idea. If it has to do with
Dust Warfare you will nd it at dust-war.com.
dust-war.com
And yet there is more. The crew at
dust-war.com has organised two suc-
cessful tournaments and the third one
is already being planned.
What will they think of next?
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from the front: dust warfareIn this report From the Front: Warfare, we take a
look at an Axis vs. Axis confrontation in the desert
of Northern Africa between Michael Cefaratti and
Patrick Doty. We decided to play the Encirclement
scenario from the ladder campaign found in this is-sue of Dust Chronicles. We also decided to use the
terrain from the Desert Terrain article from this is-
sue, ending up with several Rock Formations and a
Rocky Hill.
Michael decided to eld his new NDAK army while
Patrick used an army composed of a Mechanized In-
fantry Platoon and an Armored Platoon.
For this game I wanted to indulge my love of Dusti-
ed vehicles and mechanized infantry. To this end
I decided to eld one Mechanized Infantry platoon
and an Armored Platoon.
As far as specic units, I pretty much took every-
thing I had that t those categories. I suspected Mike
might be bringing a jet or two so I made sure to in-
clude a couple Quad Flak guns. Everything else was
all about supporting the advance of the Panzergrena-
diers. At least thats the plan.
Panzergrenadier Platoon
Command Section:
KommandoTruppe 25
250/3 8
1st Section:
Panzerkillers 20
251 8
2nd Section:
Recongrenadiers 17
251 8
3rd Section:
Recongrenadiers 17
251 8
4th Section:
Recongrenadiers 17
251 8
Support:
Whirbelwind 30
Opel Blitz Flak 15
Panzer Platoon
Commandsection:
Panzerprince 24
Tiger II (Vk) 65
1st Section:
E-10 36
2nd Section:
234/1 19
3rd Section:
234/6 16
4th Section:
Panther 42
Support:
234/1 19
Total: 402
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Mike- My idea was to build a list for my Sturmgren-
edier platoon without pulp style weapons. With the
North Africa campaign far from the motherland, they
may not have as much access to these types of weap-
ons. The idea with the Blutkreuz platoon was with the
new ubertoten squads available you could have some
tougher troops where supplies would not be as avail-
able ( they can also feast on your enemys corpses in-
stead of having to supply them with food and water) .
It doesnt hurt the ubertoten look a little NDAK too.Anyway, those were my thoughts on why I choose
the units I did and the theme behind it.
Sturmgrenadiere Platoon:
Upgrade:
Extra Panzer Support 10
Command Section:
Panzerprinz 24
1st Section:
Recon Grenadiers 17
+ Grenades 1
2nd Section:
Panzerkillers 20
3rd Section:
Heavy Recon Grenadiers 30
+ Grenades 1
4th Section:
Recon Grenadiers 17
+ Grenades 1
Support:
Horten IV 45
MPW II-A Luther 30
MPW II-B Ludwig 40
Blutkreuz Platoon:
Command Section:
Sturmpioniere 25
+ Grenades 1
1st Section:
Braineaters 24
3rd Section:
Heilige Tod 22
4th Section:
Axis Zombies 19
Hero:
Totenmeister 28
Support:
Horten III 45
Total: 400
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The Encirclement Scenario lasts 7 rounds or until the
objectives are seized. To seize the objectives, the
attacker (Patrick) will need to end a round with a Sol-
dier unit holding all four encirclement points. The
encirclement points are the midpoints of all four ta-
ble edges. Next issue will have a Ladder Campaign
with more details.
The Battleeld all set up
and the armies deployed.
Mike set up his Recon grenadiers on his left ank
along with some Panzerkillers. Next came his Horton
IV, Braineaters and Ludwig piloted by PanzerPrinz.
On the other side of the Rock Formation he set up
Heilige Tod lead by Totenmeister and screened by a
squad of Axis Zombies. A Horton III patrolled nextto them while a Recongrenadier squad and Heavy
Recongrenadier squad secured his left ank support-
ed by a Luthor.
Across the board Patrick deployed an Opel Blitz Flak
truck on his left ank followed by a 234/1, the Ti-
ger II piloted by Panzerprinz, another 234/1, a 234/6,
Whirbelwind, Panther, 251, and then the 251s with
their squads riding inside. Anchoring the right ank
is the E-10
ROUND 1Patrick rolled the fewest command dice and began the
game by ring the Panther at the Luther and promptly
missing. Great start. On the left ank the Flak truck
opens up on the HO III and causes 2 wounds. The
234/6 also tried to take down the HO III but missed.
The Tiger II red on the Ludwig but missed.
Mike moved his HO III around the Rock Formation
in an effort to put some distance between himself and
some of the AA. All the zombies moved forward, theBraineaters on Mikes right while the Heilige Tod
and Totenmeister moved up the middle screened by
the Axis Zombies.
The zombies on Mikes left begin to move over the
open ground.
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In the unit phase Patricks Flak Truck and 234/1
combine to bring down the HO III. This bodes ill for
Mike. The Tiger II shoots at the Prinz piloted Lud-
wig and manages to score a hit causing 2 wounds and
destroying its MG. The E-10 takes aim and shoots
at the Luther causing 2 wounds. The Panzerkillers
in one of the 251s jumps out and res at the Luther
causing a wound to the already battered walker and
setting it on re!
Panzerkillers move into cover and open re on the
Luther.
Things are looking up for Pat! Next the Panther will
re at Luther, hes a goner for sure! And of course
Patrick manages not to cause a single wound on the
badly mauled Luther. At least it manages to kill 2
Axis Zombies with MG re. Back towards the cent-
er of the table, the 234/6 takes aim at the HO IV andscores a hit blinding the pilot.
The 234/6 takes aim at the HO IV while the Axis
Zombies get uncomfortably close
Mikes Braineaters tried to bring their weapons to
bear on the 234/1 but it reacted and with the help of
Agile, managed to get out of the way in time. The
Ludwig sights the 234/1 and res its 88s at it. In-
credibly, it survives the shot but takes a wound and
is set on re. Embarrassed by his failure to kill the
234/1, Ludwig begins to move around the rock for-
mation.
Ludwig opens re on the 234/1
Recongrenadiers move up and re on the Panzerkill-
ers sheltering in the rock formation but fail to cause
any wounds. Luther adds his re to the Recongrena-
diers against the Panzerkillers but they are saved by
their hard cover. Deciding to show their compatriots
how its done, the Heavy Recongrenadiers re on the
Panzerkillers and manage to kill 2 of them. The re-
maining HO moves up and unleashes its repower
at the Whirbelwind but causes no damage, the pilot
obviously still blinking glass out of his eyes.
ROUND 2Mike starts off round 2 by issuing orders for his Axis
Zombies to punch the Whirbelwind to death. Instead
they inict only 1 point of damage but do manage to
blind it. The Heilige Tod re their deadly Panzerfaust
100s at the Panther and nearly kill it by inicting 3
wounds and blinding it too. The HO IV res on the
Whirbelwind and scores 3 damage on it. The Lud-
wig Blitzkriegs further around the rock formation.
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The Flak Truck res on and kills 2 of the menacing
Braineaters but those Panzerkillers and Recongrena-
diers are getting awfully close on its left ank
The 234/6 and 234/1 re on the Heilige Tod and
wound Totenmeister 3 times. A 251 moves up and
res on the Heilige Tod squad killing one of the zom-
bies. The Recongrenadiers riding inside jump out
and account for another one of the Tod. A second
251 and Recongrenadier move up and repeat the ex-
ercise killing another Tod. A third 251 and Recon-
grenadier moves up and they do the same but manage
not to inict a single hit. All that re power and they
couldnt kill off the Tod!
The Heilige Tod refuse to die!
ROUND 3All right. Its getting bloody out there.
Mike initiates the command phase by having his Re-
congrenadiers re at the Recongrenadiers nearest
them but their targets are saved by the hard cover of
the rock formations. Totenmeisters unnatural pow-
ers regenerate 2 of her wounds.
The Tiger II res its lasers at the Ludwig and its
MG at the Braineaters managing not to hit anything.
Patrick seams very excited by this. Recongrena-
diers re on the Heilige Tod and Totenmeister takes
another wound. The 234/1 and 234/6 re all their
weapons in a desperate attempt to hold off the zom-
bies and manage to cut down the remaining Tod and
Totenmeister. Something tells me we havent seen
the last of her.
In the Unit Phase, Mikes Sturmpioniere move to
the vulnerable rear of the Tiger II and re but man-
age to miss with all attacks! That was a close one
for the Tiger II! The Braineaters have a bit more
luck with their Panzerfausts and manage to inict 1
point of damage. The Panzerkillers and Recongren-
adiers move around the rock formation and destroy
the Flak Truck. On Mikes left ank, he opens re
on the Recongrenadiers with Ludwig but causes no
wounds. The Recongrenadiers shoot at the surviv-
ing Panzerkiller but fail to kill him. That guy is more
resilient than a zombie
The Heavy Recongrenadiers split their re at the
Panzerkiller and the Recongrenadiers, failing to kill
the Panzerkiller(!) but taking down one of the Re-
congrenadiers.
The Tiger II might be in trouble.
On Patricks turn, he res on the Sturmpioniere with
the 234/6 and kills one of the dastardly fellows. The
Tiger II, rather than playing it safe and moving away
from the threat to his rear, opens re on the Ludwig
scoring 16 damage! Poof! The Ludwig is gone in a
molten heap of slag. The Recongrenadiers shake off
the suppression they have suffered and hop into their
251and move out. The Kommandotrupps medic
removes suppression from the other Recongrenadier
squad and they too hop into their 251 and scoot for-
ward. The third Recongrenadier squad mounts their
251 and it drives them forward. The remaining Pan-
zerkiller falls back due to the amount of suppression
he has taken but manages not to ee from the table.
To nish off the round, the remaining 234/1 res
on the Sturmpioniere but only manages to suppress
them.
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For his last command, he orders his Recongrenadiers
to reload their Panzerfausts.
The lone Panzerkiller rides the 251 towards the ob-
jective on the enemys long board edge. Overeager,
he hops out and continues on foot but doesnt quite
make it. 234/6 nally kills off the Braineaters. E-10
shoots and kills another of the Recongrenadiers while
Patricks Recongrenadiers on the right ank hop out
and claim the objective. The Recongrenadiers on the
lft ank hop out and claim their objective too. The
234/1 fails to kill anymore Sturmpioniere leaving the
task to Panzerprince. He sustains re and kills one
but takes two wounds himself by the enemys reac-
tive re.
Recongrenadiers claim the objectives on the left andright anks.
Mikes Sturmpioniere try to salvage the situation by
shooting at Panzerprinz but they manage to miss.
The Recongrenadiers take a bit more time lining up
their shots and shoot down the poor Pedestrianprinz.
The Panzerkillers shoot at the 251 in the center of the
table. It reacts by moving but is destroyed anyway,
they Recongrenadiers inside hop out, shaken but re-
solved in their belief in ultimate victory.
Pedestrianprinz is nally dead.
ROUND 6Mikes Panz- Pedestrianprinz shots and suppresses
the lone Panzerkiller that is making a beeline for the
far side objective. The Panzerkillers in the rocks re
at the 251 nearest them and destroy it.
The 251 by the Panzerkiller moves forward and turn
to block Mikes Panzerprinz from gunning down the
determined Panzerkiller.
In the Unit Phase, Mikes Recongrenadiers shoot at
the 234/6 causing 2 wounds and setting it on re.
Patrick moves his command squad to the objective
that was in his deployment zone. Meanwhile, the
lone Panzerkiller moves forward and claims the last
objective. With that ends the round and the game.
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The last Panzerkiller claims victory.
A victory for Patricks Axis!
CLOSING THOUGHTSpatrick- Man that was a near run thing! It feltgood to take down those iers in the early part of
the game but the zombies onslaught was almost too
much. They just didnt want to die. I gotta say, hav-
ing the last Panzerkiller win it was pretty great. All
in all a very fun game. It was neat using the Mecha-
nized Infantry, at rst it looked as though they were
just going to be bottled up on the ank there but once
they broke out they went for broke.
Mike- Aircraft went down pretty fast. I shouldhave tried to focus more re on the AA in round 1 or
gotten off the board to reenter and come in at a more
advantageous position. NEXT TIME!
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playing in the sandpitdesert battle builder for dust warfare
Fighting in the desert has its own unique set of cir-
cumstances. From the heat to the scarcity of water
and cover, ghting in the desert is as much aboutovercoming the environment as it is about the en-
emy.
When ghting in the deserts of Africa or Arabia (or
in the deserts of the American southwest) you and
your opponent may replace the battle builder found
in the main rulebook with the one found below.
Oecties Deloment Conditions
0 Resupply FUBAR (Sparse) Dust Storm
1 Key Positions Unprepared Blazing heat
2 Break the Line FUBAR (heavy) Blazing heat+
Dust Storm
3 Eliminate the Enemy Advancing Lines+ None
Warzone
ObjECTIvES
RESUPPLYAn army advances on its stomach. Deep in the
deserts of the world where logistics are stretched to
their limits, successful resupply can be more impor-
tant than eliminating enemy units.
Each player rolls 5 combat dice. Each player places
a number of supply canisters (the crates produced by
Dust work perfectly for this) on the table equal to thenumber of hits he rolled, starting with the player who
rolled the most hits. If both players rolled the same
number of hits, reroll until one player has more hits
than the other.
Canisters are placed after terrain has been set up but
before players pick table edges and before armies are
deployed.
Each canister must be placed 12 or more from any
table edge and more than 12 from other canisters.
Canisters can be claimed as soon as a unit leader orsolo hero ends their movement in base contact with
the canister. Once a canister is claimed, remove it
from the table and place it next to the player who
captured it.
Each canister is worth 2 superiority points. Further-
more, each enemy unit destroyed is worth 1 superior-
ity point. After 5 rounds of play, the player with the
most superiority points wins.
KEY POSITIONS, BREAK THE LINE,
AND ELIMINATE THE ENEMYAre played as described in the Dust Warfare rule-
book.
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DEpLOyMENT
FUBAR (SPARSE)Long range patrols are common in the desert. When
the enemy is found, the main force can be called in
to deal the decisive blow. But just who has found
who?
The Desert often lacks many of the features troops
are used to relying on for cover and protection.
When playing with this deployment each player rolls
5 combat dice. For each hit scored the player may
place a single piece of terrain not to exceed 6x6
starting with the player who rolled the most hits, re-
rolling ties. Once the terrain is set up, no other ter-
rain may be placed and deployment is conducted as
per the Dust Warfare Rulebook.
UNPREPAREDDistracted by thirst and mirages, sometimes armies
simply stumble into each other.
As per the DWRB, terrain as per the DWRB.
FUBAR (HEAVY)The dunes and deles of the rockier parts of the desert
afford many places for the enemy to hide and just as
many places to conceal an ambusher.
As per FUBAR (sparse) above, except that the dice
rolls are inverted, thus placing a piece of terrain for
each blank rolled.
ADVANCING LINES + WARZONEMany of the most important terrain features in the
deserts were heavily fortied earlier in the war when
the Desert Rats and Rommel chased each other
around. Open areas were mined and Oasis forti-
ed. This second war in the desert often takes placearound the detritus left over from that earlier stage of
the conict.
Deployment is made as per the Advancing lines.
Terrain is sparse. Each player rolls 5 dice and places
a piece of terrain for each hit scored, staring with
the player who rolled the most hits, rerolling ties.
After terrain is placed and sides are chosen but be-
fore units are deployed, each player may spend 100
points on Fortications from the following list; Infan-try Bunkers (see DC #5, note that you may not take
weapons bunkers), barbed wire, tank traps, trenches,
and mineelds.
Fortications may be placed anywhere on the table
outside your opponents deployment zone.
CONDITIONS
DUST STORMThe howling winds push sand and grit into mighty
clouds of dust, obscuring vision and caking everynook and cranny of man and machine.
Played as Limited Visibility as per the DWRB.
BLAZING HEATIts a desert for a reason. Thirst is the great enemy
when the sun is at its ercest, and being clad in ar-
mor and weighed down by the accoutrements of war
dont make the going any easier.
Any infantry units, but not solo heroes, who take a
MOVE-MOVE action receive a suppression marker
at the end of their move. This does not apply to units
inside transports while they are in the transport.
Suppression is removed at the end of the turn as nor-
mal for S1 and S2 units. S3 and S4 do not remove
the suppression they gain from taking MOVE MOVE
actions at the end of the round, they do however re-
move suppression gained from shooting etc. They
may also roll it off when activated or via a regrouporder.
Units that are fast do not suffer the suppression as
long as they do not make a MOVE MOVE action.
So if they FAST MOVE 12 for instance they would
not receive the suppression. If they MOVE MOVE
for 18 then they would.
Note that heroes that have joined squads are subject
to receiving suppression from the heat as long as they
are in the squad.
BLAZING HEAT + DUST STORMWhen the dust and the heat conspire against you, it
just sucks.
Combine the effects of Blazing Heat and Dust
Storm.
NONE
Just what it says; there are no special conditions inplay.
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august 1st 2013dust chronicles issue 7
We will be having our rst birthday party where we will be taking a look
at the previous year and also look at some of the upcoming features for
Dust Chronicles. Instead of cake we will have another Dust Competition.
laddercam
paign
fordus
twarfare
and more . . .
how2articles
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