DUSTMonthly 13
DUSTMonthly 13
Its April! That means spring and also that the countdown to the release of Paolo Parente’s DUST
1947 has begun. I don’t know about you but I for one can’t wait to dig into the new book (and yes
free PDF) to see what has changed from the last edition of Dust. There are people who are worried
about a new edition so quick after the last book, remember this isn’t a complete rewrite. DUST
1947 cleans up the existing rules and makes tweaks where needed.
So what to do while we all wait for the book/PDF to become availble? You can paint some extra
models in preparation of the battles that are to come and you have over eighty pages of DUST
Monthly Magazine to read. Yes that is right, this issue is a massive 84 pages big. Not just our big-
gest monthly issue yet but almost three times the page count of the previous entries.
Last month we made a bunch of changes and we are continuing that with this issue, based on
feedback received in emails and on the DUST Monthly Forum. Thanks to the enthusiasm of hob-
byists like Joe, Brian and Joel, we now have the start of a number of ongoing features that don’t
rely on the same person providing the content for each article in the series. This means that it is
now even easier for anybody to write for the magazine, be it a one page article or a multiple page
count feature.
I hope you will enjoy reading this issue of DUST Monthly Magazine and everything that is good
about it is because of Brian, Joe, Patrick, Mike, Zak and Chris.
If there is anything you don’t like, I’m the guy to blame.
Floris
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DUST MONTHLY- ISSUE 13
Names and artwork are © 2016 Dust Ltd. All Rights Reserved.
Dust Tactics, Dust Tactics: Battlefield & Dust Warfare and their logos are trademarks of Dust Ltd.
Images and trademarks used with permission.
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DUST MONTHLY - ISSUE 13
CONTACT@DUST-MONTHLY.COM
We are always looking for battle reports for Dust Tactics, Battlefield or Warfare, painting and
modeling articles, unit reviews and event reports. Really, we are looking for anything Dust related.
If you have ideas for submissions submit them. We’ll find a way to make ‘em fit.
Please submit your content at least 10 days prior to the date of publishing. The next issue will be
for May and so content needs to be submitted by the 20th of April 2016.
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THE MONTH THAT WAS:
The Luftwaffe are now available in the latest Dust Tactics Starter Set and still Paolo Parente man-
ages to tease us with more images, like the above picture by Vincent Fontaine.
Most of the walkers from the Dust Tactics Starter Sets are now available as seperate sets in both
Primed and Babylon pattern versions. This means you can now support your Marines with a sec-
ond Bushmaster or provide protection from aircraft for your Axis with a Heinrich (Trop).
As with most of the releases from DUST Studio these walkers can be bought as Primed versions
so you can paint them to match your army or as Premium edition painted versions for those of us
who collect the Premium models.
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DUST SPECIAL GUEST - PART: 1
DUST MONTHLY - ISSUE 13
INTERVIEW BY: JOE MCLAUGHLIN
This issue we talk to Gregoire Boisbelaud
INTRODUCTION
DUST Special Guest is a new feature to the magazine. We sit down with somebody who is in-
volved with DUST Studio, the game or another part of the hobby and put a selection of questions
to them.
Q1: In March, Dust Studios will be releasing the novel “Blood & Thunder” by Matt Forebeck.
Will Dust Studios be publishing other novels or works of fiction in the future? Will this be similar
to the way Black Library produces fiction in the Warhammer universe?
A: Yes, we have more novels to publish. We will certainly not have the same frequency of publish-
ing as Black Library, but Dust has such a rich universe, it would be a shame not to tell the tales !
Q2: The release of “Blood & Thunder” comes with a limited edition set, either Blutkreuz or
Rangers command squad. I purchased the Rangers and DWE 2016 and was thrilled to see that
the command squad could be used as a single unit or each figure could be used independently,
allowing the allies to have a low cost unit that just performs the medic or mechanic or office func-
tions. Will we see this ability to break up a command squad for the other factions as well? Does
this squad represent a new direction in creating heros with lesser special abilities than traditional
heroes but at lower costs?
A: It is indeed the result of several months of play-tests about solo supports. We have more com-
ing. They will not replace the Command squads which are both a staple of war and the game.
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Q3: The limited edition character sets that come with the “Blood & Thunder” novel are cast using
A: No. We don’t do “limited editions”. We will have some special previews or resin casts for some
very specific cases, like Organised Play or sceneries.
A: Well, it’s not ours to tell, as Modiphius is the publisher. But we already know now that indeed,
some small Allies and Axis squads have encountered strange creatures in the subterranean Baby-
lon, along with really weird architectures and fossils… The Vrills are not the only ones hiding in
the depth of our planet, after all . . .
Thanks to Gregoire Boisbelaud for taking the time to answer our questions. Check back next issue
when we have another Special Guest and log onto the DUST Monthly Forum to submit sugges-
tions for both Special Guests and questions.
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TALES OF THE RED ACE
DUST MONTHLY - ISSUE 13
ARTICLE BY: BRIAN SHERRY
Product review of the Premium Red Ace set
Introduction: As readers of DUST Monthly Magazine may recall, last month I wrote up a report
of my experiences at Dust World Expo, with the second part later this very issue. As a little treat to
myself for exceeding my expectations by winning the Dust Battlefield tournament, I splurged on
the premium Red Ace boxed set. As a long-time SSU fan and player, I had been anticipating this
kit for quite some time. I also did not know when it was going to be released in a primed version,
so I took the plunge and bought my first premium kit. The kit includes the unique MIL-MI47X
Rocket Assault “Red Star” attack helicopter and the “Red Ace” Leytenant Eva Koroutchenko.
What’s in the box? This professionally pre-painted kit comes very carefully packaged by Dust
Studios. Inside the sturdy cardboard box is a complete foam system and then the pieces are pack-
aged individually in bubble wrap. “The Red Star” come with separate body, weapons pods, rotors,
and flying stand with base. “The Red Ace” is a single infantry miniature. Also included are the
data cards for both aircraft and pilot, in the newest “Dust 47” style.
Miniatures Review: For many collectors, it might be hard to judge whether premium is worth
it. Of course that will depend on your own circumstances. How much time do you have, and are
you a good painter? Do you have the funds to afford premium? And do you mind playing with
unpainted or simply primed models? In general, I like to paint and feel I have sufficient skill to do
justice to Dust models. I don’t always have the time, however.
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In the case of Red Ace and Red Star, I saw up close how good the paint job was, and realized I
I have but one critique of the “Red Star” paint job: the chipping appears a little “forced” to my
eye. That is, where most of the chopper is clean and beautiful, there are chips and dings in some
seemingly random places, sans any weathering one might expect alongside the chipping. For in-
stance, it’s not clear to me why the red panel on the front would chip where it has, as that’s not a
hatch nor a hard raised area. So, the chipping can appear somewhat incongruous on the otherwise
pristine model.
One final word of caution, the Red Ace kit like all the hard plastic vehicles is a bit fragile! Do not
drop this helicopter! I broke off a tail rotor “wing” dropping it only a foot off a table. Luckily I
was able to glue it back on with no visible damage.
The Red Ace herself is also masterfully painted. She has gorgeous red hair, which I find par-
ticularly hard to paint. Her flight suit is a stylish, white and red and very detailed. The figure is
expertly shaded and highlighted and is a dynamic and alluring sculpt. Her helmet likewise has
excellent detail and shading.
Overall, I rate the premium paint jobs on Red Star a 9/10 and Red Ace 10/10.
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Tabletop Effectiveness: Ok, so the models look fan-
DUST MONTHLY - ISSUE 13
tastic, but what about combat effectiveness, you say?
Well, let’s look at Red Ace first.
She is nothing to talk about out of her vehicle, basically. She has a pistol. But where she shines
is in the cockpit. In any aircraft, she has the “Ace” skill, which allows her a potential third action
every turn. What should you do with that third action? Well among other options she can take an
“Air Traffic Control” special action to make a roll. On a faction symbol, that aircraft can activate
again! Red Ace is therefore the only unit in the game that can re-activate an aircraft model! And
by the way, you read that right “activates again” means a full activation, not just a single action!
Impressed yet?
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How about the Red Star?
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Red Star and Red Ace roll 33 dice (4 rockets plus DSHK) to suppress the Panzers in the bunker,
DUST MONTHLY - ISSUE 13
which allows for a successful assault by the ground troops and victory!
Now, you can also be more judicious with your use of the rockets as well, but keep in mind that,
on the downside, Red Star is still a regular Type 1 aircraft. That means, under the current rules, it
can be brought down by light MGs carried by infantry. Certainly it will be a target for any heavy
AA in your opponent’s army. That is why, if you are bringing Red Ace into combat range, she is
best used for the alpha strike.
Don’t forget, until you are ready to launch her into the fray, Red Ace can also hang back and take
“Air Traffic Control” actions on any other aircraft in LOS. This could allow her to reactivate a
helicopter across the board to rain further fiery destruction on a key enemy unit.
One more thing, don’t forget suppression. Any unit hit 10 times or more in a single attack be-
comes suppressed. This means it cannot make a reactive attack or even attack in close combat.
Red Ace and Red Star are therefore perfectly suited to act as “flying artillery” and can be used to
suppress key enemy units for a crucial assault.
I pulled off just such a maneuver against Panzers in a bunker. I needed to suppress them before I
could assault or potentially face 33 dice of reactive fire! Red Ace dropped all her rockets on them
and got 20 hits, killing only one of the tough-as-nails Panzers but allowing the Butcher and his
retinue to assault with impunity, clear the bunker, and seize an objective for the win! Don’t forget
the utility of causing 10 hits!
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Red Ace pulverizes a hidden command vehicle and Rommel himself with her huge threat range!
Conclusion: The Red Star and Red Ace make a devastating combo and are fantastic models. Obviously
her utility is much less in a list with no other aircraft. But if you want to lead a flight of SSU choppers
backed by air assault infantry and walkers into combat, Red Ace is your hero! Let me know what you
think of the Red Star by posting your comments on the Dust Tactics Fans-Official page!
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FAN MADE UNITS - PART: 1
DUST MONTHLY - ISSUE 13
HOBBY PROJECT BY: JOEL HILLHOUSE
Building the Mistkaefer (Dung Beetle)
Dubbed Mistkaefer, or Dung beetle by Zak Twenzet, for stirring up crap behind enemy lines.
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I frequently chat with my buddy Bob Sennick, usually while one of us is working on Dust stuff.
I’m sure each of us had taken a few nips of some Sailor Jerry and we started discussing dustifying
vehicles, and for axis players like us that means you gotta have a laser. I had ordered a 1:48 scale
Tamiya kit of the Jagdpanther just because I wanted to add a historical vehicle and the sleek lines
of the JP looked so nice, In chatting about it one of us (I honestly don’t remember who) threw out
the idea of a bunker laser mounted on the JP and that was it! I had to build it.
I planned on doing a couple of things to the kit like adding the laser cannon and I thought an ex-
posed VK power pack on the back cowling would look cool too. With that in mind, I set about
getting to work.
Start with a las cannon from the bunker set. Using a sharp exacto and patience, separate the barrel
from the body as shown below. The bits in red can be clipped away with nippers. Make sure to
keep the barrel collar by the body. Don’t clip off the bottom mounts completely flush, leave a little
so you can sand it round to match what’s still around the barrel. You’ll see in following pictures.
Also, be sure to save the canisters on the rear of the laser body. You will use them later to build
the battery pack.
This next picture is partially assembled, but it’ll give you an idea of what you need. I found that a
piece of sprue from the kit perfect for a new piston, just make sure to sand off the mold lines. You
can see how the bottom clamps have been sanded round. The mantlet from the kit has already been
drilled for the piston to pass through. The last clamp needs to be drilled out so the piston will slide
through. I slipped drilling mine out so I clipped off the top leaving a U shape, then took a piece of
styrene strip and rebuilt the top. I don’t know what size, I just happened to grab a piece out of my
scraps box that was perfect.
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Here you can see how I rebuilt the top of the
DUST MONTHLY - ISSUE 13
clamp and rounded off the square edges.
The end of the sprue needs to be cut and sanded at an angle where it comes close to the body to fit properly
when the mantlet is attached.
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Now align it all, glue it together and the cannon is done. Ignore the scope, I wound up not using it.
Side view with all of the elements in place. From here I finished the kit per the instructions for all
of the rest of the details.
I had decided I wanted an ambush camo scheme to set it apart from the other walkers in my army,
yet keeping the colors within the same palette for a unified look.
I started out by priming then spraying Testors Afrika Mustard yellow for the base color. Then tak-
ing my trusty brush in hand and Vallejo Black I painted the tracks and rubber portions of the road
wheels that could be seen as it’s easier to go back and touch things up after airbrushing the camo
than to paint camo first and then paint the tracks while trying to take care not to slop a little paint
onto the finished camouflage.
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Now time for the airbrushing - Using my Iwata HP-CS with my paint thinned and pressure set low
Next I painted the second color with Vallejo Air Rust. Slightly overlapping the green.
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Switching to the brown I painted spots in the same manner over the yellow and green areas.
DUST MONTHLY - ISSUE 13
Last I switched colors again and using Vallejo Desert Yellow model color painted spots over the
green and brown. The Desert Yellow was a few shades lighter than the base color, but it would all
be evened out during the weathering.
After the camo was complete went through and painted the gear, VK canisters and other details
using various colors. A light coat of semi gloss clear was sprayed over the entire vehicle and once
dried, decals applied and allowed to dry thoroughly. Another light mist of semi gloss was applied
to protect the decals in preparation for weathering.
Chipping was applied sparingly using a sponge starting with Desert Yellow on green and brown
areas paying most attention to the track guard and any area of wear such as hatches and anyplace
the crew would crawl around. I went easy on the chipping as I wanted this to be a newer vehicle.
The yellow was followed by chipping with Vallejo Model Color German Camo Black brown. This
color was applied over some of the yellow chipping to show paint scratched to bare metal, as well
as some small areas where no yellow chipping had been applied. Some rust colored pigment was
used on the tracks, followed by metallic pigment lightly wiped on the high spots of the tracks and
any places where other parts or ground contact would be made.
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Last step of painting was to take Citadel Agrax Earthshade and apply pin washes around panel
Once the wash was completely dry, I used Testors Dull Coat to kill the glossiness of everything.
The very last step was to pull out earth colored pigments and dirty everything up, then they were
fixed in place with pigment fixer.
Now the model was done, I need stats to get it on the table. I figured to start with a Wotans stats as
that was a close starting point to what I wanted. I was basically after a cheaper Wotan to free up a
couple of points for another troops choice, in other words a Jagdwotan but I’d never seen stats for
it at that time. Talking with Bob again, we decided 20pts base cost -1 for the laser being slightly
weaker and less range, -1 for being tracked, -1 for fewer health, -1 for a hull mounted mg, that put
it at 16 points which just seemed way to low. I know that’s not the most scientific method but it
was the best that we could come up with.
At that point, I posted the stats on the Unofficial Cards Forum for discussion on the stats and how
they were derived. Thanks to Bob, Isaiah Burgess, Richard Busby Sr, and Eikan Franken for your
opinions. After looking at some of the fan made cards for a Few tanks and Eikans Panther it was
settled at 18 points to keep it somewhat in line with those cards and to keep my regular opponents
happy.
Not long after I finally got a look at the Jagdwotan and it seemed pretty balanced. I played it for
about a year with those stats, and it did well for me a guy well known for crappy dice rolling.
Bringing it to Dust World Expo this year, Olivier showed an interest in the model so I asked him
to review the stats and points cost and he being the great guy he is, agreed to do so. When He gave
the final answer to his review after looking over everything what resulted was he upped the range
from 14 to 16, added one more point of damage and increased the points cost to 19 so we weren’t
too far off base and I’m totally fine with that as the stats are now Olivier approved.
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In the end the creation of this has been a team effort of various folks throughout the Dust com-
DUST MONTHLY - ISSUE 13
munity, and the discussion and comments made were a big help - hopefully I’ve given credit to
everyone who chimed in and didn’t forget anyone. I have to say that one of the great things about
the Dust community is that there are always people willing to help out and give input to others.
T-shirts with the artwork shown at the beginning of the article are going to be made by Grego-
ry Withrow for $30 each plus shipping
and handling (less if he can get enough
orders) US orders only. To order email
ddipost28@gmail.com with quantity and
sizes.
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And the Dust Warfare cards by Gregory Withrow.
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FROM THE FRONT
DUST MONTHLY - ISSUE 13
WRITTEN BY: BRIAN SHERRY
Dust World Expo 2016 Tournament Report - Part: 2
In DUST Monthly Magazine issue 12 Brian Sherry gave us the highlights of the first game of the
Battlefield tournament at the Dust World Expo 2016. This issue we catch up with him to see how
the rest of the tournament went.
In between rounds, I grabbed a bite to eat and noticed the cosplayers were all assembling. Here’s
a shot of just some of the folks we had wearing Dust-inspired outfits on the day.
Game 2: For game 2 my opponent was Bryan, a very nice guy who came all the way down from
Canada. He also plays SSU and had a great army which managed to not only out-armor but out-
number me as well! This scenario was exactly the same as the first in objectives, except half our
forces would come on as delayed reserves and their location determined by a die roll. That last
part we totally forgot, by the way.
Here is Bryan’s well-rounded force.
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Turn One: I deploy my heavies out in cover and camouflage once again.
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DUST MONTHLY - ISSUE 13
The Mao tank with the real
Nikolai arrives...
...and shows them how it’s done! Scratch one imposter walker!
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Turn 2: The sandstorm arrives and ranges are
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For some unknown reason, I advance the Heavies toward the enemy objective...
DUST MONTHLY - ISSUE 13
SSU troops rush the sideling, hoping to threaten the left objective.
My Matrioshka advances to get into a range where the enemy is more vulnerable (sandstorms at
short range provide cover, and at long range also provide re-rolls to cover saves) and hits twice,
but Bryan makes both saves!
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My SSU rethink their advance as enemy reinforcements continue to shore up the left, and a Ma-
DUST MONTHLY - ISSUE 13
trioshka moves to threaten my objectives.
30
I finally down the wounded en-
The Killers try to hit the Matrioshka on my left with RPGs, but only damage it.
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The Sisters attack but totally fail to damage the Matrioshka, but do take out a few infantrymen in
DUST MONTHLY - ISSUE 13
the woods with their grenade launchers.
Turn 5: Bryan gets initiative, and Bryan engages my Sisters infantry, but Nikolai summons a
replacement tank, which shows up on the objective and shoots first his infantry...
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Conclusion: At about that point, time was called. It was a tie as neither force had taken an ob-
Tune in to my next installment starting on page 40 for the third and final round as
well as some other gaming highlights and convention high points!
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BOOOOOM
DUST MONTHLY - ISSUE 13
WRITTEN BY: JOE MCLAUGHLIN
Building Explosion Markers
I almost didn’t write this article. I had seen an online article a few years ago about how to build
explosions and fire using candle lights or flashing LEDs. When I found some candle lights that
were about to go into the garbage at my house, I decided to try my hand at converting these candle
lights into explosions for use on the Dust tabletop. I almost didn’t write the article because the
technique was so simple and quick, that I was convinced that hardcore model builders everywhere
had already known about this technique.
However, as I ported around my candle light explosions to various game stores, I was amazed
at how much attention they drew. At our weekly game day, we normally have at least one per-
son come over to make a comment on how much
atmosphere they add to the table. (Of course, this
atmosphere is usually courtesy of one of my burning
models. ) I was surprised as well at how many ex-
perience modelers had never seen the candle lights
in action before.
First, you will need only four items for this project.
First, for the smoke, I’m using some Halloween
webbing that I stole from my kids. For glue, I’m us-
ing simple contact cement. I’m using a simple bat-
tery powered candle light. Some people call these
tea candles. Finally, I’m using black spray paint.
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Then press the cotton or webbing into the contact cement.
This shouldn’t take long to dry. Once the glue is dry, it’s time for some paint. Using black spray
paint (I’m using Chaos Black) apply paint in light bursts. The objective is not to coat the entire
amount of webbing dark black, but to put a heavy dusting (pardon the pun) of dark black over the
surface. If you get the surface area too dark, you can always tease out or stretch the webbing to
expose more of the white area underneath. The final effect should look like what’s seen below.
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DINGOES IN THE DUST
DUST MONTHLY - ISSUE 13
WRITTEN BY: SCOTT ROBERTSON
In September 2014 Terrance Trudgett and I released our first episode of ‘Dingoes in the Dust’ a fan
based Podcast that investigates our hobby related journey through Paolo’s alternate World of Dust.
We did this because there were no longer any Podcasts concentrating upon the Dust Universe as
the fantastic ‘Unit Forward’ had just closed its doors and there seemed to be a general lethargy
around the Dust Franchise and a complete lack of anything related to Dust Warfare. Being some-
what of a Luddite when it comes to some forms of I.T, Dingoes was born due to Terry’s knowledge
of computers and his enthusiasm to get something recorded.
I discovered Paolo’s World when I purchased the Dust Warfare rulebook in August 2012 follow-
ing a fantastic review of the rules on episode 102 of the ‘D6 Generation’ podcast (highly recom-
mended). Having a predominately Historical Wargaming background I readily fell in love with the
models, background and Warfare rules. I quickly collected and painted the three available factions
and tried to push the game at my local gaming club here on the Sunshine Coast (Queensland,
Australia) however interest within my local and often fickle gaming community was very hard to
maintain. This struggle continued for about a year but my interest in Dust remained strong due to
my continued building, converting and painting of Dust and 1/48 scale kits which I recorded upon
my blog ‘Dust Australis’. Then finally one of the club members discovered his love for Dust and
Terrance quickly started to collect SSU and Axis forces but the resolute Red Hordes remain his
favourites.
This lack of support and knowledge of the Dust Universe is something that has really hampered
the growth of Dust gaming in Australia. With the initial distribution of the game in Australia by the
well-known gaming company FFG there was some interest and this quickly grew with the release
of the ruleset ‘Warfare’. The move to Battlefront and the debacle that has been the Kickstarter has
almost destroyed the Dust gaming community in Australia and the few remaining players seem to
be mostly interested in playing Battlefield. The Dust Australia FB page has only 85 members but
there are probably twice that playing a form of the game. My little group on the Sunshine Coast,
Queensland has 5 Warfare players and Jayden Barr from the D.O.G club in Melbourne has a group
who have fluctuated due the problems in distribution and the state of the game itself. It is not all
doom and gloom however as interest locally is growing and with the Paolo sorting out distribution
and new units the future for Dust is looking good once more, both here and internationally.
The podcast itself has had a somewhat stilted progression as our interest and time available has
wavered over the last 18 months. So far there have been seven episodes ranging from 45 to 90
minutes in length covering a number of different subjects
within the Dust Universe. Our main emphasis is upon what
we have been building and painting, games played, new re-
leases, unit reviews for Battlefield and Warfare and general
discussion of Dust. The image used on our Podcast page is a
design done by 2nd Legion club member Julian Killian who
was asked to create an image that had a 40’s look. Terry and
I have decided to start recording a new episode every month
and to keep it around 45 minutes in length to keep both our
and the Dust community positive about our favourite game.
Drop by and have a listen as I am sure there is something
there for anyone interested in Dust. ‘Dingoes in the Dust’
can be found here: http://dustuniverse.podbean.com/
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BLACK FRIDAY
Special Rules
Meeting Engagement
Setting Up
The players use the crate models from the original or revised core Dust Tactics sets to represent
the objectives of the game. You will need three crates for this scenario.
The 6’ by 4’ table is arranged and players will enter along the long edges of the table. Terrain is
setup on the board using normal rules.
Each player then places one crate on the board more than 18 inches from both long table edges and
more than eight inches from both side edges. In other words, both crates are placed in a rectangu-
lar area formed six inches on each side of the center of the table and eight inches from each edge.
The players roll for initiative. The player winning initiative then places the third crate in the same
zone as described above.
Crates are placed on the table with their long edges on the table, to represent that they are not be-
ing transported by any unit.
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Deployment
DUST MONTHLY - ISSUE 13
There are no units place on table before the game begins. All units move on from their player’s
table edge.
SPECIAL RULES
Transporting Crates with Infantry
Crates can only be transported by infantry units. This does not include support weapons. It does
include heroes, as long as the hero is attached to a squad.
Units with the jump ability cannot jump while transporting a crate and must observe all terrain
rules as normal infantry would while transporting a crate.
A squad transporting a crate can perform a “drop crate” action to drop the crate. The crate is then
placed long side down on the table. The squad can then perform all actions normally.
Squads cannot “pass” crates to another squad. The only way for another squad to take possession
of a crate is for the first squad to “drop” the crate first.
Vehicles transporting crates are not encumbered and can travel at their normal speeds.
In order to load a crate into a vehicle, the crate must first be transported by a squad. The squad
must then move to base contact with the transport and perform a “load crate” action. Note that
this means a vehicle can never just load a crate by itself.
Should a player wish to do so, a crate can be removed from a vehicle. A squad must come within
base contact with the transport and perform an “unload crate” action. The squad is now transport-
ing the crate and subject to being encumbered.
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Similar to carrying passengers (page 106 in rule book) the squad can only unload a vehicle before
If a vehicle transporting a crate is destroyed, roll one die. On a faction symbol, the crate is un-
damaged. Place it within range one of the destroyed vehicle. For any other result, the crate is
destroyed and removed from the game.
A squad (including attached heroes) requires two infantry models to transport the crate. If the
squad (including attached heroes) suffers casualties during combat which reduce the number of
models to one, then the squad will “drop” the crate.
If a squad transporting a crate is eliminated, then the crate is placed long side down at its last loca-
tion.
39
FROM THE FRONT
DUST MONTHLY - ISSUE 13
WRITTEN BY: BRIAN SHERRY
Dust World Expo 2016 Tournament Report - Part: 3
GAME 3-The final round of the tournament saw me facing off yet again versus another SSU
player. Clearly there was a lot of treason and counter-revolution in the desert. I can only presume
vodka rations were also at stake. At any rate I faced James from California, with his more-elite
SSU army, containing 2 of the dreaded Mao tanks and some very good infantry.
The mission was No Retreat, where the defender has to hold two objectives with only half of their
force against the full might of the attacker, and hope for timely reserves. James won(?) the roll to
be the attacker. We also had a high chance of sandstorms so I expected short range mayhem for
this game. The defender wins if,
after Turn 4 or thereafter, there is
no attacking unit across the center
of the board or at the end of Turn
8. The attacker wins by seizing
an objective.
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I quickly get reserves as James advances.
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Turn 2: Storm continues. James
DUST MONTHLY - ISSUE 13
gets initiative and pops off a shot
at my Matrioshka through the
storm, but fails to hit and//or the
shots bounce off cover..
I fire on the Mao with Nikolai, hitting twice. The sandstorm absorbs a shot, and James rolls for 5
points of damage resilience...
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However a long shot from my Matrioshka eliminates the damaged Mao!
43
More Red Guards advance, and eliminate my infantry in the palm grove.
DUST MONTHLY - ISSUE 13
44
The Mao advances, failing to dam-
My Mao fires back, and completely misses James’ Mao despite 3 sustained fire (re-rolled)
shots! The MGS do manage to hit a few
of his troops, however.
I advance the Saboteurs to try demo charges on the crippled Mao. But they miss! James is in the
game as he is over the line at the end of Turn 4. But not much is left in his army.
45
Turn 5: I roll initiative and Nikolai finally blows the Mao sky-high, hosing down James’ remain-
DUST MONTHLY - ISSUE 13
ing infantry for good measure.
Conclusion: I won the game, with a rather commanding 79-7 kill point score. This scenario
is very hard on the attacker, especially as I got all my reinforcements on turn one and was able to
win the AFV battle.
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DUST MONTHLY - ISSUE 13
47
DUST SPECIAL GUEST - PART: 2
DUST MONTHLY - ISSUE 13
INTERVIEW BY: JOE MCLAUGHLIN
This issue we talk to Gregory Withrow
INTRODUCTION
DUST Special Guest is a new feature to the magazine. We sit down with somebody who is in-
volved with DUST Studio, the game or another part of the hobby and put a selection of questions
to them.
Q1: Everyone has heard of Dust Warfare but many players don’t really know what makes it differ-
ent from Dust Tactics - Battlefield. Could you give us a brief summary for the uninitiated?
A: Overall, Tactics/Battlefield may be a faster game, particularly Tactics. The more detail you add
to a game, the slower it becomes. However, side-by-side at World Expo 2016, all three systems
seemed to finish in about the same amount of time.
I believe that Warfare is more for the traditional war gamer. Warfare ’47 is becoming more a reflec-
tion of possible historical evolution as we develop more units based on actual unit authorizations.
Units in Warfare ’47 do not translate one-to-one from Tactics/Battlefield. You can easily see that
in some of the special abilities for the newest card releases.
There is some criticism of Warfare as a “You go, I go” system. I only see this as a problem for
players who fail to anticipate their opponent’s actions and use up all their options during their turn.
You don’t run out into the line of fire, wasting all your ammunition and then complain that it is not
fair when you are left with no options and get mowed down.
Chess has been around some 1400 plus years and everyone knows you don’t pull the Queen’s
Gambit without realizing the ramifications.
48
Q3: Taking on this project alone is a mammoth task, have you found support amongst the Dust
A: Yes. This is huge project, but there is a great deal of support. Other than my local play test-
ers, Wade Page’s group in San Diego plays a big part. Wade is big part of this movement and has
contributed immensely to our revision. Perhaps his OCD condition helps? Lawrence Diramos are
very good at spotting typos as well.
In Spokane, Terry Leaf’s group plays a great deal and has given positive responses. Scott Robert-
son and Terrance Trudgett of Queensland offer great feedback and play testing. Michael Zabkar,
of the Sacramento crew, has been invaluable for deriving a basis for historical Allied tank units.
Evgeny Bazarov has been a great help with Russian translations as well. And, although I speak
German, Tobias Wenzel and Kai-Yong Mohr lend a hand with context.
There is constant discussion on how things work and how we can improve them from all corners
of our almost-round world. Michael Zabkar has been invaluable for deriving a basis for historical
Allied tank units.
None of what we have written has been done in a vacuum. Much of what has been written is in
consideration of pending releases from Dust Studio. It is a balancing act to do this without reveal-
ing Paolo’s surprises.
Q4: Have you had any input from Andy Chambers or Mack Martin for this new version of the
Warfare rules?
A: No.
Q5: What is the current state of the Dust Warfare (V2) rule book? Are we likely to see a new rule
book in PDF format in 2016?
A: We are winding down play testing and revision. All of the most current documents are avail-
able in our Dust Warfare ’47 DropBox. New cards are also in the DropBox. Anyone interested can
get access to the DropBox by contacting me.
Yes. We will provide a PDF of all the rule revisions. Once this is done, we will go through the orig-
inal rules and reformat them to include the new rules and produce one document to rule them all.
49
Q6: What key changes should players expect to see from the original Warfare rules?
DUST MONTHLY - ISSUE 13
1. There are really very few changes to the basic mechanics of Warfare. We are more in the busi-
ness of refining the existing rules.
2. For aircraft, we have introduced the Air Strike rule. The inclusion of aircraft in an average
game is difficult. The AP cost is high and their use takes
away from the platoon build as a whole. In a 300AP
game, only two aircraft can take up 1/3 of a player’s
AP. Now this may be good for certain scenarios, but
it really dampens a full build for ground platoons. In
short, in the 20AP Air Strike upgrade, which can be
taken multiple times, an aircraft is considered reserved,
but it deploys 12” in on the controlling players side of
the table at low altitude.
3. Air transports have been reduced in cost. Again, this was a response to play requests and the
application of common sense.
4. Anti-Armor Teams have been introduced for all factions. These units can be employed inde-
pendently or used to upgrade other units. Example: The Allies have Bot Hunter Teams or Hotshot
Teams.
“Bot Hunter Team” Anti-Armor Team (7AP): S2, DC1, M6, Team, Assault, Agile
2x M9 Bazooka, 2x M1 Assault Rifle, 2x UGL, 2x Knife
A “Bot Hunter Team” is formed from two miniatures from “The Gunners” Combat Ranger Squad
using M9 Bazookas.
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“Hotshot Team” USMC Anti-Armor Team (8AP): S1, DC1, M6, Team, Assault, Fast
The team must be mounted on a Weapons Support Team Base and may only be fielded as
an independent unit, not a unit Upgrade. M20 75mm Recoilless Rifles will be available
from Dust Studio, can be Dustified from the Bushmaster or may be ordered separately as
a member of Dust Elite. The Weapon Sprue K-AL807-W6 contains tripods on which the
M20 75mm Recoilless Rifle may be mounted.
5. Company Command. We have created a system which defines how entire companies maybe
formed from multiple platoons. Companies gain special abilities based on their type and purpose.
Companies gain a Company Commander, CO, and an option Executive Office, XO, which may
issue special orders, have an increased command range, and can help override suppression.
6. More platoons! And Companies! We have created a wide variety of platoons and companies
for Warfare ’47 to reflect various factions and subfactions within the Allies, Axis and SSU – the
platoons and companies differ in special abilities and orders which reflect their history.
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EXAMPLES FROM ALLIED CAVALRY RECONNAISSANCE PLATOONS:
DUST MONTHLY - ISSUE 13
CAVALRY RECONNAISSANCE PLATOON
Command Section (Mandatory): A Cavalry Reconnaissance Platoon may designate one of the
following vehicles in lieu of the Soldier unit as the Command Section. This Vehicle is referred to
as the Command Vehicle. - MCW M2-R “Recon Mickey”, M8 Greyhound, M20 Armored Util-
ity Car or M8-PSR180 (180 Watt Phaser Short Range 24”), LAW M1-A “Wildfire”, LAW M1-C
“Honey”, MCW M2-G(Light) “Barking Dog”, MCW M2-G “Barking Dog”
A Cavalry Reconnaissance Platoon may designate the “The Boss” Ranger Command Squad or
“Hell Boys” Ranger Attack Squad as the Command Section. The “Hell Boys” or the “The Boss”
must select an M3 Half-track or a Dodge D8/WC-12 as their Designated Transport.
AND Cavalry Reconnaissance Platoons must select one of the following Vehicles listed in each of
the Additional Command Section Vehicle listings below.
Additional Command Section Vehicle 1 (Mandatory): MCW M2-R “Recon Mickey”, M8 Grey-
hound, M20 Armored Utility Car or M8-PSR180, LAW M1-D Allies “Bushmaster”, LAW M1-B
“Blackhawk”, LAW M1-A “Wildfire”, LAW M1-C “Honey”
Additional Command Section Vehicle 2 (Mandatory): MCW M2-R “Recon Mickey”, M8 Grey-
hound, M20 Armored Utility Car or M8-PSR180, LAW M1-D Allies “Bushmaster”, LAW M1-B
“Blackhawk”, LAW M1-A “Wildfire”, LAW M1-C “Honey”
Note: A Hero with Pilot (Vehicle) may lead a Cavalry Reconnaissance Platoon by mounting the
Vehicle designated as the Command Vehicle or by joining the “Hell Boys” or the “The Boss”.
Radios: All Vehicles in the Cavalry Reconnaissance Platoon are equipped with radios.
Section 1 (Mandatory): A Cavalry Reconnaissance Platoon may select the following Soldier units
- “BBQ Squad” Assault Ranger Squad, “The Gunners” Combat Rangers Squad, “Death Dealers”
Ranger Weapon Squad, “Recon Boys” Recon Ranger Squad.
Dedicated Transport: A Cavalry Reconnaissance Platoon must select one of the following options
Dedicated Transports - 2 each Bantam/Willys/Ford GP, or 1 each M3 Half-track, or 1 each Dodge
D8/WC-12, or 1 each M20 Armored Utility Car.
Section 2: A Cavalry Reconnaissance Platoon may select the following Soldier units - “BBQ
Squad” Assault Ranger Squad, “The Gunners” Combat Rangers Squad, “Death Dealers” Ranger
Weapon Squad, “Recon Boys” Recon Ranger Squad.
Dedicated Transport: A Cavalry Reconnaissance Platoon must select one of the following options
Dedicated Transports - 2 each Bantam/Willys/Ford GP, or 1 each M3 Half-track, or 1 each Dodge
D8/WC-12, or 1 each M20 Armored Utility Car.
Section 3: A Cavalry Reconnaissance Platoon may select the following Soldier units - “BBQ
Squad” Assault Ranger Squad, “The Gunners” Combat Rangers Squad, “Death Dealers” Ranger
Weapon Squad, “Recon Boys” Recon Ranger Squad.
Dedicated Transport: A Cavalry Reconnaissance Platoon must select one of the following options
Dedicated Transports - 2 each Bantam/Willys/Ford GP, or 1 each M3 Half-track, or 1 each Dodge
D8/WC-12, or 1 each M20 Armored Utility Car.
52
Section 4: M3 Half-track (120mm Mortar), M2A3 HMC 105mm Howitzer, MCW M2-A “Mickey”,
Vehicle Authorization: May use any Staghound variant or Daimler Dingo Mk. II where the M8
Greyhound is authorized, and in Section 4.
British Cavalry Reconnaissance Platoon: “Into the Valley of Death” – Once per Command
Phase, all British Cavalry Reconnaissance Platoon units within the platoon and without Suppres-
sion must move 2”. British Cavalry units with Suppression may remove one Suppression marker.
“Into the Valley of Death” requires the use of two Orders, but units do not gain a Reaction marker
from its use.
Vehicle Authorization: May use any Staghound variant or Daimler Dingo Mk. II where the M8
Greyhound is authorized, and in Section 4.
Canadian Cavalry Reconnaissance Platoon: “It’s a charge boys, it’s a charge!” – Once per
Command Phase, Canadian Cavalry Reconnaissance Platoon Soldier units, which are dismounted
and within Soft Cover, gain Hard Cover for the turn. “It’s a charge boys, it’s a charge!” may be
applied to each Canadian Cavalry Soldier unit in the platoon at a cost of one order per Soldier unit.
Vehicle Authorization: May use any Staghound variant or Daimler Dingo Mk. II where the M8
Greyhound is authorized, and in Section 4.
French Cavalry Reconnaissance Platoon: “Haut les têtes nom de Dieu!” (Heads up, by God!)
– During the Command phase, any unit in a French Cavalry Reconnaissance Platoon which is not
Suppressed and has no Reaction markers may make a March Move and gain Charge versus an
enemy unit which targeted it during the previous turn. This costs one Order per unit and each unit
performing garners one Reaction marker.
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Polish Cavalry Reconnaissance Platoon: “Komarów!”- Once per game during the Command
DUST MONTHLY - ISSUE 13
phase, all Polish Cavalry Reconnaissance Platoon Soldier units inflict double suppression on any
enemy Soldier units they hit. Vehicle units may fire Sustained during the Command phase for this
one turn. This costs one Order per each participating unit with each garnering a Reaction marker.
Note: Soldier units mounted on Vehicles as Tank Riders or in open-topped Vehicles as Passengers
may be Suppressed, but Vehicles may not be Suppressed.
The original Dust Warfare units remain. Some, like Red Devils have been modified a bit in con-
sideration of new rules.
RED DEVILS
Command Section: (Mandatory): A Red Devils Platoon must be led by Action Jackson. Subse-
quent Red Devils Platoons may be led by Corps Officers, OZZ 117, Rhino or any other S3 Allied
Hero with Leader.
And we killed a couple. Specifically, we killed the Allied Armoured Platoon because it was not an
armored platoon, wasn’t spelled correctly and was more of an armored infantry platoon. Vehicle
based platoons should not have Soldier units leading them and we have implemented rules desig-
nating actual vehicles as Command Sections.
Some people cried until they read the rest of the new platoons which include Armored Infantry
Platoons as well as correctly spelled Armored Platoons for the Americans and Armoured Platoons
for the British Commonwealth units. Yes, there is a joke in there somewhere.
7. Units may be considered Veteran, Seasoned or Green for an AP modification and deal with sup-
pression more or less effectively. This enables the derivation of campaign scenarios where troops
become more effective as the games progress.
54
8. Mercenary units may be employed as support sections, or function as independent platoons or
9. Dust Warfare ’47 has official cards for Kelly, Otto and Oddball, with more on the way, thanks
to Mariano Pagotti’s wonderful miniatures.
11. Band of Heroes: We are working on the concept of fielding a unit comprised totally of Heroes.
12. Historical vehicles. We have defined a ton of historical vehicles as well as Dustified vehicles.
Current totals of defined vehicles which include historical, Dustified and original Dust vehicles:
Allies – 91, Axis- 92, SSU – 46. If you are an SSU player, don’t whine. Many Soviet historical
vehicles were based on Allied designs.
13. Tesla weapon functionality has changed. A lot of play testing went into this change. Now, you
must consider how closely your units are grouped on the battlefield or you can be in big trouble
with the chain lightening effect. Any units with 6” of a vehicle targeted by Tesla may be affected
by chain lightning. And Chain Lightning hit low flying aircraft if within 6” of a vehicle targeted by
Tesla. One of the great things we have included in the continued targeting of a destroyed vehicle
by Tesla in order to keep units from hiding behind a burnt-out hulk.
14. The AP costs of all units have been adjusted – mostly downward. Wade Page and I spent a
great deal of time deconstructing each and every vehicle using Rosie’s Scrapyard as a basis. Dur-
ing that time, we refined the method of using Rosie’s so consistent values could be derived. We
defined a lot more available weapons as well. We also defined some abilities which were previ-
ously not included in the original Rosie’s. This had the effect of making vehicles more modular
and we have provided a list for each faction detailing the AP cost for their weapons. Now, you can
easily throw a.30 Cal Victory Machine Gun on a Bantam or perhaps switch it out with an M20
Recoilless Rifle. Keep in mind, that what we are doing here is in due consideration of Dust Studio
product releases such as weapon sprues. The new Axis and Allies weapon sprues contain several
weapons which can be applied to vehicles, and Paolo has assured me more are on the way to help
Dustify your historical vehicles – to include Lasers, Phasers and Tesla Weapons.
15. Some units’ movement rates have been modified. The Blackhawk now has a rate of 7” and is
now considered Damage Resilient. It may now sound like much, but one or two inches can be a
55
lot when positioning your forces on the table. Non-homogenous movement rates add a bit more
DUST MONTHLY - ISSUE 13
functionality to a unit that often sits on the shelf and forces the opponent to account for having
to deal with an outlier of the normal predicated movement. Hermann also receive this treatment.
16. Tough as Nails versus Damage Resilient: Soldier units not get Tough as Nails if authorized
which works the same as Damage Resilient did before. But Damage Resilient now only applies to
Vehicles and modifies the result on the vehicle damage table rather than the actual damage rolled.
17. Air Drop has been redefined. This was done in consideration of a couple of issues. There was
a call for a relook at dropping heavy vehicles units as well as randomizing how units land. We
didn’t want to take away the player’s ability to drop those heavy vehicles but there needed to be
some possible penalty for attempting to insert a 60-ton walker over dropping a motorcycle on
the battlefield. We developed a template and a mechanism that allows for skilled Platoons like
Airborne Ranger, Fallschirmjäger and the Flying Wolf Pack, to more skillfully deploy their units
while being at the mercy of weather conditions, but also allow players who still want to upgrade
only one unit within their force to Air Drop. Of course, there are upsides and downsides for taking
a whole platoon of Airborne units over a single unit upgrade as you will see in the options avail-
able to those new airborne platoons.
18. Special weapons have been more granularly defined for use in Rosie’s Scrapyard. The size of
the weapons has been limited to specific Vehicle and Damage Capacity ratings. Example: The 180
Watt Phaser has been extremely controversial. We defined three versions based on range. The AP
cost differs for each as well as on the size vehicle on which it may be installed. A 180 Watt Phaser
(PMR) has a range of 30”, AP cost of 25, but must be installed on a V4, DC3 or better while an
180 What Phaser (PLR) has a range of 36”, AP cost of 30, and must be installed on a V5, DC5 or
better. Remember, this is for vehicles, aircraft are another story.
19. The ranges and ability to hit S4 units for some weapons have been modified. For example, the
.50 Cal Victory Machine Gun, DShk 12.7mm and the MG48 have all increased to a range of 20”
and are 1/1 versus S4.
As you know, it is difficult to reflect historical ranges on a table top, but we felt that there needed
to be a bigger difference for these weapons in range to provide an advantage for employing them
other than just more damage. The inclusion of 1/1 versus S4 is specifically to address a lack of all
factions’ ability to hit S4 with anything other than flame or larger caliber weapons.
Because S4 was not included in the original rules, the ability to hit S4 was probably not a focus.
Now, this was not to take away the SSU’s S4 advantage, but rather prepare the game for Dust Stu-
dio’s development of other factions’ S4 units.
With that said, S4 is still very tough at 1/1, but it does give players a slight chance.
56
Q7: Are there any plans to release the upcoming version of the rules and indeed the revised unit
A: Maybe. I don’t see printing a book of rules anytime soon. And I am not about to suggest a
KickStarter. We are having great success at the moment with the ability to modify our documents
as need be, and having a warehouse full of books is counter to our goals at the moment.
For cards, we might do a limited run, but consider this idea. If everyone has access to the card files
on pay for print, their cost will be much lower in the long run. Players could purchase the card
files and print exactly the ones they wish instead of wasting time complaining about the makeup
of the deck of cards which was printed and wondering the name of the idiot who chose to put five
Loths in the deck.
With that said, I have made the card files with a bleed so they can be printed by an online vendor
at the same size as the original Warfare cards, for which we already have card protectors.
Remember, there are going to be a ton of cards available with all the historical and Dustified units
we have defined.
Currently, I am transferring the old cards to the new format with modifications and corrections
included.
57
58
DUST MONTHLY - ISSUE 13
FROM THE FRONT
Before I dive in let me just take care of one little house keeping issue. I have some of the new
FJ units and cards but the ones I have are preproduction. Now as far as I have been able to glean
from the Dusty corners of the great and ancient Factory-Monastery, the cards I have are accurate
to what will be in the final product. If there are any differences between what is reported here by
your faithful field reporter and what makes it into print, well sometimes the fog of war results in
miscommunications or unreliable intelligence reports. Now lets get on with it!
We decided to play a 100 point game on the Monte Casino inspired table I’ve had hanging around
for awhile. And while I have of late been much more interested in playing narrative type games, it
seemed odd that the SSU would be in Italy so we said to hell with it and just plopped down what-
ever 100 points we wanted with nary a thought as to why we were fighting here other than ‘kill the
baddies!’ We did decide to do something a bit different for the scenario.
Since I had just made 3 little objective markers for the FJ we decided to use just those three. I
placed one on the table anywhere at least 12 inches from the table edges (I chose the bridge) and
then Mike placed the other two at least 12 inches from an edge and from any other objective.
Whomever had control of the most objectives at the end of the game would be the winner. With
all 3 being a crushing victory, 2 being a victory and 1 being a marginal victory (assuming the op-
ponent had none of the others).
We would play for 4-6 rounds with sudden death rules in play (if at the end of any round after the
third, any player has 2+ objectives, that player is the winner. For deployment we used the stand-
ard, move onto the table style deployment.
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DUST MONTHLY - ISSUE 13
My choices for what to include in the army were limited to the models I had available to me. I am
eagerly awaiting the release of further Luftwaffe faction units like the (censored) and (censored)
but for now will make do with the following 100 point list:
60
Rolf
Now the astute reader my realize that this list is actually a bit over 100 points. But since the entire
army is drawn from the Luftwaffe faction we decided, based on top secret information gathered
by our spies at the annual Dust generals gathering at Dust World Expo, to allow an extra 10% to
be spent on the army. Amazing things happen in the world of Dust in ’47…
Red Fury x2
Kv 47 Natasha
Red Ace + Her chopper
Red Storm x2
Red Thunder x2
Red Command
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ROUND 1
DUST MONTHLY - ISSUE 13
I won the initiative but forced Mike to go first. Since we had the same number of units and since
I would be airdropping my units I wanted to see what he was doing and respond to that.
You may be asking ‘whats this airdrop you speak of’? Glad you asked. Obviously you are an
intelligent and inquisitive individual interested in playing the Luftwaffe faction for the benefit of
mankind. Or, you are a spy and must be shot after reading the following: the Airborn special rule
allows you to drop units what that ability onto the the board wherever you like as long as it’s at
least 8’ away from any objective. Awesome! Also you must roll a dice, on a symbol or target you
may choose the unit’s second action. On shield their second action is a ‘nothing’ action. Try not
to roll a shield. Oh and you cannot claim an objective on the first turn.
With that in mind I watched Mike move his Red Storm into a trench system on my right flank.
Eager to get stuck in I airdropped into position above him, made my roll and unleashed a barrage
of fire upon him. I decided to fire a salvo from the Fliegerfaust resulting in it no longer being
Loaded but also helping to kill the Red Storm to a man!
Mike moved the Red Strom and Red Command into the Café Centrale and the Fallschirmjager
moved towards the tower on the second level of the town while the Ravens and Florentine moved
to the tower at the base of the town.
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DUST MONTHLY - ISSUE 13
Time for a coffee break
63
Objective in sight!
DUST MONTHLY - ISSUE 13
Seeking to avenge his fallen Red Guards, Mike brought on the KV and opened fire on the poor
defenseless Fallschrimjager and managed to kill one.
I figured with my dearth of anti tank weaponry, this KV could be a big problem and it was time to
drop an RSO in. I held my breath as I rolled the dice for it’s second activation and was rewarded
with a faction symbol. Open fire! With a bucketload of dice, I opened that can up like a hawaiian
working on some Spam!
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DUST MONTHLY - ISSUE 13
65
Well apparently I hurt Mike’s feelings because he brought on the Red thunder and blew that RSO
DUST MONTHLY - ISSUE 13
into scrap. I guess he has something against Hawaiians. Or Spam?
66
Not ALL Hawaiians like Spam!
67
John Deer vs Caterpillar
DUST MONTHLY - ISSUE 13
Mike really wanted that tactically important over watch position. He moved a second tracktor into
the ruins knowing I didn’t have any other anti tank forces waiting to swoop in.
Next up was a unit of FJ, they dropped in and headed for the bridge objective.
More Red Thunder moved into the town square and the Condors hid behind an anti tank obstacle.
68
Yeah but WE’VE got an objective!
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DUST MONTHLY - ISSUE 13
Well now. That simply won’t do. Time for me, I mean Rolf, to jump in with a squad of Vampyrs
to rectify the situation by wrecking that Ace! Rolf got his Infantry Ace ability to go off, good thing
too since the squad failed to get
it’s second activation. So there-
fore instead of jumping in and
sustain firing they would have
to rely on a single salvo. Well
with three Fliegerfausts raining
lead into the sky, they managed
to swat that soviet junk from the
air! unfortunately the pilot sur-
vived. Damn.
70
Meanwhile the Fallschirm Stab drop in and fail to get a second action.
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ROUND 2
DUST MONTHLY - ISSUE 13
Round 2 started with me winning the initiative again and moving the FJ into the middle of town.
With the canisters secure, they opened fire on the Red Thunder who failed to react. Four went
down to their incompetence.
Comrades!
On the bridge the FJ leave Rolf behind and head for the bridge objective.
75
Back on the Monastery hill, the FJ squad moves around and with a lucky burst of fire destroy the
DUST MONTHLY - ISSUE 13
Red Tracktor. At least I don’t need to worry about him over watching those two objectives any-
more.
Mike scurries some units forward and my command squad fails to reactivate anyone. A quiet fin-
ish to an otherwise deadly round.
ROUND 3
The turn starts with me win-
ning initiative again. Mike
turns as red as his Red Thunder
which is pretty red as the FJ on
the bridge reload and fire into
them, killing them to a man.
76
Mike, having enough of these shenanigans activates his command squad which succeeds in bring-
He’s bbbaaaa-aaacckkk!
77
Florentine flies around to the town objective and puts her lasers to good use clearing the area of
DUST MONTHLY - ISSUE 13
communists.
Seriously Hans?
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ROUND 4
DUST MONTHLY - ISSUE 13
Mike wins initiative! He puts it to good use and grenades the FJ on the bridge. Clearly having
imbibed too much wodka this morning, his shots miss wide and the FJ are left unscratched.
Back on the town objective, Hans of the Ravens reloads and fires on the Red Storm killing two.
The Red Strom Reactivate and kill Hans and Florentine for good measure. The town objective is
lost to me!
80
Mike manages to reactivate the KV. Apparently now sober, the pilot grenades the entire FJ squad
With only my squads left to activate, I move them onto objectives and consolidate
for a VICTORY!
AFTERMATH
Patrick’s After Thoughts: Having claimed two objectives at the end of turn 4, victory was mine.
What a bloody mess. This was my third game with the FJ and my first victory. They had a less
than spectacular debut against another of my regular opponents, James ‘Doe Eyes’ Goldstein. By
the end of round 2 I had only 6 miniatures left on the board in that game. So what went different
this time? For one thing I managed to get my second actions after I dropped in. It’s great to get
that salvo off against someone that has already been activated but man does it suck to fail it or
jump in next to someone that can react! Try not to do that. I’m also a bit hampered by not yet
having the RT or FJ with Anti Tank but beggars cant be choosers. This game could have gone very
differently had Mike taken a hoard of S1s paired with heavy armor. As it was, I had a good time.
FJ are real glass hammers! Thanks to Mike for a good time and I hope to see lots of FJ action on
FB, here and in the LGSs. Till next time!
Mike’s After Thoughts: It would have been great to go second in this battle, but I did not win but
one initiative. This was a tough battle and well played by my opponent. I would love to try this
battle again for sure now that I am more aware of my opponent and his abilities.
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DUST MONTHLY - ISSUE 13
SANDS OF DESTINY MONTH 2 SCENARIO
A Spy has gathered intelligence on the latest enemy force dispositions in the area and has secreted the
information in an abandoned village in No-man's land. We believe the enemy has captured the spy and has
the same details as to the Intel location. Your force is to find and retrieve the intelligence tonight, firearms
should be used as a last resort as both sides are poised for the next offensive which is to begin soon. Retrieve
the intelligence and return it to our lines without disturbing the enemy.
Special Rules
• Meeting Engagement
Terrain: lots of potential hiding places deemed appropriate to the mission by players.
Intel Drop: Place 5 markers before initiative, these simulate possible locations of the Intel. They must
be Range 2 or more away from each other and from each deployment zone.
Night Mission: Line of sight is limited to Range 6. Units Attacked at Range 3 or greater receive a Cover
Save. Units Targeted at range 5 or 6 also re-roll their failed Cover Saves.
No vehicles, aircraft, heavy infantry (armour 3 and 4), mindless infantry and only 1 character maximum
for either player.
Shot in the dark: If either one of the sides shoot, all hell breaks loose with both sides indiscriminately
dropping artillery into the area. After initiative, but before any Unit activates, each player gets to place a
Blast template anywhere they like (or square for Tactics). Anything under the template takes an artillery
hit of blast/1. This happens every turn afterwards.
• Units with ‘Officer’ can not be used by either player.
Setting Up
The Attacker and Defender each have 25 points
Objective
The Objective is to find the Intel the Spy has hidden before being captured. Each Unit can perform a
‘Search’ special action if a model is in base contact with a marker. Roll three dice and on a roll of 3 Army
Symbols the Unit has found the Intel. Each searched marker is removed from play.
If the squad is killed then the Intel drops where the squad was and can be picked up by any other squad by
moving into base contact with it.
Deployment
No Units start on the table, they move on from their table edge.
Winning the Game
The side that gets the Intel off their board edge by turn 8 wins the game. If the Intel is not found by Turn 8
the game is a draw. The last Intel marker on the table contains the Intel Drop.
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DUST MONTHLY - ISSUE 13
WE WILL SEE YOU NEXT ISSUE
ISSUE 14
AVAILABLE FROM
The 1st of May (-ish)
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