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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

    to [email protected]

    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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