Professional Documents
Culture Documents
editorial
Pick-up games, usually on my local leagues night, are fun. Tournaments are a nice break from the usual game nights. Special scenarios are great. You know what really floats my boat? Campaigns. Map based, linked scenarios, it doesnt really matter what the format is as long as the group is dedicated. Campaigns, just offer me so much, they give structure to our usual meet-ups and there are always special scenarios. Your armies build a real narrative as certain units become hardened veterans of the vicious campaign while others are reduced to a few stragglers or are whipped out completely. These are just some of the reasons Im especially excited for what were featuring in this months Dust Chronicles. Many of you have seen the campaign presented in Operation: Hades. And if you havent, why not? Theres a great map included and many of the locations are keyed and some have scenarios included. What we have done here at Dust Chronicles is partnered with the World Wide Dust League to bring you a fully fleshed out Dust Tactics Zverograd Campaign. Each location is keyed and has a scenario described right here in DC. By partnering with WWDL we have the ability to do a global campaign. As you play out each scenario, send in the results to http://dust-chronicles.com/dhome.html and your games will help determine control of objectives and ultimately of the fate of Zverograd itself. Not only will you be able to fight for control of Zverograd, your wins and losses will go towards your player ranking. If you dont normally play Tactics (and why not?) this might be a good break for you from the normal routine. Also, this league period has a new category for player rankings called Overlord which will combine your reported Tactics and Warfare games. So what are you waiting for? Turn to page 51 and get cracking, log on and record your results. Good luck!
Submissions
We 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 publishing in Dust Chronicles. Doing so will disqualify it from inclusion, of course once its published you are free to post it wherever you like, though we 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 fit 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 photos. For painting and modeling How2 articles, use the format that has been established here and is universal to the subject (i.e. step-bystep with accompanying pictures). If you have ideas for submissions that dont fit the current layout of the magazine submit them anyway. If they are good, well find a way to make em fit. Due to the time it takes to edit and layout the content of the magazine, please submit your content 30 days prior to the date of publishing. The next issue will be April and so content needs to be submitted by March 1st. Submit articles, communications and complaints to dustfanzine@hotmail.com Editor-in-chief Patrick D
editorial
Table of contents:
table of contents
Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02 Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03 Incoming! News From The World Of Dust . . . . . . . . . . 04 Spotted!: Olympic Cards & Comics . . . . . . . . . . . . . . . . 05 Inside Dust Studio - Operation Cyclone . . . . . . . . . . . . . 06 Experimental Rules: Blutkreuz Korps . . . . . . . . . . . . . . 08 How2: Paint An Axis Sniper Grenadier Squad . . . . . . . 10 The Waking Bear - Part 4 . . . . . . . . . . . . . . . . . . . . . . . . 14 Decisions, Decisions: Wotan vs. Wotan AR . . . . . . . . . 20 How2: Cheap & Easy Bunkers And Trenches . . . . . . . . 22 300 Army Points Sample Sturmgrenadiere List . . . . . . . 26 Dust Chronicles Competition . . . . . . . . . . . . . . . . . . . . . 29 From The Front: Dust Tactics Battle Report . . . . . . . . . 30 Rosies ScrapYard Vehicle Showcase . . . . . . . . . . . . . . 37 Dust-Up In The Desert . . . . . . . . . . . . . . . . . . . . . . . . . . 40 How2: Make Quick And Easy Buildings . . . . . . . . . . . . 41 Tactical Corner: More Gun . . . . . . . . . . . . . . . . . . . . . . . 47 Experimental Platoon: SSU Chopper Assault Platoon . . 49 Step Away From Everything . . . . . . . . . . . . . . . . . . . . . . 50 Worldwide Campaign: The Siege Of Zverograd . . . . . . 51 Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Frantic Arm Waver: Patrick Doty Guy With Scissors And Sticky Tape: Floris Hussaarts The Real Stars Of The Show: Jason McFarland, Lee Langston, Ignacio Brizzio, John Sisk, Roger Gerrish, Rick Ivansek, Michael Stacy, Vincent Fontaine, Christopher Barnhart, Steve Kenniff, Kenneth RB Chipman, Rob Hearn and Vit Nguyn Only Ones With A Clue: Paolo Parente and Olivier Zamfirescu Cover Artwork by: Paolo Parente
Names and artwork are 2013 Dust Ltd. and/or Fantasy Flight Games Ltd. All Rights Reserved. Dust Tactics & Dust Warfare and their logos are trademarks of Dust Ltd. Images and trademarks used with permission. This magazine is unofficial and is not endorsed by Fantasy Flight Games Ltd. 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.
incoming!
ll be held Southwest Dust Day wi on February in Phoenix, Arizona . The event is 22nd and 23rd, 2013 est Dust Devils hosted by the Southw premiere game at one of Arizonas st Games. shops, Imperial Outpo m www.swdustdevils.co
The SSU and Axis forces have closed off the other points of entry to Zverograd. Now, as the worlds greatest militaries battle for control of the crumbling city and the skies above it, the Allies risk everything to establish a greater foothold and a base of operations for their future air strikes. Its an all-out offensive fought in the open, and theres no time to spare. Get ready for fast and furious combats as the Allies seek to seize Zverograds airfield in Operation Icarus.
The sixth campaign expansion for Dust Tactics, Operation Icarus is scheduled to arrive in the first quarter of 2013.
She currently has been very supportive of the Dust group that has steadily been gaining momentum from about 4-5 players to the last Dust Regional tournament that was 16 players strong. You can usually find a game of Tactics or Warfare on Thursdays or Saturday nights depending on the time of year (hard to get a good turnout on Saturdays during the summer). And there are a bunch of other mini and card game leagues, games, and tournaments being run there pretty much every night of the week. So, if you are in the Seattle and Tacoma area, feel free to take a spin down to Lacey and check the place out, youll not soon forget the experience.
dust chronicles #4
experimental rules:
blutkreuz korps
Dust Tactics doesnt force players to take certain units or only allow you unit X if you also take unit Y. This means that people are free to create armies made up on only infantry or vehicles and any combination in between. At the moment there is nothing stopping you from building any Axis force and declaring it to be a Blutkreuz Korps. The rules on this page provide you with an alternative way of building a Blutzkreuz Korps force. Try the rules and let us know what you think of them on the Dust Chronicles Facebook group.
Infantry Units:
(Only the following Soldier units are available in a Blutkreuz Platoon) - Sturmpioniere Squads; - Untertoten Squads; - Ubertoten Squads; - Axis Gorillas; - Heavy Laser Grenadier Squads; - Laser Jagdgrenadiere Squads; - Laser Grenadier Squads; - Recon Grenadier Squads; - Battle Grenadier Squads; - Sniper Grenadier Teams.
Vehicle Units:
(Only the following Walker/Plane units are available in a Blutkreuz Platoon) - Hans; - Heinrich; - Herman; - MPW II-A Luther; - Wotan - MPW II-B Ludwig; - Prinzluther; - Sturmprinz; - Sturmkonig; - Konigsluther; Flamm-Luther - Fledermaus III; - Fledermaus IV.
Heroes:
(Only the following heroes are available in a Blutkreuz Platoon) - Sigrid von Thaler*; - Grenadier X; - Markus; - Totenmeister; - Angela*. * When fielding the Blutkreuz Korps, Sigrid von thaler and Angela may lead any Untertoten or Ubertoten unit. She will gain Damage Resilient while with a unit that has this skill. When targeting the whole unit count the Hero as having the same armor value as the unit but if she is targeted as an individual model she reverts back to her armor of two (for example when targeted by a sniper.)
Organising the random elements that are zombies and gorillas in combination with the complicated high-tech weaponry means things dont always go as planned. Each round your opponent may force you to re-roll all your Authority dice (the second result stands, even if better).
Wiederbelebungsserum Failsafe:
The entire force has been issued injections of the Wiederbelebungsserum. Once per game, as soon as a friendly Soldier unit is destroyed you may deploy an Untertoten squad in the square of the destroyed unit. This new unit consists of the same number of models as in the destroyed unit it replaces.
miniaturemarket.com
by Michael F. Zabkar
As an Allied player, Ive often found myself stuck in sort of a rut as far as painting goes. The Allies in the Dust World parallel the Allies in World War II. All of their uniforms and equipment tend to be varying shades of O.D. Green. While that does make for a nice, uniformed armyit does tend to limit variety. On the suggestion of my friend, Patrick Doty, I took on the challenge of painting up an Axis Sniper Grenadier squad, and paint them in accurate German camouflage colors of the period. What follows is my step-by-step method in answering this challenge.
Step One:
Always consult the notebook. Prior to painting, I try to research the subject of what Im painting as much as I can. In this case, I have several books with color photographs of German World War II camouflage uniforms to use as a reference. Utilizing this, I looked through my paint library to find colors that most closely matched the colors of the photographs. After doing so, I always write down what I find in my painters notebook. No painter should be without one. ;)
Step Three:
In order to make painting on the base colors a little bit easier, I disassemble the miniatures into sub-assemblies, if I can. This allows me to get paint into more difficult areas and keep the coverage uniform. I start with a base of PolyScale Soviet Green on the tunics, followed by a coat of Tamiya Field Gray on the trousers.
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Workshop Boltgun Metal, with the wood furniture being PolyScale U.S. Earth Red. The miniatures are starting to come together at this point.
Step Four:
After the base colors are put down, now comes the beginning of the detailing. Whenever you paint a miniature, it is usually best to paint inward to outward. That is, paint the skin first, then undershirtsfollowed by tunics/trousers, and finally belts, boots and weapons. First, I paint the faces and exposed flesh with Ral-Partha Flesh. I usually give two coats, or a coat of white, followed by flesh-tones. German camouflage of the time tended to be red-brown and olive-green triangles on a lighter green field. I simulate this with PolyScale German Olive and PolyScale German RedBrown. These colors match exactly the colors used by the Axis during this time period. They also match the colors used on Axis vehicles. I start by placing the German Olive down first, making sure to keep the coverage consistent over all sides of the miniature. I next paint on the German Red-Brown next to the Olive patches. I always make sure to have the Red-Brown touch the Olive patches, and leave some of the Soviet Green showing through. If the helmets are molded with cloth coverings, these can be done at this point as well. Next, I paint the armor with Ral-Partha Steel, which is a very nice deep gunmetal color that contrasts nicely with the tunics. Be careful not to paint over your work and make sure to get the edges of the armor. I follow this with Soviet Green for the leggings, and Reaper Faded Black for the boots. Weapons are done in Games
Step Five:
At this point, I look over the miniature and touch up any mistakes or splashes. This step is the one that is most important. The dip. For shading and sealing, I use Minwax PolyShade in Tudor. Ive found this matches ArmyPainter Dark Tone exactly and is significantly more inexpensive. Dip the miniature and give it a good shake over a piece of old cardboard. Generally,
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I shake until I can no longer hear drops hitting the cardboard. Set it aside to dry overnight, at least. 24 hours is best. The purpose of the dip is two-fold. First, the dip is oil based and shades the entire miniature very well, without overpowering the base color. The dip acts as a filter that subtly brings all of the colors closer together. It is an absolute delight for faces and flesh tones. Ive used this on every color, including white, and it shades beautifully. Second, the dip completely seals the miniature and protects it. If you have decals to put on, I recommend they be applied at this stage as the dip provides a very nice gloss surface for decals to adhere to.
Step Six:
This is the point where final finishing begins. After the miniature is COMPLETELY dry, I base it. I start with a mix of brown and white model railroad ballast, mixing coarse, medium, and fine grits. I lay down a small pattern with super-glue to begin the dirt portion of the base. When I have the shape I want, I sprinkle the ballast on, and let it dry.
Step Seven:
When the ballast is dry, its time to sprinkle on some static grass. I use static grass from Woodland Scenic, which is readily available in most hobby stores. I mix dark green, light green and tundra. Water down some regular white glue with water and paint it into all of the areas not covered by the ballast. When you get these areas covered, dab on the static grass. The effect achieved is a good contrast to the ballast and gives the base some character. I also dab a little static grass onto the helmet of the miniature with the sniper rifle.
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Step Eight:
All that is left is to cut down the glossy finish. For this, I use Testors Dullcote, which is the BEST flat-finish I have found. For those of you on a budget, I have found something that is 98% as good as Testors Dullcote. Head out to your local paint store and look for Rust-Oleum Frosted Glass. The Rust-Oleum finishes as flat as Dullcote, but with only a slightly less smooth texture. Once the Dullcote is dry, all thats left is to send them onto the battlefield to wreak havocand hope my Allies dont find them first. ;)
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The sound of sharp, cracking, gunfire ringing through the tunnels woke him from a fitful fevered sleep. The effects of the cold, the pain, and the fear combined in his tired mind, and for a few moments he thought he was in the middle of another nightmare. The tortured screech of the wounded Zombie jolted him to sudden, alert, wakefulness. Taking tight control of his panic, the Agent pulled himself from his hiding place behind a mess of cold water pipes in the darkened subway tunnel a hundred yards from the abandoned station platform he passed up just hours ago. How many hours, he wasnt sure, his watch had been smashed along with his wrist during the Untertoten attack on the Ranger platoon back on the surface.
Careful not to jolt his arm in its makeshift sling, the agent crouched listening to the booming of large bore weapons and the screams of the Axis Zombies. He could just make out the voices yelling in American accented English, so he knew these had to be more Rangers sent to meet him, but it seemed every Ranger he met in this city, had Axis forces crawling all over them! He was tired. He was wounded. And he carried vital information smuggled out of Moscow that simply could not be allowed to fall into Axis, especially Blutkreuz, hands! He crouched in the inky dark, listening to the soldiers voices becoming more frantic......
***
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A calm, detached corner of Sergeant Millers mind wondered just how the hell he had gotten himself into this particular mess, as he lay on the cold cement platform of an abandoned Russian metro train, in the middle of winter, struggling to keep a dead Axis soldiers brown, rotten teeth from ripping out his throat! Miller jerked his head from side to side, keeping just ahead of the Zombies snapping jaws, using his left hand to push the creatures chin away with all his strength, and floundering for the .45 at his belt with his right. The Zombie, too close to use the massive steel maces it had for fists, focused all its alchemically induced strength to hold the struggling soldier still enough to get a good taste!
Millers breath whooshed out of him as the Zombies body collapsed on him. Malone shoved the creatures dead weight with all his strength, and rolled the carcass off his struggling sergeant, then helped him to his feet. Shaking himself off, Miller saw Pinski struggling to strap the flamethrowers tanks on, Kimble was crouched behind the toppled trashcan, firing into the dark tunnel mouth where the sounds of more shuffling feet could be heard, and Bauer was busy stuffing bedrolls and gear into everyones packs. Hurry up, we need to move down the south tunnel, before they regroup. Pinski! Got that thing working? Miller started barking orders fast, snapping everyones minds back to the routine of duty and away from the shock of the sudden attack. Pilot light wont start, Sarge! I think the feeder pipe is pinched somewhere! The young Private answered as he inspected the business end of his weapon. A louder sinister hissing issued from the black tunnel mouth. The men began to slowly back up towards the south end of the platform, putting distance between them and the enemy. Pinski slung the hand unit for his weapon over his shoulder, and snatched up the extra fuel tank pack, and moved to the back of the group, behind the guns of his squad mates. As the squad reached the middle of the platform, about halfway to the south tunnel, the noises from the north end increased, and in twos and threes, more of the Axis creatures stepped out of the darkness and into the low flickering light of the platform. They didnt charge to the attack right away, but came to a halt as a group a dozen strong. Some crouched, some stood, but they all stared unblinkingly with red glowing hunger at the men.
A little help here, someone! Miller yelled, gasping with effort, Thats an order! As Kimble continued to fire blasts into the darkness, and Pinksi finally got over his shock enough to slip on the straps of his tanks a few feet away, Manny Malone stepped up and swung his shotgun with all his might into the back of the Zombies head. The only effect it seemed to have was to anger the creature, as it snapped its head around to snarl a lipless blackened grin at Malone, its red eyes narrowing dangerously. That brief distraction was enough for Miller as he yanked his .45 from his holster and pressed it against the back of the Zombies turned head, pulling the trigger for three fast shots. The inhumanly strong skull of the Zombie resisted the first bullet, the flattened slug of lead ricocheting off into the darkness. The second and third bullets did the trick, blasting into the creatures head and out through its snarling face spraying a shocked Malone with foul, stinking, black icor!
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W-what are they waiting for? Bauer whispered, staring right back at the wall of cold, unnatural death. Before anyone could answer, a feeling of dread, colder than the frigid winter air, swept down the tunnel. As the goose flesh stood out on the men, the Axis Zombies started shuffling restlessly, and then the group slowly parted as a new shadow, deeper and darker then the tunnel emerged from behind them. The figure was slight, dressed in a slick leather coat and boots all of black, a black rubber hooded gas mask completely covered the face and head. Its left arm ended in a strange metal device studded with instruments of unguessable, arcane purpose, a sickly greenish mist emanating from vents and seams. A deep disquieting sense of wrongness and loathing slithered through the bellies of Miller and his men as they realized that the figures booted feet didnt touch the ground as it moved, floating a few inches above the surface. Indeed, it almost seemed as if the very earth contracted shrinking away from the touch of such an unnatural creature...
There was a moment of silence as Millers men stared at the Axis abominations, and they stared right back. Then the Zombies began to shift and hiss, and the men could feel the tension rising. The black clad creature suddenly raised its encased left arm with a flare of green light, and the Zombie horde leaped forward with a howl, charging down the platform!
Orders entirely unnecessary, the four men raised their shotguns and started blasting as fast as they could work the slides of their weapons! At this range, only one Zombie went down to a solid hit to the face, others had chunks of desiccated flesh and tattered uniform blown off in showers of icor, but these wounds didnt slow them a step! In a few heartbeats, the Zombies had cleared nearly half the distance to the men! Fall back! Run for the south tunnel! Miller roared over the gunfire, Move! He fired one more shot, taking the leg off a Zombie in front, the falling creature snarling the legs of the two behind who went down in a tangle of limbs. Then he too turned and ran, pushing Pinski ahead of him. Malone ran as hard as he could, the ammo tube of his shotgun empty, his breath wheezing, but he had little hope. He and Miller had faced these creatures before, in Italy he had seen them run down fleeing men in jeeps over short distances, and knew there was no way the men would out run them. As Private Pinski, young, strong, and scared witless, ran past him, Manny saw the two flamer tanks swaying on his back and an insane idea flashed through his brain!
Bile rose in Millers throat at the sight of this creature, as with a churning nausea, he realized there was a certain, undefinable feminine quality about the apparition.
Pinksi almost fell as Malone yanked the extra tank from his shoulder with a shouted, Thanks kid!
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Miller caught up with Malone as he slowed, Kimble and Bauer running past with Pinski, the howls and hissing of the Zombies getting rapidly closer from behind. Miller saw Malone pull a pineapple grenade from his webbing and then roughly jam it in-between the main fuel tank and the frame of the packs harness, Dont be a hero, Malone! Miller shouted as he ran past the slowing soldier, If you get yourself killed, Ill have you court marshaled! Malone grinned manically at his Sergeants back, Yes sir!
to run harder, realizing he might not make it in time....2...1 he curled himself into a crouch and threw himself forward as hard as he could! Behind him, the grenade exploded, just as the middle of the Zombie mob stepped past it, rupturing the fuel tanks, and igniting the pressurized gasoline mix in a rapidly expanding wall of fire and force! A number of the dead creatures were instantly blasted apart, or incinerated, and all the rest were blown, flaming off their feet! Malone, in mid leap, was picked up by the hot blast and thrown clear over the edge of the platform to smack into the curved wall of the train tunnel on the far side, where he slid down and came to rest, unmoving. From the inferno on the platform, the black figure of the Zombie leader floated out of the flames, smoking and scorched, wreathed in green energy, waves of insulted anger boiling from it. As Millers men looked on from the gravel track bed in surprised horror, the creature let loose a high shrieking cry of hatred. Suddenly, a bang rang out from the darkness behind Miller and his men. A spray of black fluid burst from the creatures chest as a bullet ripped through its weakened protection, arresting its forward motion. A second and a third shot tore into the creatures form, forcing it back, for just a moment its foot dropped and touched the platform. The cement cracked and split, crumbling to dust where it touched. Miller spun around, shotgun racked and raised, to see a tall man step from the shadows behind them, dressed in the dirty, torn, and blood stained vestments of a Russian orthodox catholic priest. One bloody arm in a makeshift sling, the other holding a smoking Webley revolver.
Malone came to a sliding stop and spun to face the Zombie mob, winding his arm back to throw the tank pack, his throwing hand hooked through the grenades pin ring. The sight before him almost cost him his life as the fear gripped him. The Zombies running at him were terrifying enough, but the black clad figure gliding strait for him, hovering in a nimbus of angry, green energy, like some Master of Death, almost stopped his heart cold! With a blink, he shook off the paralysis and threw the tank with all his might, the pin coming away with a reassuring ping! The pack sailed twenty yards back down towards the onrushing Zombies, clattering to the floor near the base of one of the concrete support pillars. The creatures ignored the tanks ahead and just ran faster, sensing their preys desperation. Malone ran as hard as he could, his legs burning with the effort, silently counting in his head,5....4...3... ahead of him, the rest of the squad was just reaching the end of the platform, and dropping down out of sight. Malone tried
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The figure fired off the last round from his revolver and dropped the gun to hang from a wrist cord, then pulled a bundle of explosives tucked in his injured arm and lit the fuse with the cherry of his expensive European cigarette. You might want to duck. He said calmly as he pulled back and threw the bomb into the fire behind the dark creature, where it came to rest right next to the damaged support pillar. Then he calmly knelt and lowered his head, almost as if in prayer.
out of your pay. So deadpan was his tone, that for a split second, everyone was shocked by the rebuke. Then they all saw the smile in his eyes, and the release of the coiled tension from the fear and adrenaline hit them all in a wave of laughter. Letting the men wind down for a moment, Miller approached the man. Forgive me, Father, I havent been to church in a long time. I didnt know explosives had been added to the good book. Miller snapped off a salute as the man smiled in amusement. Sergeant Nathan Miller, US Rangers, third squad, second platoon. And you must be Agent...? Just call me Father, for now, sergeant. The ASOCOM Agent replied, offering his uninjured hand, witch Miller shook with a firm grip. After the ambush in the store, I didnt think any Allied forces were still here looking for me. The Agent saw the look in Millers eyes, Sorry chap, friends of yours I suppose. Nasty business, that. He continued quietly, I got there just after the Untertoten did their business, I came up through the tunnels and they chased me back down here, I lost them in the drain tunnels, and tried to find my way to the Allied beach head, only, I dont rightly know where its at, you see. He finished.
Miller and his boys threw themselves to the ground just as the bomb went off, shaking the whole station like an earthquake. When the ground stopped moving, Miller rose up and peered over the lip of the platform. Through the smoke and dust, he could see that the bomb had brought a good portion of roof down in the middle of the station, completely blocking off the north from the south ends. Of the Zombies and their terrifying leader, there was no sign, just a smoking pile of shattered concrete. Satisfied there was little danger left, Miller turned back to see the tall priest pulling the dazed and bruised Malone from the gravel. Uncommon bravery there, lad. The man said, clapping him on the back in a puff of concrete dust. Miller noted the aristocratic English accent of the Russian priest. The rest of the squad joined in congratulating Malone as Miller sized up their new acquaintance.Good job, Malone, Miller gruffly told his old friend, but youre going to have to explain the loss of the fuel tank to the quartermaster when we get back. Might even come
Understood, Sir. Dont worry, we know where we are going, well get you there. Miller assured the Agent. Whatever intel you have must be valuable, Sir, to cause this much uproar. The Agent eyed Miller for a moment, getting his measure. It could change the course of the entire war, sergeant. And no mistake, the SSU will stop at nothing to keep what I carry out of
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Axis or Allied hands. Things could get very dicey soon, once he gets here. The Agents tone was heavy with portent. He Sir? Miller asked. Just then, the pile of rubble shifted and groaned, rocks clattering to the floor. Every head and weapon snapped up alert for danger. We should get moving, we dont have a lot of time. The ASOCOM Agent moved back into
the shadows as the squad gathered their gear, Winter is coming. Miller paused at the almost fearful note in the Agents voice, then shouldered his pack and followed the squad into the dark tunnel. Behind them, the rubble pile shifted, and shook slightly. A sickly glowing green vapor coiling up from between the blocks and pieces...
To be continued....
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So youve chosen to fight your own faction, most likely because youre playing in a tournament. Either that or all of your friends have chosen to acknowledge the clear superiority of the Axis, but skipped the whole join our cause phase. When should you plan to mount those armored plates? If your opponent favors infantry. Specifically, there are two you should watch your enemy for: The Jagdgrenadiere and the original Laser Grenadiers. Despite their meager anti-tank firepower, the Jagdgrenadiere distinguish themselves as being the only infantry unit with range U, a note that will cause your opponents to favor them for picking off wounded tanks like a lioness hunting gazelle on the Serengeti. However, the firepower of their Caseless PaK drops by two dice at Armor 6, leaving a measly 1/1 in their place. The Laser Grenadiers, on the other hand, derive their anti-tank firepower from the old Laser Werfer. However, it is unable to damage Armor 6 and 7 targets, turning this weapon into a laser pointer for all its worth.
Ah, the timeless battle of good vs. evil. What could possibly go wrong? (You are the good side, right?) Either way, the U. S. of A. will not lay down their arms to bask in your glory, so youve decided to make them bask in the heat of your Schwer Laser Kanonen. When will the Wotan AR be better at crushing your foes?
decisions, decisions
If your opponent favors Phasers. Armor 6 is the bane of Phaser weapons in Dust Tactics. Both the 120W Phasers of the Honey and the 60W Phasers of the Red Devils, and their charismatic leader, lose all effectiveness against an Armor 6 target. They might as well shoot bubble gum at you, at least that would leave you pink and vaguely sticky. The Allies must go all the way to the Cobras 180W Phaser in order to damage your metallic hide. Even then, the 180W loses one of its dice against a Wotan AR, which is one less chance to hit and up to 6 less damage it can potentially deal.
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My friend, youve hit the jackpot. There are a slew of reasons why the Wotan AR proves more effective against the forces of Communism. When will your state-of-the-art walker reign supreme (or at least, less dead)? If your opponent favors Sulfur Jets. These are the only walker-mounted flamethrowers that deal less than 6 damage at the Armor 6/7 range. This speaks a lot for your survivability, with the Sulfur Jet being mounted on what is soon to be 3 different KV-47s, and 4 damage is a lot easier to shake off than insta-death. Furthermore, if one of those Sulfur Jet wielding walkers on the field is Grandma, youll be pleased to learn that her VK-916 Howitzer loses one of its precious dice at Armor 6, reducing its effectiveness to a mere 1/1 If your opponent likes Babushka. Whats better than taking 3/1 damage from rapidly firing Gatling guns? How about no damage, because Wotan AR laughs in the face of your puny bullets.
amir Lenin, on the other hand, will still wreck your shstuff, but will wreck the Wotan AR with less gusto. While still carrying enough firepower to autokill, the Vladamir Lenins mortar rolls one less dice against Armor 6, which significantly increases your chances of survival. If your opponent favors Helicopters. Specifically, the Death Rain and the Airblaster, which carry the tank-busting 250kg bombs. These munitions suffer the same fate as the Lenins mortar, in that they drop from dealing two skull dice to a single dice dealing six damage. Youll still die if youre hit, but suddenly your opponent is rolling less dice to do it with.
If your opponent likes Winter Child. While still the personification of the terrible Russian winters, Comrade Vasiliev loses a dice from each of his Radiation Beams against Armor 6, resulting in a net -2 dice at range. In close combat though, his fists are just as strong.
If your opponent brings heavy Tanks. In particular, the Karl Marx and the Vladamir Lenin looses effectiveness at the Armor 6 level. The Karl Marxs Heavy Tesla Cannon, the bastard child of a Flamethrower and a Laser, loses half its firepower, dropping from 2/3 to 1/3. Which is like the difference between battling a Hermann and a Wotan, oddly enough. Suddenly, Wotan AR has the upper hand in this clash of titans, and its lasers will surely melt through the tanks hull like foul-smelling butter. The Vlad-
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By CS Barnhart
BUNKER CONVERSION
The upcoming Icarus expansion mentions the ability to add in place anti-aircraft weapons as part of the Battle Builder for Dust Warfare. In addition, in standard Dust Warfare, armies can at time purchase fortifications such as bunkers and trenches. In this tutorial I plan to provide guidelines to create simple, cheap and easy bunkers and trenches for Dust Warfare.
THE BUNKER
PARTS NEEDED: Hobby knife, scissors, glue, piece of wood, ruler or measuring tape, a marker of some sort, Observation Bunker w/ 20mm Flak Gun from www.hobbybunker.com.
Use a pair of scissors or a decent hobby knife to cut the model, do not worry if the cut isnt 100% even, but get it as even as you can without trying your patience or risking injury to yourself.
The Bunker I used is available at http://www. hobbybunker.com/products/observation-bunker-w-20mm-flak-gun-2406 and costs $7.99. The site has several other useful items of similar scale to the Dust line of miniatures, such as the Burnside Bridge set (http://www.hobbybunker. com/products/antietam-burnside-bridge-w-soldiers-5569).
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Carefully inspect your new bottom of the Bunker and use scissors or cutting knife to trim up any obvious flaws.
STEP FOUR: Let the glue dry. While it is drying you may place other terrain piece to the base wood. For the bunker in the picture above I added a standard Dust Tactics tank trap and a barrel from a wood kit (from www.craftsetc.com the mini pickle barrel set, $1.50 or so) to add some detail to the area. Other pieces added could be jerry cans, ammo crates, sandbags, flags or random debris.
STEP TWO: Using a piece of wood (I used Craft Wood from www.demisproducts.com it was $1.99 for a 4.5 x 9.5 piece) place the bunker base down to check to see how level and smooth the Bunker fits on the wood. Some gaps are ok as the recommended glue will fill in these games and harden to make the fit solid. STEP THREE: Apply a generous (meaning lots, I used Quick Grip All Purpose from www.beaconcreates. com works pretty well) of glue to the newly cut bottom of the bunker and place it on the wooded base board. Ensure that there is plenty of space around the Bunker to allow Dust sized miniatures room to stand and move around the bunker.
STEP FIVE: Base coat, paint and base the bunker. As I am not the best painter in the world, I opted to base the model black, dry brush it with various shades of gray (Codex and Fortress) and white (Skull) and then apply an Astrogranite texture paint to match my table.
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TRENCHES
PARTS NEEDED: 2 boxes Tamiya Sandbags (www.tamiya.com I use the 1/35 scale), cardboard, scissors, glue, ruler or measuring tape.
Fill in the gaps with more sandbags until you have 12-13 sandbags forming a straight line two inches below your previous line of sandbags.
NOTE: The two inch gap between sandbag lines should be enough space to place a Dust miniature with a little bit of wiggle room so they can move without much hindrance. STEP THREE: Stack more sandbags on the top of the original line of sandbags until you have a total of 4 rows of sandbags. The ends of the sandbag rows will slowly taper up, giving a slight angle to your sandbags. STEP FOUR: Stack more sandbags on the top of the second line of sandbags until you have a total of 4 rows of sandbags. The ends of the sandbag rows will slowly taper up, giving a slight angle to your sandbags.
STEP ONE: On the cardboard glue 12-13 sandbags across in a straight line touching each other end to end (a small gap here and there is ok).
STEP TWO: Measure from the bottom inside of the sandbags two inches, begin in the middle and glue one sand bag, go to left end of the cardboard and two inches below the previous line of sandbags glue another sandbag and then go to the far right and do the same.
STEP FIVE: Any remaining sandbags can be glued wherever you see fit, on the top of the fourth row, at the ends of the sandbag trench line or saved to be used as bits for other models. STEP SIX: As with the Bunker it may be time to add other details to the trenches, things such as barbed wire, barrels, jerry cans and so forth. I recommend keeping these items to a minimum and of
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a smaller size to not restrict access and movement in the trenches. Setting them on the top of the sandbags or in the front of the trench is ideal.
STEP SEVEN: Base coat and paint the sandbag trenches. As I am not the worlds best painter, I painted mine with a base coat of black and applied various shades of brown to them with dry brushing and used a brown ink wash and then a black ink wash on them.
cs ba
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25
by steve kenniff
I generally like to play armies that fit into a sense of organization. I like there to be some symmetry, as well as harmony. When I write out my platoon lists for Dust Warfare, I try to think about how a real unit would be organized if this were a real war. That is mainly why I enjoy playing as the Sturmgrenadiere Platoons, plus they get the Awesome Blitzkrieg! Order. This list packs a lot of anti-infantry, and antiair. It also can be devastating to all Light Walkers, and Most Medium Walkers. Where it lacks to some degree is in its Heavy Walker dropping ability. Sure, it has a ton of armament that can kill it, with 8 Panzershrecks, and 8 Panzerfausts, and then the two Hans with Panzerfaust-Werfers, but taking them down is just hard in general. You will also have 14 command dice to roll at the beginning of the turn, giving you plenty of orders to issue in the early part of the game. The idea with this list is that it can be played defensively or offensively. If you play it defensively and make use of cover you can dig in and use the long range of the Heinrich and use the Hans as a Granatwerfer artillery piece. Hide the Hans completely behind terrain if possible and use the Kommandotrup to spot for it with their Artillery Strike ability. If you use this as an assault force, one option that can pack a huge punch is that the Hans can be used to quickly assault their prized walkers, quickly debilitating the enemys strength. You can use each Kommandotrup unit to issue a Blitzkreig! Order to each Hans, sending them 6 forward to the enemy without gaining a reaction token, plus they get the ability to use Scout Move on that first activation moving them an additional 6 closer to the enemy. Since this movement is done in the Command Phase, it cannot be reacted to by the enemy, and when it is their Command Phase if they choose to shoot you they will not be able to sustain fire. This will close in the gap to allow the Hans to fire its Panzerfaust-Werfers on the first turn provided that you deployed and moved tactically enough to not get yourself killed yet. When your unit phase comes around you can either: move and shoot if you need to get even closer to get within the 16 range, or you can sit and sustain fire since you dont have a reaction token and cant be suppressed. So now you sustain the Panzer-killing Panzerfaust-Werfer at an enemy walker for a 1/4 attack that inverts the die rolls on the Vehicle Damage Table, and then
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dust chronicles
issue 4
you lob the Granatwerfer at a troop unit for a S/1 attack. If you get to pull of both Hans with the Sustained attacks then you will be tearing up the opponents front lines in no time. Dont forget that during your enemys next Unit phase you can still react with your Hans........deadly. Just dont expect those Hans to last more than the first turn if you use them that way so be careful that they deliver at least their 25 AP of attrition to the enemy forces before falling dead. With any luck you have destroyed some armor, blasted a couple holes in their front lines and made a big enough distraction for the remaining troops to follow behind and clean up.
a little beating before falling, because they are Armor 3 with Damage Resistance. If you can also manage to keep them in cover and away from Heavy Walkers you will be golden.......but keep an eye out for enemy snipers. If the enemy has snipers, be sure to use the 2 sniper units and Heinrichs to wipe them off the map as early as possible. You may ask yourself, Why so many Battle Grenadiers?, This isnt my beautiful house!, This isnt my beautiful wife! Well, the answer is devastating anti-tank ability. At 16 range they will bring 2/4 against enemy walkers with their dual Panzershrecks, and at 12 they bring an additional 2/2. The four units of upgraded battle grenadiers ought to give your opponent something to chew on while you are pounding them all over the board with your 4 walkers and 2 sniper units. Depending on how your opponent deploys you can either flank their sides with the Battle Grenadiers, or you can spear head all four units up the middle and then fan out. Another question I get asked often about my lists is, Where are your characters? While the comic books and genre may be all about the characters and their heroic exploits, I dont play the game to see what Sigrid and Bazooka Joe are up to. I play the game because I like to see what the army is up to. Sure, from time to time I may through in a Lara to beef up some Heavy Flak Grenadiers, or a Manfred to add some extra punch and survivability to battle grenadiers, but they are not my mainstay. My tactical ability lies in the list of stage hands, not whos on the Marquee out front. --- Sturmgrenadiere Platoon (148) Command Section: Kommandotrupp (25) 1st Section: Heavy Flak Grenadiers (26) 2nd Section: Battle Grenadiers [Upgrade] (20) 3rd Section: Battle Grenadiers [Upgrade] (20) Support: LPW I-C Hans (25) Support: LPW I-A Heinrich (20) Support: Sniper Grenadier Team (12) --- Sturmgrenadiere Platoon (148) Command Section: Kommandotrupp (25) 1st Section: Heavy Flak Grenadiers (26) 2nd Section: Battle Grenadiers [Upgrade] (20) 3rd Section: Battle Grenadiers [Upgrade] (20) Support: LPW I-C Hans (25) Support: LPW I-A Heinrich (20) Support: Sniper Grenadier Team (12)
I typically will sustain fire with my Heinrichs, and either use them to tag team the same enemy unit as each other, or use them in tandem with my Hans. Fire the Hans indirectly from behind cover at the unit for an S/1 attack, then sustain with the Heinrich for a 5/1 attach against Armor 2 troops. That combo should put plenty of suppression and casualties on a unit (even if in cover) to make them much less effective during your opponents unit phase. The Heavy Flak Grenadiers provide multi-purpose in this list. They are there as a backup antiaircraft unit that can react with a devastating rain of fire against incoming aircraft for when the Heinrich is out of range to react. And their primary mission is to dig out the enemy troops that refuse to get out of cover. When you fire them at the entrenched enemy be sure to fire as a Burst Weapon so that you ignore cover, just remember that you will need to reload before firing again. If your enemy doesnt hide in the cover, then wail away at them every turn with the Heavy Flak Grenadiers. The Flak Grenadiers can take
army list
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dust chronicles issue 4
Our friends at Miniature Market have kindly provided us with some gift vouchers for their online shop.
One lucky reader will win a 50 voucher and two runners-up will each get a $25 voucher for use at miniaturemarket.com All you need to do to be entered into the prize-draw is email us at the following address: competitions@dust-chronicles.com and answer the following question in the body of the email.
Question:
Members of staff for Dust Chronicles are those people who have their name on the contents page of this issue. No details will be passed on to third parties and apart from a conformation email you will not receive any further emails from Dust Chronicles. The only people contacted are the winners and the winners will also be announced on the Dust-Chronicles website and in the April 2013 issue of Dust Chronicles (DC#5). This competition is not supported by Fantasy Flight Games Ltd. or Dust Studio Ltd. Note that entries that do not have miniature market as their subject will not be accepted and all entries must be in by Sunday the 10th of March 2013 (UTC-9*).
competitions@dust-chronicles.com
* UTC-9 means the competition is closed at 9am Monday 11th of March 2013 British time.
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dust chronicles #4
battle report
Scenario Objective:
This battle is a fight to the death. After 8 rounds add up Victory Points, the player with the most VP is declared the winner.
Special Rules:
Zombie Infestation! (Not used). The underground area uses the Underground Fighting and Fighting in the Metro Special Rules presented in the Operation Hades book. The surface area has a train cart with two crates on it. These crates contain explosives. Any player who moves at least one of the crates onto a train in the underground area can elect to blow up the explosives and collaps the train tracks. This will automaticly end the game in a draw. (Further details of this rule can be found on page 75 of this issue of Dust Chronicles.)
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Red Guard Command Red Storm w/ Trediakovsky Red Guard Red Thunder Red Thunder Chinese Volunteers Chinese Volunteers Fakyeli w/ Yakov Lavrenty Beria w/ Nikolai Jnetzi Total: 346
50 28 21 22 22 12 12 58 109 12
Michael Zabkars 21st Armored Infantry Phaser Company - Big Zabs Bug Zappers:
Zabkar: I chose a primarily anti infantry force capable of taking out multiple infantry units and maximizing dice rolls. I have the flamer units for the underground and Phaser units as support for both above and below. Armor assets are; pounder for antitank, Rattler for anti-infantry and a Micky for general purpose. My goal is to decimate the enemys infantry.
Rhino w/ Hammerers Action Jackson w/ Red Devils Red Devils Corps Officers BBQ Squad Hell Boys Crack Shots Rattler Mickey Pounder Total: 346
48 52 28 35 30 34 10 34 35 40
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Round 1
With the lists and scenario sorted, it was time to get rolling. With Yakovs Legendary Tactician Ceferatti easily won the initiative roll and began by deploying onto the table. As this was the first turn, there wasnt much shooting. By the end of the turn, there had been no casualties inflicted. Ceferatti spent the first round deploying the Lavrenty Beria piloted by Nikoli,
both Red Thunder squads, Red Command and one of the Chinese Volunteers on the surface and the rest of the army into the underground. Zabkar deployed all three walkers topside, along with Rhino and Hammerers, Red Devils and the Red Devils with Action Jackson. The remainder of his forces entered the dimmed subway station, nervous trigger fingers at the ready
...and below.
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Round 2
Yakov wins Ceferatti the initiative again and he capitalizes by blasting the Pounder to smithereens with the Lavrenty Beria. Not to be out done, Zabkars Hammerers and Rhino move towards the Beria with the intent of ripping it plate from rivet.
Ceferatti: Hindsight has taught me I should have kept the Command Squad back. Oops! The Beria is holding tough and there isnt much left on the table to hurt it other than the Hammerers. Come on Yakov, win me initiative!
Round 3
Sure enough, Yakov wins Ceferatti the initiative once again and he takes full advantage by sustain firing its main gun at Mickey and the MGs and Flamer at the threatining Hammerers. The Mickey sustains 3 damage, but lives to keep fighting. The Hammerers fare as badly, all are killed and only Rhino remains standing, though with only one wound.
The Hammerers seek to avenge the Pounder. After failing to reactivate the Beria with a command skill, the Red Guard Command moves into the open and is promptly turned into warm salsa by the Mickey. Youd think they would have learned by now to stay out of sight or push some volunteers out front. Zabkar follows up killing the Red Command by sustain firing the Rattler at a Red Thunder squad and killing them to a man. He then moves one Red Devil Squad down the stairs to take part in the metro battle. In the metro, units jockey for position but are too far away to be able to shoot eachother due to the dim conditions. Rhino, seeking to avenge his buddies, launches a sustained attack on the Beria inflicting one point of damage. This could take awhile. Before Rhino can scratch anymore of the Berias paint, the Volunteers open fire on him riddleing him with bullet holes. Rhino joins the Hammerers on the casualty pile. The Rattler unleashes a lead storm against the second Red Thunder squad and kills all but one of them. His Red Devils and Action fire on the snipers hidden in the building and score no hits with their Phasers.
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Zabkars NCO squad sustains fire from the safety of their railcar eliminating the Fakyeli and leaving Yakov with a single wound. At the other end of the underground board, the Volunteers kill the allied snipers who had been slinking their way forwards. The BBQ about to get toasted. To finish the round, Mickey sustains fire at the lone Red Thunder trooper with an MG and on the Volunteers with the Howitzer. The Red Thunder trooper is eliminated as are four of the Volunteers. To add insult to injury, the Mickey Self repairs all three damage! The Red Devils, that had come down to the metro, line up a shot against Yakov and finish him off.
Round 4
Ceferatti wins initiative again, thanks to Yakov. He moves Yakov and the Fakyeli towards the Hell Boys who succesfully react to the enemys movment. Both sides open fire on eachother with Yakov sustaining 3 wounds and 2 Fakyeli being killed while the Hell Boys are in turn wiped out.
The Mickey takes a licking but keeps on ticking while the Devils clear the building of the sniper threat. The Rattler hides behind the rubble, safely out of sight.
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Seeing Yakov phased out of existence, the other Red Storm squad opens fire on the Devil squad and manages to take one out. Once again going last, Mickey takes out the remaining Volunteer and Self Repairs its wound.
Round 5
Zabkar wins initiative(!) and the NCO squad promptly brings back a Red Devil in the adjoining railcar. Yakovs loss is felt. The Beria opens up and Nikolai redeems himself, causing unsustainable damage and sending the Mickey to the scrap heap. Just to make sure there is no dispute about whos running things at the street level, the MGs kill off the remaining Red Devil and Action Jackson. Only the Rattler remains.
The NCO squad takes cover in their railcar against a storm of bullets.
Round 6
Ceferatti wins initiative. He sustains fire with the Red Guard at the NCO squad to no avail. They just dont build railcars like that anymore. The NCOs break out some new experimental drugs and inject the Red Devils with it, telling them its for social diseases, and there are absolutely no negative side effects The Volunteers finally move up and open fire on the Red Devils while they are busy trying to figure out what a social disease is and why now would be a good time to be injected with a vaccine. One Devil less. The remaining Devils are seized by a burst of energy, musta been the G.I. issue coffee, and blaze away with their Phasers at everything in sight, killing the Red Storm and the attendant Commissar. Suddenly spent, they fall to the floor.
Cat and Mouse game begins. The Red Storm maneuvers below ground and fires on the NCO squad killing the mechanic.
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Round 7
The NCO squad revives the downed Devil, and opens fire on the Volunteer eliminating one of them. The Chinese seek to retaliate against the NCO squad, but they duck behind the Devils, and one of them is eliminated instead. The Beria manuovers to try and gain a shot against the Rattler.
The game is pretty close, time to do the math as neither side moved the explosives down below. After much counting on fingers and resorting to a calculator, it turns out the SSU have beaten the Allies, but only by 12 points!
Round 8
Ceferatti wins initiative for the last time. He opens fire with the volunteers against the Devils, but the railcar takes all the damage.
The NCOs revive a Devil yet again and open fire on the Volunteers eliminating them forever. The metro is now uncontested.
With the game now decided, we turn to Zabkar and Ceferatti to give us their closing thoughts.
Zabkar:
Masters of all they survey, will it be enough? The Beria lines up a shot on the Rattler and fires. Once the bucket load of dice stop tumbling and the damage is assessed, it turns out that the Rattler takes only 3 damage! Not enough to take him out! -Phasers are high risk/high gain. Once they worked, they worked well. -Corps officers with their special skills were also key. Plus their dual victory MGs were very effective. -Always deploy Pounder, and really any walkers, to cover when facing those big SSU tanks. -Mickey was death incarnate to ALL infantry. My MVP!
Ceferatti:
Thanks to Lavrenty Beria! Knowing what I know now, the Beria and command squad (hidden) should have been the only thing I left up top. All other troop units should have gone to the metro. The Beria was king and I should have had more faith in my usual bad dice rolling and Take Aim. The explosives were well guarded by Beria.
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The M19 Bliss is the next step in the Allied Gun Motor Carriage line of armoured vehicles. Out-gunning and out-running its predecessorsthe M10 and M18 Tank Destroyersthe M19 is as agile as a stag, able to dash from cover to cover, showing itself just long enough to make quick work of enemy targets with its impressive Duel 90mm Main Guns.
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rosies scrapyard
Heuschrecke
Move: 6 Armor: 3 Damage Capacity: 3 Weapons: 5.0cm Zwei Flak AP Cost: 21
: by d e t fe a l e o cr is w r ch
MH7 Tommy
Move: 4 Armor: 5 Damage Capacity: 5 Weapons: 17 pounder (turret), Napalm Thrower (fixed forward), .30 cal MG (fixed forward), .50 cal (turret)
AP Cost: 50
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Built and designed by Irish factories after the German invasion of England , the MH7 project is providing a serious counter punch to axis aggression in Europe . More than just a battle field brawler , their production has brought clout jobs and cash to what was previously a neglected backwater of the British empire . While outwardly it resembles the Grant/Lee that were its inspiration , the designers learned from the mistakes made in those tanks , and sought to build a well armed and armored fighting machine that could take the fight to the enemy , and take all the enemy could give when on the receiving end of the beat down .
MH7 Johny
Move: 4 Armor: 5 Damage Capacity: 5 Weapons: 180 watt phaser (fixed forward), 180 watt phaser (turret), .30 cal MG (fixed forward), .50 cal MG (turret) AP Cost: 74 by:
ed am t a cre gorh is Kr
Note: To order the Hull conversion parts and to see much more of Kris great conversions visit http://boardgamegeek.com/blog/545/classic-aegs-dust-is-warrrrrrrrr
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www.swdustdevils.com is the home of the Southwest Dust Devils, an alliance of Dust and Panzerpunk fans centered in the Southwestern United States. Our goal is to promote Dust Tactics, Dust Warfare, related games and products, and everything Dieselpunk. To this end, we run Dust demos, tournaments, and special events, as well as gaming get-togethers. Watch the site for more information about the Southwest Dust Devils as it unfolds and dont forget to Like our Facebook page, where you can join the members of our community as they discuss all things Dust and Dieselpunk/Panzerpunk. Were also proud to share our first major event announcement - Dust Day Southwest 2013, Dust-Up in the Desert will be held on February 22nd and 23rd, 2013. We think youll enjoy our host venue - Imperial Outpost Games in Glendale, Arizona and know that you will love our very special guest, Paolo Parente! Make your plans to join us in February for games, tournaments, prizes, and more. Watch this site for more information and event news. Gamers, would be dieselpunk scientists, cosplayers, and anyone who enjoys the world of Dust or dieselpunk in general will find this destination event to be the highlight of their year!
Dust Day Southwest 2013, Dust-Up in the Desert February 22nd and 23rd, 2013
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Once youve got the width of you template down, its time to add a second story and balcony lip. Use the same tile as before and bisect your paper lengthwise horizontally twice. That will give you a second story and a roof line (or a third story). Once you have added the roof line, the remaining space can form a lip for your roof line. If you want to add additional stories, be sure to trim it off so that when you stack the next floor/s you keep a consistent height.
Step 1
Using a standard 8.5x11 piece of printer paper and one of the tiles from Dust Tactics, divide the page length wise three times vertically. This will make a wall three tiles wide. You can make narrower by decreasing the number of times you divide the page, to make it wider, add a second sheet of paper and add the divisions as before.
Add Windows and doors. I spaced the windows about 3/4 from the dividing lines while the door was spaced approximately 1 from the dividing lines.
Step 2
Using a glue stick, adhere your templates onto the foam core (foam core BTW is a thin sheet of foam sandwiched between two sheets of cardboard).
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This will make it easy to cut out your templates. When making your cuts, use a ruler to guide your xacto knife as you cut. Between the ruler and the template being glued to the foam core, you should be able to get pretty clean cuts.
Alternate layout
Step 3
Glue the walls together using either wood or PVA glue. What you want to do is glue two walls together at a ninety degree angle. When you do this with four equal size walls, youll end up with two corners that can be place together to form a whole building or can be placed on the edges of you board to create two partial buildings.
Only cut out the doors and windows you want, leave the rest solid walls. Alternatly, if you want to do a ruined look, draw a jagged pattern onto your templates and cut off the excess. Use a book or other object to keep your walls aligned.
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Alternate Layout
Step 5
Step 4
Measure the length of your walls a cut out a floor to fit them. Glue the floors onto the lines you drew to designate the second story and roof. See how there is a low wall lip for the roof on the left side of the picture? That provides hard cover. You dont want to neglect that.
At this point you can go straight to step 7 and add paint. However, you can take a few minutes to add some simple detail. Using some of your cast off foam core, cut window sills the width of your windows and door frame. Glue on with wood/PVA glue.
Once the glue on your walls and floors are dry, you can see some of the ways youll be able to align your buildings.
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dust chronicles #4
To add corner stones, use a bit of thin card (cereal box works well) and measure out the height and width you want to cover. Then cut it into roughly 1 tall sections and glue it to the corners of the building with wood/PVA glue.
Step 7
Time to get painting. First, primer your building black. No need to use your expensive model quality primer, get some cheap stuff from the hardware store. Once thats dry, spray textured paint on the building, thin layers and add more when each coat is dry until you have the texture you want. Once thats dry, spray your building grey, once again, use the stuff from the hardware store. Because I wanted the corner stones to remain smooth, I covered them with a bit of painters tape. After I sprayed the textured paint I peeled it off and then sprayed the entire thing grey.
Step 6
Seal your foam. Thin down a bit of glue and paint it onto any exposed foam. If you dont, youll be sorry when you hit it with spray paint as it dissolves away
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Textured paint added Once the grey paint was dry, I picked out the corned stones with a reddish paint and dry brushed the surface areas with a light grey and added a bit of water run off to the window corners with dry brushed brown.
Heres an example of a taller building. By stacking two templates on top of one another and trimming the roofline lip off the bottom template we end up with a building that could easily stand in for a hotel or something.
The alternate template. Sprayed a bit of black towards the top and the windows/doors to look like soot.
If you are very ambitious, you can print out some propaganda posters (see issue #1 for details) and glue them on. I was not that ambitious this time. Maybe Ill add them at a later date.
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By varying the sizes and layouts of your buildings, the possibilities are endless.
Well there you go folks. Hope that was quick and easy for you. If you have any questions feel free to contact us on Dust Chronicles Face Book Group or at dustfanzine@hotmail.com
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Lara
The Natural Choice: Heavy Recon Grenadiers or Heavy Laser Grenadiers Fielded because the Axis apparently needed someone a little more butch to balance out all the schadenfreude enraptured fruleins they are better known for, Lara is built like a tank and has enough guns to boot. Armed with dual twin MG44s, shes chosen to replace spray and pray with additional spray. Of bullets. Therefore its only natural to want to place Lara in the Heavy Recon Grenadiers, creating a squad full of machine guns that can, and will, promptly replace the air with bullets. Alternatively, placing her with the Heavy Laser Grenadiers, a common combination that arose from the Revised Core Set itself, you create a versatile squad capable of decimating both infantry and walkers alike.
Johnny One-Eye
The Unusual Choice: Jagdgrenadiere or Laser-Jagdgrenadiere These new units, the first Heavy Weapon Teams to take the field, present some interesting options to the workhorse hero of the Axis Schwer Sturmgrenadiere. Since these units do not lose
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vsky. Need some mid-range firepower to bridge the gap between the Ohotnikis Widowmakers and their PPsH-48s? Add Trediakovsky. Want some extra protection while your Jnetzi pick of enemy officers? Add Trediakovsky.
The Karamzin
The Trediakovsky
sault
The Natural Choice: Frontoviki or Red AsCommissars are like cheap heroes that you can use to customize your squads as you see fit, as well as provide some political encouragement. If you cant tell, thats a euphemism for bullets, which have been a common theme in this article. The Trediakovsky allows you to customize your squads with an extra DPM MG. Adding him to the Frontoviki makes for a mean, bullethell-inducing squad, especially when brought into SMG range. Likewise, the well equipped Red Assault squad is extra scary with two machine guns.
Red Assault is a beast of a squad on its own, with all those UGLs and Molotovs. What could make it better? Increased anti-tank capability. But perhaps youre on a budget and cant afford the nicer things in life, like warning shots or sufficient heating. For that, I suggest you combine the Chinese Volunteers with the Karamzin. Falling in at 19 points, this squad fulfills the basic anti-tank role for a point cheaper than the opposition, trading limited weapons for an extra man and the agile skill. That, my friends and foes, is how you use the Volunteers to full efficiency.
The Unusual Choice: Red Thunder, Ohotniki, or Jnetzi A better question would probably be What squad wouldnt benefit from an extra machine gun? But, since I cant find any answers to that question, Ill share some of my favorites instead. Worried that your Red Thunder might become the target of enemy infantry? Add Trediako-
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Last issue we introduced Experimental Platoon: Armored Platoon. This issue we take a look at fielding armies composed entirely of helicopter borne troops. The SSU are the leaders in the field of Helicopter technology. As such, they are developing new and innovative ways to strike at the enemy, inserting troops where the enemy least expects them.
Special Rules
Inflexible Doctrine
SSU combat doctrines are notoriously inflexible and combined arms operations are rarely seen. An army containing an SSU Chopper Assault Platoon may take no other platoons except other SSU Chopper Assault platoons.
New Doctrine
The air assault doctrine is a new development in the SSUs tactical toolbox. Due to the newness of this doctrine and attendant inexperience, poor communications and planning, the SSU Helicopter Assault Platoons have difficulty in reaching their objectives in a coordinated manner. To reflect this, when building your scenario with the Battle Builder, each player spends his scenario points as per the normal rules. Once all four points have been spent however, the deployment for the player with the SSU Helicopter Assault Platoon automatically changes to Unprepared. For example if after all points have been spent the Battle Builder results in; Objectives: Eliminate the Enemy, Deployment: Force Collision, Conditions: Off Target Shelling, the SSU player will deploy onto the table via the Unprepared deployment while the opposing player would deploy via the Force Collision. Resolve the rest of the game as normal.
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Anybody who organises a campaign day or tournament should contact us in advance and all the results entered by your group will count double towards control of the locations. Please note that for the Worldwide League the results do not count double (sorry). Keep an eye on the www.Zverograd.com website for the list of events and tournaments that count towards the campaign.
www.Dust-League.Com
Everybody who takes part in the Siege of Zverograd Worldwide Campaign will be entered into the Leaderboard table at www.dustleague.com. There is no need to fill in any extra forms. More information about the League can be found on page 57 of this issue of Dust Chronicles.
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The Scenarios
The 27 scenarios provided for the locations of the city of Zverograd range from small encounters to massive battles. We advice that you read the scenario descriptions before you decide what location to fight over. Each scenario includes details of what Dust Tactics expansions are required to create the battlefield map as described in the briefing. This will help you select your location, based on your collection of expansions, game tiles and gaming posters. Even if a scenario looks familiar, it is still a good idea to read the description and look at the image of the battlefield as many scenarios have been altered to represent locations in the city of Zverograd. Many of the scenarios also have Optional Special Rules. The details of these Special Rules can be found on pages 55 and 56. Please note that as the campaign unfolds additional Special Rules can be introduced.
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The special rules on these pages are intended to be used with the Siege Of Zverograd scenarios presented in this issue of Dust Chronicles. Some of these rules require additional models and not everybody will have access to these, for this reason the rules are optional. Please agree with your opponent, before the game, if these special rules will be used or not. Each of the scenarios will clearly state what optional special rules we suggest you use. Please note that we encourage players to use these rules as they enhance the scenario experience.
Zombie Infestation
Trees
These tiles dont represent an area of forest, but rather a single tree that is large enough to stop the forward momentum of a tank. The tree tiles used in The Siege Of Zverograd use the following rules: + Trees block movement for all ground vehicles, even if they have the Jump skill. + Soldier units may move freely onto and through trees. Trees grant Soft Cover to any squads inside them. + Trees block line of sight, unless a soldier unit is inside one. A soldier unit inside a tree space has clear line of sight to and from any other unit that is not blocked by another obstacle. + No cover elements may be placed on a Tree space. + Trees can be destroyed by flamethrowers and artillery weapons. To destroy a tree, a unit with a flamethrower or artillery weapon must use an ATTACK action with the tree as its target. It cannot simultaneously target both the tree and a unit sharing the same space as the tree. To resolve the attack, roll three dice. If you score at least one MISS, the tree is destroyed and removed from the board. Please note that these Tree rules are the same as those presented in Operation Icarus and will be official upon its release later in the year.
During the early stages of the axis onslaught into Zverograd, Blutkreuz units unleashed swarms of zombies into the underground labyrinth below Zverograds streets. Whenever a scenario includes underground tiles (the metro or sewers for example), and one of the players factions is from the same faction as controls that location, that player rolls for Zombie infestation. Before the game begins, the player rolls a single combat dice. On a hit he gains a unit of two zombies, if a blank is rolled, he gains a unit of one zombie. Axis players may roll two dice and chose the result they wish. Zombies gained in this way never count towards VP and may never contest or seize an objective. For example: If an Axis and a SSU player play in a location that is a SSU controlled area, the SSU player would make the rolss for Zombie Infestation before the start of the game.
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In some areas of Zverograd there are still small groups of civilians who didnt make it out of the city when the siege began. Low on food and medications, these people will try and stay close to any soldier offering to take them to safety. When the Civilian Refugees rule is used each player places two civilian figures in any legal square on the board that is outside any deployment areas. When a Soldier unit enters a square with a civilian in it, the civilian will become part of the unit and moves with the unit for the rest of the game. A Civilian Refugee does not have a profile itself and can never be targeted in any way. This means that flame and Artillery weapons dont roll any extra dice when targeting an unit with a Civilian Refugee and snipers can not elect to shoot the refugee. Neither can the owning player place any damage taken by the unit on the Civilian Refugee. Should the last Soldier in the unit be removed from the board then the Civilian Refugee is removed with him (assume he has run away to hide). If a Soldier unit with a Civilian Refugee has any models left at the end of the game, the player receives an additional 5 Victory Points on top of any earned as part of the game objective.
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Players using the Allied faction can deploy an extra Civilian Refugee at the start of the game as it is rumoured that Allied forces are more willing to share rations and protect civilians than the other blocs. This means that refugees will try harder to get close to them.
and www.dust-league.com
When you have played your game of Dust Tactics or Dust Warfare the only thing left to do is enter the result with the campaign website. You do this by filling in the results form.
entering results
Dust Overlord
We are introducing a new competition, The Dust Overlord. Besides the two seperate Leaderboards for Tactics and Warfare we will also have a combined leaderboard to find out the true Dust Overlord. On this leaderboard you will only receive points for games won. One point for every Dust Tactics game won and 1.3 points for every Dust Warfare game won (the reason for this is that Warfare games tend to take longer and so a single game session might only have one result, while a Dust Tactics session can have multiple games).
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So what are you waiting for? Turn the page and start playing . . . . . .
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To find out what bloc is in control of each key location in Zverograd you can go to:
WWW.ZVEROGRAD.COM
The pages provided in the magazine will state control when the Worldwide Campaign starts and will be updated in the next issue. The website will be updated on a daily basis.
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Each location is worth a number of Campaign Points (CP) and the bloc with the most CP is currently in control of Zverograd.
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LOCATION 1: communist party headquarters (CONTROL PROVIDES 7 CP) CURRENT CONTROL: THE ssu
Surprisingly, the major center of political power in Zverograd, the Headquarters of the Soviet Communist Party, was spared during the first weeks of the invasion. The three blocs knew that this massive edifice, with its thick walls of reinforced concrete, would be a tough one for artillery to destroy. More importantly, it contains everything the SSU have learned about the alien structure beneath the city, and so the invaders are determined to take the building with a ground assault, rather than simply bombarding it with heavy artillery fire.
objectives:
Attacker and Defender: The player controlling the two objectives on the upper train at the end of round 8 will be able to deploy his soldier units through metro entrance A during the next battle.
The player controlling the two objectives on the lower train at the end of round 8 will be able to deploy his soldier units through metro entrance B during the next battle. The winner of this scenario is decided by counting up the vp of destroyed enemy units at the end of round 8.
sue 4
location notes:
dust chronicles is
This location consists of two scenarios that are played one after the other. The outcome of the first game will have an effect on the second game.
To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Hades * 9 Dust Tactics tiles * 1 Dust Tactics Battle Map * four ammo crates and four tank traps
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Objectives:
Attacker: You must breach the defenses of the Headquarters of the Communist Party! If you have at least one surviving unit within the structure at the end of round 8, you win the game. Defender: You must repel the invaders! If, at the end of round 8, the attacker has no surviving units within the structure, you win the game.
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LOCATION 2: october revolution avenue (CONTROL PROVIDES 2 CP) CURRENT CONTROL: THE ssu
The October Revolution Avenue stretches more than a kilometer to the northeast and starts at the Headquarters of the Communist Party. It is the longest and widest of all the streets in the city of Zverograd and was once its main artery with charming shops and rows of fully grown trees. Before the siege it was a delightful promenade, today it is a corridor of death.
Each type of unit is worth a varied amount of points as follows: * Infantry, Helicopters and Planes = 1VP; * Walkers = 3VP; * IS Heavy Tanks = 4VP; * Heavy Walkers (any walker that takes up 4 squares) = 5VP. At the end of round 10 count up the VP of your units inside the enemy Deployment Zone and the player with the most Victory Points is the winner. No other VP are available in this game.
Optional Rules: None. To play the Dust Tactics Scenario for this location you will need:
* two Dust Tactics Playmats (available from www.dustgame.com) Each of the Playmats can also be re-created using 6 standard tiles or 1 game poster * two sets of the Dust Tactics 3D building * twelve tank traps (or other terrain elements to fill this role)
Special Rules:
The buildings in this scenario can be up to two levels high, depending on the number of building sections in your collection.
objectives:
Attacker and Defender: This scenario uses a special system of Victory Points. In order to gain any Victory Points you must move units into your opponents Deployment Zone.
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LOCATION 3: victory plaza (CONTROL PROVIDES 2 CP) CURRENT CONTROL: THE ssu
At the center of Victory Plaza stands the Victory Statue. A landmark known throughout the SSU and the defining symbol of the city of Zverograd. It is a monument dedicated to the Soviet soldiers who fought in Finland in 1939. Beneath Victory Plaze the Blue and Red metro lines cross and this makes it an important strategic location. The bloc that controls Victory Plaza can limit access to large parts of the city by defending the metro lines underneath. Due to weeks of bombardments by the Axis, there is no cover left for infantry to find protection. Any soldier brave (or stupid) enough to try and cross Victory Plaza is cut down by artillery, air attack or one of the many snipers who have taken up position in the buildings around the plaza.
special rules:
Death Zone! The area is bereft of cover and therefore a no-go for infantry. Only vehicles (including aircraft) may be taken in this scenario. Characters with the Pilot skill (Operation: Zverograd page 13) may be taken but they must begin the game piloting a vehicle.
objectives:
Attacker and Defender: There can be only one! Eliminate the enemy and secure Victory Square.
The winner of this scenario is decided by counting up the vp of destroyed enemy units at the end of round 8.
To play the Dust Tactics Scenario for this location you will need a copy of:
* four Dust Tactics Playmats (available from www.dustgame.com) Each of the Playmats can also be re-created using 6 standard tiles or 1 game poster * four terrain squares
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LOCATION 4: orthodoxian monastery (CONTROL PROVIDES 7 CP) CURRENT CONTROL: THE ssu
It is claimed that the Monastery of Saint Petrov was built on the remains of older religious structures of an unearthly architecture. None of the blocs know that the coveted Vrill construct lies beneath the monastery. All suspect something important is hidden beneath the building, however even the SSU dont know exactly where to look. The assault on Zverograds coveted monas-
tery begins! While tanks and walkers press the attack over open ground, can attacking soldiers find their way through the darkness of the sewers? Will defending soldiers battle underground to stop invading forces, or will they hole up on the surface and wait for the enemy to emerge from the darkness below? For the moment, forces occupying the monastery have been to preoccupied with staying alive to conduct any search efforts. . . . .
location notes:
This location consists of two boards that together form a single battlefield.
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special rules:
The structure is one story tall. Rules for Underground Fighting and Fighting in the Sewers apply to Board Two. The defending player places all cover. Cover may only be placed on Board 1 to the right of the dotted line. The sewer entrances on Board One (numbered from 1 to 7) are linked to their corresponding spaces (also numbered from 1 to 7) on Board Two. At the end of each round, the attacker rolls 3 dice for each of his units in the sewer. If a triple HIT is rolled, the unit is immediately ambushed by a rogue squad of Zombies. Do not add any Zombie units to the board. Instead, use the weapon line below to roll a single attack against the unit. The Zombies then disappear back into the darkness. The defender doesnt make this roll for his units; it is assumed that they know where the Zombies are and are able to steer well clear of them.
To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Hades * 9 snow terrain tiles (Original Core Set or Tile Pack) * 3 concrete terrain tiles (Original Core Set or Tile Pack) * 3D Structure (either from Operation: Zverograd or the Building Pack) * 1 Dust Tactics Playmat (available from www.dustgame.com) the Playmats can also be re-created using 6 standard tiles or 1 game poster * four ammo crates and four tank traps
objectives:
Starting with round 12, at the end of each round, each player rolls a number of dice equal to the number of units they have in play. The player who rolls the fewest HIT results chooses to either end the game immediately, or extend the game for an additional round.
Attacker: Break through the monasterys defenses! If you have at least one unit inside the structure at the end of the final round, you win the game. Defender: Defend the monastery at all costs! If the attacker has no units inside the structure at the end of the final round, you win the game.
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LOCATION 5: OLD TOWN (CONTROL PROVIDES 3 CP) CURRENT CONTROL: allies special rules: Chocking Smoke:
unit is unable to move due to being surrounded by terrain and/or other units, it loses its first action. The unit may spend its second action in any way it would normally be able to. The Chocking Smoke does not affect Walkers or fliers (including flying infantry), though units in smoke that are being shot at by Walkers and fliers still receive the benefits of the smokes cover.
After rolling for initiative but before the first activation of each round, place a smoke marker on the board for each blank rolled by each player. The player who rolled the most blanks places the first marker, with the players alternating smoke marker placement until all markers have been placed. Smoke markers must be placed adjacent to a rubble square or other smoke markers with no other placement restrictions (they may be placed onto squares occupied by units, crates etc). The effects of smoke are as follows: A unit in smoke receives soft cover, if the unit would already receive soft cover then the cover is upgraded to Hard cover. Smoke does not block line of sight in this scenario. A unit beginning its activation in a square with a smoke marker must spend its first action moving into an adjacent square. If a square without smoke is available, the unit must move into it. If no such square is available then the unit must move into an adjacent square with smoke. If the
Rubble squares:
The rubble squares represent the ruins of the buildings that once formed Old Town. It is not possible to move over these squares, unless the unit uses Jump or can fly. No unit may end its movement above a rubble square. Rubble squares do not block line of sight and never provide cover (this includes corner cover).
smoke markers on the board at the end of a round, the game is over. Add up victory points, the player with the most victory points wins. Optional Rules: None.
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objectives:
Central Hospital was the largest building in Zverograd and many parts remain standing. These intact portions are of great interest to all forces involved in the siege because of the remaining medical supplies. A few members of staff hid inside the building when the siege of Zverograd begun and these are now willing to treat any wounded soldier in return for food and protection, regardless of who the soldier fights for. It is not easy to defend the remaining structures of the building. Control of Central Hospital keeps changing, sometimes more than once on the same day.
end of round 8, calculate the total AP value of all your units that are still on the board. This is your Victory Points total. Units brought in as reinforcements do not count towards this total.
ble! At the end of round 8, calculate the total AP value of all your units that are still on the board and multiply this by three. This is your Victory Points total. Units brought in as reinforcements do count towards this total. The winner of this scenario is the player with the most Victory Points at the end of round 8.
special rules:
The defender places all cover. Cover elements can be placed anywhere on the board, apart from inside the structure. The structure is three stories tall.
To play the Dust Tactics Scenario for this location you will need a copy of:
* 9 Dust Tactics tiles - Either from the original Core Set or Tile Pack * six tank traps
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considered entry points for the Attacker. The defender will then have his deployment zone on the opposite side of the board.
The Airfield was the first location to fall in the Axis assault on Zverograd, the Airfield is now under complete Axis control. It is currently mainly used as an air drop zone. From the Airfield air dropped supplies can be moved quickly into the city over Red Bridge.
Objectives:
location notes:
This location will play a big part in Operation Icarus and we have plans for it during the second part of the Worldwide Campaign. For now the Axis only have to put up with small covert operations where the Allies and SSU are gathering information.
the end of round 8, the attacker has not managed to end a round with one of his units in your deployment area you win the game.
special rules:
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LOCATION 8: RED BRIDGE (CONTROL PROVIDES 7 CP) CURRENT CONTROL: THE AXIS Zverograds Red Bridge is a marvel of engineering that inspires pride in every SSU citizen who looks upon it. Its two-tier construction (roads for motor vehicles and pedestrians above, and metro tracks below) is proof that the architects and construction teams of the Soviet Union are among the finest in the world.
Control of Red Bridge is crucial to the Axis invaders, as they have to cross the bridge to reach Zverograd. The SSU and the Allies have turned each crossing into a deadly gamble, firing machine guns, sniper rifles, antitank weaponry and other ordnance at anything they see moving over the bridge.
Board: Maintenance Corridors represents narrow maintenance corridors that run along the underside of the bridge. The rules for Fighting in the Sewers apply to this area. Cover may only be placed on Board: Red Bridge. No cover may be placed on the bridge.
Optional Rules:
Zombie Infestation! and Trees. (List and details of all Optional Rules)
objectives:
Attacker: You must make a run for the other side of the bridge! If you have at least one unit within the defenders deployment zone at the end of any round, you win the game. Defender: Hold off the attackers advance! If the attacker fails to meet his objective by the end of round 8, you win the game.
Special rules:
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This scenario uses three boards at the same time. Board: Metro Tracks Beneath Red Bridge and Board: Maintenance Corridors use the rules for Underground Fighting. Metro entrances A and B on Board: Red Bridge correspond with the spaces labeled A and B, respectively, on Board: Metro Tracks Beneath Red Bridge. Sewer entrances 1 and 2 on Board: Red Bridge correspond with the spaces labeled 1 and 2, respectively, on Board: Maintenance Corridors. Board: Metro Tracks Beneath Red Bridge represents the metro tracks that run beneath the bridge. The rules for Fighting in the Metro apply to this area.
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LOCATION 9: NORTH BRIDGE (CONTROL PROVIDES 2 CP) CURRENT CONTROL: THE ssu
North Bridge and Red Bridge are the only crossings that pass over the Harbor, or the river that feeds it, for almost sixty kilometers. North Bridge is smaller and less grandiose than Red Bridge, nonetheless it is a crucial gateway into the city of Zverograd. Each of the three blocs (Allies, Axis, SSU) would benefit from controlling both of the bridges and not a single day passes without fighting taking place on and around North Bridge. For the Axis the bridge is a secondary way into Zverograd, for the Allies it will provide a new landing zone for troops and the SSU need control of North Bridge to slow the constant stream of reinforcements that their enemies are sending into Zverograd.
and B, respectively, on Board: Metro Tracks Beneath North Bridge. Sewer entrances 1 and 2 on Board: North Bridge correspond with the spaces labeled 1 and 2, respectively, on Board: Maintenance Corridors. Board: Metro Tracks Beneath North Bridge represents the metro tracks that run beneath the bridge. The rules for Fighting in the Metro apply to this area. Board: Maintenance Corridors represents narrow maintenance corridors that run along the underside of the bridge. The rules for Fighting in the Sewers apply to this area. Cover may only be placed on Board: North Bridge. No cover may be placed on the bridge.
Optional Rules:
Zombie Infestation! and Trees.
Special rules:
This scenario uses three boards at the same time. Board: Metro Tracks Beneath North Bridge and Board: Maintenance Corridors use the rules for Underground Fighting. Metro entrances A and B on Board: North Bridge correspond with the spaces labeled A
side of the bridge! If you have at least one unit within the defenders deployment zone at the end of any round, you win the game.
the attacker fails to meet his objective by the end of round 8, you win the game.
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community showcase
Axis gorilla unit converted and painted by: paul gayner
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LOCATION 10: soviet square (CONTROL PROVIDES 2 CP) CURRENT CONTROL: THE ssu
Intended to evoke Moscows Red Square, the Soviet Square ended up being derided as a cheap copy. However, its importance as a strategic location has been recognised by the Axis and they have made capturing it a priority. The vast open space of Soviet Square makes it impossible for infantry to get close and any vehicle is spotted from far away and a counter attack can be organised fast enough to protect any troops stationed on the southside of the park near the Caspian Sea. For the moment the Blue Line Metro entrance below Soviet Square is blocked but attempts have been made by all blocs to take the Square this way. special rules:
Death Zone! The whole area is a no-go for infantry. This means only vehicles (including aircraft) may be used in this scenario.
objectives:
one! Eliminate the enemy and secure Soviet Square. The winner of this scenario is decided by counting up the vp of destroyed enemy units at the end of round 8.
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LOCATION 11: great hotel of the red flag (CONTROL PROVIDES 3 CP) CURRENT CONTROL: THE ssu
Before the war, the Great Hotel of the Red Flag was famous throughout the USSR for its gigantic flagpole, which bore one of the largest Communist Party flags in the world. When the Siege of Zverograd started the defenders did not have enough time to remove the flag and it was captured by Axis forces when they entered the city. This event is still regarded as a great mark of shame by many SSU soldiers. The hotel has since been retaken by the SSU but the flag is still missing.
To play the Dust Tactics Scenario for this location you will need a copy of:
* 12 Dust Tactics tiles or 2 Dust Tactics Battle mats * Dust Tactics - Operation Hades * 3D structure from Operation Cerberus * 2 ammo crates
special rules:
Players must include a command squad or Hero* in their force. The 3D structure is 2 stories high.
objectives:
win the battle if your command squad or Hero* is inside the building at the end of round 8. If both players have achieved this then work out who won by counting up the Victory Points of destroyed enemy units. * If your force contains more than one hero then you are required to nominate one of them before the game starts. Only this hero will count for the objective.
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LOCATION 12: market square (CONTROL PROVIDES 2 CP) CURRENT CONTROL: allies
To play the Dust Tactics Scenario for this location you will need a copy of:
* 2 Dust Tactics Battle Mats (each mat can be created by using 6 tiles) * four ammo crates and four tank traps
The market square was bombarded in the early days of the invasion and nothing remains of the houses that stood round the square. The Allies have moved supplies into the tunnels that run under the square. These will be of great help when attacking the nearby Monastery.
special rules:
The ammo crates may be placed within the grey marked area.
objectives:
red is the objective and this is one of the doors leading into the tunnels under the market square. The player controlling the objective at the end of round 8 wins the game.
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special rules:
Players may only place cover elements in the grey shaded area.
objectives:
lighthouse! The square marked with red lines is the objective area (the door into the lighthouse is on this side. At the end of round 8, the player who controls the objective square wins the game. If neither player controls the objective, work out the winner by counting up Victory Points of destroyed enemy units.
To play the Dust Tactics Scenario for this location you will need a copy of:
* two Dust Tactics Battle Mats (each Battle Mat can be made from 6 tiles) * Dust Tactics - Operation SeeLowe * Dust Tactics - Operation Cyclone * four ammo crates and four tank traps
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www.swdustdevils.com
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LOCATION 14: the harbor (CONTROL PROVIDES 3 CS) CURRENT CONTROL: the ssu
The harbor of Zverograd was once a thriving port on the Caspian Sea. Now it has been almost completely cut off from access to the sea by the Axis who have mined the waters under Red Bridge. Despite this, the harbor warehouses are used by the SSU, who regained control soon after the Axis initial assault. These warehouses now hold many of the supplies used by the SSU forces in the city. Both the Allies and Axis are intent on capturing the harbor and secret missions are carried out to try and gain control of the warehouses. For the moment the only way to get close is by submarine but this limits the attacker in their choice of equipment.
Factory tile 9 is a building. If you look at the tile you can make out where the doors are. The attacker can not field any models that take up more than a single square and can not take any units that can fly.
objectives:
To play the Dust Tactics Scenario for this location you will need a copy of:
* two Dust Tactics Battle Mats (each mat can be made from 6 tiles) * Dust Tactics - Operation: Cyclone * Dust Tactics - Operation Seelowe * factory tile from the original core set or Tile Set
special rules:
The two squares with the ammo crates artwork in them are considered to have normal ammo crates in them for movement and shooting.
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LOCATION 15: old fisherman village (CONTROL PROVIDES 2 CP) CURRENT CONTROL: allies
The Old Fisherman Village is held by the 4th Allied Rangers Division, who have dug into various caves found in the hard rock along the coast. Allied cruisers on the Caspian Sea can reach the surrounding area so when under attack the Allies can call for bombardments. This makes a full scale attack on the village a dangerous prospect. For this reason small groups of specialists are called upon to try and infiltrate the village and retrieve information about deployment and troop movements.
Objectives:
worldwide campaign
damage as you can. If you have at least one surviving unit at the end of round 8, you win the game.
Optional Rules: None. To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Victory Bridge (Revised Core Set)
special rules:
In this game the Attacker may only field Soldier Hero units. The attacker may choose to start the game at night, in this case the Dim Light rules have to be used (Operation Hades, page 10).
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LOCATION 16: zverograd powerplant (CONTROL PROVIDES 2 CP) CURRENT CONTROL: THE ssu
defenses of the Powerplant. If you have at least one surviving unit on the objective area at the end of round 8, you win the game. The objective area is marked in red.
Zverograds Power Plant is arguably the most strategic asset in the city (apart from the Monastery, of course). It is the only source of power stable enough to reliably provide a measure of light to underground operations. There are a small number of maintenance corridors underneath the Powerplant and fighting has moved underground in the last few days. Just outside the main entrance to the Powerplant is a stairwell that leads to a metro station that never was connected to either of the excisting metro lines. The key to capturing the Powerplant seems to lie within this metro station.
location notes:
This location consists of two boards that together form a single scenario.
special rules:
Players only field soldier units on Board 2. Rules for Underground Fighting and Fighting in the Metro apply to Board 2. No terrain elements may be placed on Board 2 (ammo crates, tank traps). It is possible to blast gaps in the walls in order to enter the Powerplant. A wall square is considered T5 with 8 damage points. Once the wall has been breached, treat the gap as a normal square.
worldwide campaign
For this mission only, all attacking Soldier units are equipped with demolition charges. The soldiers in each squad are each equipped with one charge. These charges can only be used against walls and each charge does 1/2 against walls. Any Soldier unit that moves onto Board 1 by using the metro stairwell may move an additional square on the turn it emerges.
objectives:
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LOCATION 17: tractor factory (CONTROL PROVIDES 2 CP) CURRENT CONTROL: THE ssu
special rules:
The Tractor Factory was the symbol of the SSUs industrial might. During the initial invasion by the Axis the defenders held out long enough for the relieving SSU army to arrive from the north. The Tractor Factory has been transformed into a formidable SSU strong point in Zverograd. It is from here that all SSU supplies enter the city and all major offensives are coordinated. The remaining heavy machinery is now used to produce tanks and damaged walkers that make it back to the building are repaired. The factory building often comes under attack and for that reason most of the workshops have been moved underground to better protect the mechanics.
Players may only field soldier units in this scenario. Rules for Dim Light apply (Operation Hades, page 10).
Objectives:
Tractor Factory! If you have at least one surviving unit within the objective area (marked in red) at the end of round 8, you win the game.
the end of round 8, the attacker has no surviving units within the objective area you win the game.
Optional Rules: None. To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Blue Thunder or the Tile Set * four ammo crates and four tank traps
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LOCATION 18: central station (CONTROL PROVIDES 3 CP) CURRENT CONTROL: axis
A major transit hub, Zverograd Central Station was built to connect the city with the rest of Russia and, ultimately, the SSU as a whole. Of modern design, it was one of the most advanced rail buildings in the world before the fighting began. The Station featured multiple entrances to both the metro and the sewers, but it was bombed heavily during the early days of the invasion, the blasts creating gaping new access points in the buildings faade, while blocking old entrances with rubble. Tthese jagged openings are now used to launch surprise assaults on the defenders inside the Station.
The explosion will cave in the metro and the game result will be a tie rather than a win/loss, with no recourse to VP. A unit adjacent to the crates may pick them up by spending a single action. While they are carrying the crates they can commit no actions other than to move (they still get two actions and thus could move-move) or retaliate in close combat. If the entire squad is killed then place the crate in the tile they were occupying. The squad may also place the crates in any unoccupied adjacent square at the cost of a single action.
objectives:
location notes:
During the first part of the Siege of Zverograd Worldwide Campaign, the scenario is set in what remains of the west part of Central Station. In April we will move into the Eastern part of the building. This location consists of two boards that together make a single scenario.
ing to retreat and this fight will be to the death. The winner of this scenario is decided by counting up the vp of destroyed enemy units at the end of round 8.
Optional Rules: Zombie Infestation. To play the Dust Tactics Scenario for this location you will need a copy of:
* 2 Dust Tactics Battle Mats * tiles from the Original Core Set or Tile Set * Dust Tactics - Operation: Hades * large number of 3D structures from Operation Cerberus and Zverograd * 2 ammo crates
special rules:
The structures are one story high. If you do not own enough 3D structures to create all the building on the map, please feel free to substitute any buildings for terrain squares and perhaps some buiulding tiles from Operation: SeeLowe.
Rules for Underground Fighting and Fighting in the Metro apply on board two.
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LOCATION 19: railway yard (CONTROL PROVIDES 3 CP) CURRENT CONTROL: THE ssu
The Railway Yard isnt inside the city but it is still one of the most contested locations. One of the first locations to fall, it has since been recaptured by the SSU and now a handfull of soldiers hold their ground against wave after wave of Axis troops.
earn Victory Points for each enemy unit you destroy before the end of round 8. At the end of round 8 count up Victory Points, the player with the most points is declared the winner.
Optional Rules: None. To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Victory Bridge (Revised Core Set) * 2 ammo crates and 2 tank traps
special rules:
None.
Objectives:
Railway Yard. Any friendly unit that makes it onto the enemy deployment area is removed from the game and you earn double its AP in Victory Points.
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LOCATION 20: municipal zoo (CONTROL PROVIDES 1 CP) CURRENT CONTROL: allies
The cages are empty but that doesnt mean the animals are gone. Rumors are spreading of packs of wolves and escaped lions roaming the streets of Zverograd. There is even talk of Axis Gorillas joining forces with apes that have escaped from the zoo..
To play the Dust Tactics Scenario for this location you will need a copy of:
* Original Core Set or Tile Set * Dust Tactics - Operation: Hades * 2 ammo crates and 2 tank traps
worldwide campaign
special rules:
None.
objectives:
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LOCATION 21: botanical garden (CONTROL PROVIDES 1 CP) CURRENT CONTROL: THE ssu
The thicker vegetation in the Botanical Gardens precluded airdrops but the dense trees and shrubs provide plenty of cover in which troops can seek shelter. Airdropped troops who land in Zverograd Central Park have to make a dash over open terrain to get to the safety of the trees. The gardens are far from safe, as the limited visibility makes it ideal territory for ambushes. To make matters worse, the area is inhabited by dangerous wild animals that have escaped from the Manicipal Zoo. Rumors are spreading that a small group of renegade Axis Gorillas has made the Botanical Gardens their new home. This has not been confirmed by any official reports, released to date.
objectives:
tion.
Attacker and Defender: Eliminate all opposiThe winner of this scenario is decided by counting up the vp of destroyed enemy units at the end of round 8.
Optional Rules: Trees, Apes Gone Wild. To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Blue Thunder or the Dust Tactics Tile Set * Dust Tactics - Operation: Hades * two ammo crates and two tank traps
special rules:
None.
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worldwide campaign
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LOCATION 22: zverograd central park (CONTROL PROVIDES 1 CP) CURRENT CONTROL: THE ssu
Central Park was once a lush, green and quiet place where the citizends of Zverograd could go to relax and children could play. Not any more. Central Park has been turned into a battlefield and fighting has been fierce here from day one. It is the only downtown area where airdrops of men and supplies can be conducted with relative safety. Care must be taken with some of the larger trees, a minor inconvenience compared to the hazards posed by buildings in other locations. Landing in Central Park is one thing, finding a safe way out is another. The exit gates are well guarded to prevent newly airdropped troops from joining the fight in other locations of the city.
To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Blue Thunder or The Dust Tactics Tile Set * Dust Tactics - Operation: Hades * four ammo crates and four tank traps
special rules:
Securing the gates: To secure a gate, the attacking side needs to move onto one of the marked squares. The unit does not have to stop on the square, moving through the square is enough. The gate is then secured (the unit used chains to lock the gate) and the defender can no longer open it.
Objectives:
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sition! And protect the gates. As longs as at least one of the gates is open at the end of round 8, you win the battle..
LOCATION 23: city stadium (CONTROL PROVIDES 2 CP) CURRENT CONTROL: allies
The stadium is a convenient place to muster troops in preperation of large assaults. However it is almost impossible to defend because of the many exits and places for snipers to hide. The City Stadium changes hands on a daily basis.
special rules:
None.
objectives:
Attacker and Defender: The player controlling two of the three objectives at the end of round 8 wins the game.
Optional Rules: None. To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Blue Thunder (or Tile Set) * 2 ammo crates and 2 tank traps
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LOCATION 24: revolution Park (CONTROL PROVIDES 1 CP) CURRENT CONTROL: THE ssu
Before the war, the citizens of Zverograd would visit Revolution Park for all manner of activities. The most common, sunbathing or playing soccer. The SSU have been trying to build a small airfield in the middle of the park but so far attacks by enemy artillery have prevented this. Underneath Revolution park runs a maintenance tunnel connecting the Tank Factory to the Tractor Factory. The intial bombardments by the Axis have collapsed most of the tunnels but some sections are intact and often these are filled with building materials dating back to the construction of Zverograd.
tained action wins the battle. The game keeps going until one of the players has achieved the objective. If one side has no Soldier units left, the battle is over and that player has lost the battle.
To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Blue Thunder or the Dust Tactics Tile Set * Dust Tactics - Operation: Hades * four ammo crates and four tank traps
location notes:
This location consists of two boards that are used at the same time.
special rules:
Rules for Underground Fighting apply on Board 2 and only Soldier units may move between the two boards. Remember: Soldier units who are standing on the square marked 1 on either board can only shoot at and be shot by units on the same board. The only exception to this is if both units in question are standing on one of the squares marked with the 1. In this case those units may target eachother. It is possible for a unit to stay on top of the square marked 1 and in this case movement between the two boards is not possible.
worldwide campaign
objectives:
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LOCATION 25: tank factory (CONTROL PROVIDES 1 CP) CURRENT CONTROL: THE ssu
Before the Siege, the Zverograd Tank Factory held the SSUs record for producing the T-34 tanks used on the Eastern Front. These days little is left of the once proud building. Because of its vital role in the defence of Zverograd the Tank Factory was bombed many times in the opening days of the invasion and the few remaining workers have had to hide in the underground storage rooms under the ruins of the Tank Factory. The factory is no longer capable of making new tanks or walkers but its workers help to repair and maintain those returning from the front lines.
worldwide campaign
special rules:
Players may only field soldier units in this scenario. Rules for Dim Light apply (see Operation Hades, page 10).
objectives:
To work out your Victory Points total count up the AP of any friendly unit within the objective area at the end of round 8.
Optional Rules: None. To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Blue Thunder or Tile Set * 2 ammo crates and 2 tank traps
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worldwide campaign
LOCATION 26: gum (CONTROL PROVIDES 1 CP) CURRENT CONTROL: THE ssu
The GUM was the largest department store in Zverograd and is a much smaller replica of its counterpart in Moscow. Most of the shops have been plundered and are littered with empty shelves. Still small groups of soldiers may their way into the building in the hope of finding things they can trade with comrades.
To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Hades
special rules:
Players may only field soldier units in this scenario. Rules for Underground Fighting apply.
objectives:
Attacker and Defender: Both forces are using the tunnels underneath the old GUM building to get inside and look for supplies. The player with a unit on the objective square at the end of round 8 wins the game.
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LOCATION 27: memorial park (CONTROL PROVIDES 1 CP) CURRENT CONTROL: axis
This park predates the construction of Zverograd and was one of the most beautiful in the region. When the Axis advanced into the city, they turned the park into a heavily fortified camp. Rumors are spreading that a small group of renegade Axis Gorillas has made the Memorial Park their new home. This has not been confirmed by any official reports, released to date.
special rules:
None.
objectives:
tion.
Attacker and Defender: Eliminate all opposiThe winner of this scenario is decided by counting up the vp of destroyed enemy units at the end of round 8.
Optional Rules: Trees, Apes Gone Wild. To play the Dust Tactics Scenario for this location you will need a copy of:
* Dust Tactics - Operation: Blue Thunder or the Dust Tactics Tile Set * Dust Tactics - Operation: Hades * two ammo crates and two tank traps
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next issue
Next issue we will dive into the second part of the Worldwide Campaign. Part two of Inside Dust Studio From The Front Reports How2 Articles And we want to hear from you and how you have been participating in the Worldwide Campaign: The Siege Of Zverograd.
next issue - april 2013
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