Professional Documents
Culture Documents
VE
B
EX A
CL CK
US E
I R
CONTENTS
Operation Babylon . . . . . . . . . . . . . . . . . . . . . . . . . 1
Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Captured Walkers . . . . . . . . . . . . . . . . . . . . . . . . . 10
Introductions to Platoons . . . . . . . . . . . . . . . . . 12
Desert Sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Leopold (Trop) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Jagdluther . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Stummel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Knigslothar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
ALLIES
SSU
Allied Units
SSU Units
Quiet Jack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Machete Mack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Mustangs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Devil Dogs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Mavericks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Saints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Steel Marines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Mickey (Light) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Barking Dog (Light) . . . . . . . . . . . . . . . . . . . . . . . . 28
Devastator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Iosef Stalin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Red Banner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Ivan the Butcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Task Force Command . . . . . . . . . . . . . . . . . . . . . . . 56
Killers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Saboteurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Steel Wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Aleksei (Tsh) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Anatoly (Tsh) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
AXIS
Axis Units
Paolo Parente
Game Design by
Graphic Design by
Casey Davies
Sandstorms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Middle Eastern Terrain . . . . . . . . . . . . . . . . . . . . . . 66
Scenario 1: Outpost Whiskey . . . . . . . . . . . . . . . . . 67
Scenario 2: A Rude Sandstorm . . . . . . . . . . . . . . . . 68
Scenario 3: Bad Jump I . . . . . . . . . . . . . . . . . . . . . . . 69
Scenario 4: Bad Jump II: . . . . . . . . . . . . . . . . . . . . . 70
Scenario 5: A Mighty Bad Thirst . . . . . . . . . . . . . . 71
Scenario 6: The Search . . . . . . . . . . . . . . . . . . . . . . . 72
The miniatures depicted herein were designed and created by Dust Studio Ltd. Dust Tactics, Dust Studio Ltd, Dust
Studio logo and Dust Tactics logo are trademarks of Dust Studio Ltd. All rights reserved. All photos, illustrations,
characters, and text are copyright 2014 and are used, under license, by Battlefront Miniatures Ltd. No portion
hereof may be copied without the express permission of Dust Studio Ltd.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in
any form or by any means without the prior written permission of the publisher, nor be otherwise circulated in any
form of binding or cover other than that in which it is published and without a similar condition being imposed on
the subsequent purchaser.
Battlefront Miniatures Ltd, and Dust Studio Ltd 2014.
1
OperationBabylon.indb 1
27/05/14 5:10 PM
AXIS
Milan
Odessa
FAT H E R L A N D
B elgrade
CORSICA
I TA LY
Rome
SARDINIA
Sevastopol
Bucharest
S ophia
BLACK SEA
Naples
Istanbul
Palermo
Ankara
Athens
TURKEY
(NEUTRAL)
Tunis
TUNISIA
M E D I T E RRA N E A N
SEA
CRETE
CYPRUS
Beirut
LEBANON
PA L E S T I N E
T ripoli
Amman
Benghazi
Tobruk
Jerusalem
Alexandria
Cairo
TRANSJORDAN
NORDAFRIK A
L I B YA
EGYPT
NIGER
SUDAN
CHAD
2
OperationBabylon.indb 2
LIBER ATED
AFRIC AN
PROTEC TOR ATE
Khartoum
27/05/14 5:11 PM
Damasc
SSU
Rostov
Z verograd
MOTHERLAND
C A S PIA N
SEA
Baku
Tehrn
SYRIA
IRAQ
IRAN
B aghdad
Damascus
B abylon
INE
Basrah
Amman
NSDAN
ALLIED
PERSIAN
GULF
FREE TERRITORIES
TRUCIAL
COAST
Riyadh
GULF OF
OMAN
Muscat
OMAN
SAUDI
ARABIA
M ecca
RED
SEA
ADEN
3
OperationBabylon.indb 3
27/05/14 5:12 PM
Baghdad
4TH MARINE
DIVISION
Madain
Muhmudiyah
Azizyah
T ig r
Musayib
is R
ive r
Babylon
Numaniyah
Hillah
FALSCHIRM-FUSS-PANZERGRENADIER-DIVISION 1
ALBERT KESSELRING
K ut
FUSS-PANZER
GRENADIER DIVISION 15
Al Q asim
PANZER
DIVISION 21
Najaf
Al-Hay
D iwaniyah
Amar
13e DEMI-BRIGADE DE
LGION TRANGRE
Al-Hamzah
Rumaythah
Shatrah
Samawah
IRAQ
Nasiriyah
Chibayish
Suq Al-Shuyukh
K
4
OperationBabylon.indb 4
27/05/14 5:14 PM
Projekt Kraken
IRAN
Amarah
Projekt Kraken
E u ph r
ates Riv
er
ibayish
Al Shafi
2ND ARMOURED
BRIGADE
B asrah
K U WA I T
5
OperationBabylon.indb 5
27/05/14 5:15 PM
Operation Babylon
At 00:30 on April 27, the Fallschirmjger (paratroopers)
and Raketentruppen (rocket troops) and Panzerkampflufer
(Armoured Combat Walkers) of Fallschirm-Fuss-PanzerDivision 1 Albert Kesselring (1st Albert Kesselring Parachute
Foot-Armoured Division) assembled in full battle gear on
airfields south of Zverograd. Having been served a particularly fine dinner a few hours earlier, they knew that this was
the day. Whatever they had been training so hard for, was
going to happen now. Officers opened their sealed orders to
find that the whole division would be involved in Operation
Babylon, and that its objective was huge. The division would
have to take control of the triangle between Numaniyah,
Kut, and Al-Hayan area roughly 100 km by 50 kmas
the eastern flank of the invasion.
6
OperationBabylon.indb 6
27/05/14 5:15 PM
Operation Babylon
7
OperationBabylon.indb 7
27/05/14 5:15 PM
MERCENARIES
Mercenaries dont die...They just go to hell to regroup.
Even if the three large blocs control around 90% of
the planet, there are still a few countries that
have managed to remain outside this
unending war. Most of these are part
of the Neutral Nation Organization.
The inhabitants of these countries
try to live their lives as best as they
can, and do a little business on the
side, of course. This war draws a
lot of resources, and as such a lot
of money changes hands. What
better place to do business than
neutral ground?
Fielding Mercenaries
The war has run for a long time, and every army is short
of manpower. Sometimes the easiest way to gather the
strength they need for an operation is to hire it.
8
OperationBabylon.indb 8
27/05/14 5:16 PM
RANGE
3
1
C
1 22 21 11
2X SULPHUR JET
3X DEMO CHARGE
13 13 13 13 13 13 12 12 12 12 12
COORDINATED FIRE
MERCENARY
GRENADE
Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).
FLAME
MercenariesSisters of Demolition
SISTERS OF
DEMOLITION
OIN T
SISTERS OF DEMOLITION
9
OperationBabylon.indb 9
27/05/14 5:17 PM
Captured Walkers
When fighting at the end of an extended supply line, be it
in Mesopotamia, the Andes, or Antarctica, it is difficult to
get replacements for damaged and destroyed equipment.
Sometimes the best solution is to repair captured equipment and use that alongside your own.
10
OperationBabylon.indb 10
27/05/14 5:17 PM
Captured Walkers
11
OperationBabylon.indb 11
27/05/14 5:17 PM
PLATOONS
Military forces are usually organised into platoons and
companies allowing troops to train and fight alongside the
same soldiers, building trust and experience that boosts
their performance. Dust Tactics Battlefield allows you to field
platoons to take advantage of this synergy.
The diagram below explains the structure of a platoon and how to field it.
Platoon Advantages
Mercenaries in Platoons
The most common reason for hiring mercenaries is simply
a shortage of troops of your own. This is particularly a
problem when at the end of a long supply line, as most
forces in Iraq find themselves.
PLATOON LEADER
OR
Prinzluther
Prinzluther
Fox Cubs
COMBAT UNIT
COMBAT UNIT
Stummel
Sand Vipers
STUMMEL
SAND VIPERS
STURMLUTHER
AFRICAN LIONS
Typical Support
Sturmluther
SAND VIPERS
STUMMEL
STURMLUTHER
AFRICAN LIONS
TYPICAL SUPPORT
Platoon Advantage
African Lions
The NDAK Panzergrenadier Platoon is almost self-supporting with its mix of walkers and infantry,
with weapons capable of tackling almost any foe. Like the NDAK Grenadier Platoons, the Panzergrenadiere often field Heavy Grenadier Squads like the Desert Suns for extra firepower (mounted in
a Schtzenpanzerlufer of course), and are supported by anti-tank walkers like the Jagdluther.
36
12
OperationBabylon.indb 12
27/05/14 5:18 PM
Platoon Leader
13 Points
11 Points
6 Points
12 Points
5 Points
12 Points
Fox Cubs
African Lions
Desert Sun
Captured Pounder
Total
11 Points
5 Points
9 Points
16 Points
100 Points
Platoons
Combat Units
Support Units
13
OperationBabylon.indb 13
27/05/14 5:18 PM
Baghdad
IRAN
14th Marine
Rgt (Artillery)
4th Marine
Recon Bn
PzAufkl Abt AK
FPzAufkl
Babylon
Abt 33
Numaniyah
Kut
FPz Rgt AK
FPzGr
FPz Rgt 8
Hillah
FPzGr
Rgt 155
FPzGr
Rgt 2 AK
Rgt 1 AK
FPzPio Abt 1AK
Al Q asim
FPz Art
Rgt 33
Al-Hay
Diwaniyah
Najaf
Al-Shamiyah
Amarah
IRAQ
13e DBLE
Rumaythah
Shatrah
Samawah
Nasiriyah
Chibayish
Suq Al-Shuyukh
14
OperationBabylon.indb 14
27/05/14 5:20 PM
Fallschirm-Fuss-Panzergrenadier-Regiment 2 AK
FPzGr Rgt 2 AK:
(2nd AK Parachute Foot-Armoured Infantry Regiment)
AXIS UNITS
Fallschirm-Fuss-Panzer-Pionier-Abteilung 1 AK
FPzPio Abt AK:
(1st AK Parachute Foot-Armoured Pioneer Battalion)
Fuss-Panzer-Grenadier-Division 15
FPz Rgt 8:
Fuss-Panzer-Aufklrungs-Abteilung 33
FPzAufkl Abt 33:
(33rd Foot-Armoured Reconnaissance Battalion)
Panzer-Division 21
Pz Rgt 100:
RCT Jay:
Amarah
ALLIED UNITS
RCT Clyde:
ibayish
Al Shafi
1st Rifle Brigade
US MARINE CORPS IN
THE MIDDLE EAST
While in theory the Allied Bloc has eliminated the concept
of national armed forces, combining all of the member
countries armies into a grand Allied Army, the Allied
commanders recognise the value of traditions and esprit
de corps. One day perhaps, the Royal Marines and the US
Marine Corps will be combined into a new Allied Marine
Corps, but until then, the US Marine Corps remains.
B asrah
K U WA I T
15
OperationBabylon.indb 15
27/05/14 5:21 PM
PLATOON LEADER
OR
Machete
MACHETE MACK
Mustangs
MUSTANGS
COMBAT UNIT
COMBAT UNIT
Mavericks
The Saints
DEVIL DOGS
DEVIL DOGS
MAVERICKS
MAVERICKS
THE SAINTS
THE SAINTS
COMBAT UNIT
COMBAT UNIT
Steel Marines
STEEL MARINES
DEVIL DOGS
MAVERICKS
THE SAINTS
STEEL MARINES
MICKEY (LIGHT)
TYPICAL SUPPORT
The US Marine Corps believes in firepower at the lowest levels. They integrate heavy units like the
Steel Marines and medium tanks into their platoons, then back them up with even heavier firepower
from their heavy machine-guns and mortars. When they face a tough challenge, they call on weapons
like the M7D Devastator heavy assault walker and their own aircraft, principally the Stormstrike and
Thunderstrike of the P-48 Pelican-series.
16
OperationBabylon.indb 16
27/05/14 5:21 PM
Marines and SSU naval infantry. The only winners are the
local alligators, who now have much more food!
The SSU advance has cut the 6th MarDiv in half, split
between the eastern Burma and western French Indochina
where it fights alongside the Free French Foreign Legion.
Here, nature is sometimes more deadly than the enemy.
17
OperationBabylon.indb 17
27/05/14 5:22 PM
PLATOON LEADER
COMBAT UNIT
Devastator
Mavericks
PUNISHER
DEVIL DOGS
FIREBALL
MAVERICKS
DEVASTATOR
THE SAINTS
COMBAT UNIT
COMBAT UNIT
The Saints
Fireball
DEVIL DOGS
PUNISHER
MAVERICKS
FIREBALL
THE SAINTS
DEVASTATOR
TYPICAL SUPPORT
Heavy assault walkers are given the toughest tasks. As a result, they are given any support they
request, provided that it is available. Their assaults are often supported by M7C Long Tom II artillery
pieces and massed mortar fire, while heavy air strikes precede their advance.
18
OperationBabylon.indb 18
27/05/14 5:22 PM
Soon, all of the Western Powers were working on superheavy tanks. They knew the day would come when they
would land on the heavily-fortified beaches of mainland
Europe. Then there would be the attack on the German
Reich itself, encircled by very strong defensive positions.
The Allied needed heavily-armoured tanks with powerful
guns to breech these defences. Right from the start, the
Allied engineers were thinking big. The first results were the
American T28 Super Heavy Tank (really a turretless assault
gun) with its unusual double tracks to carry its weight,
and the British Tortoise Heavy Assault Tank (A39), also
without a turret.
The Allies received a second shock with their first encounters with Axis combat walkers and their ability to go almost
anywhere. The Allied engineers went back to their drawing
boards, planning what they would do once they had the VK
technology to do it. With the creation of the Allied Bloc,
the T28 and the Tortoise projects were eventually merged
and combined with captured VK technology to create the
M7 series of heavy assault walkers that we know today.
The first versions were deployed in France to try and stop,
or at least slow, the Axis counterattack after the Allied
defeat in the Battle of the Bulge. They couldnt change the
Allies fate, but these huge and powerful vehicles did earn
their place in the Allied arsenal. There are currently three
versions of heavy assault walkers in service in the Allied
armies: the M7A Punisher, the M7B Fireball, and the
latest, the M7D Devastator.
19
OperationBabylon.indb 19
27/05/14 5:22 PM
QUIET JACK
OIN T
QUIET JACK
MASTER SERGEANT
FRANK STONE, USMC
RANGE
A 1X .30 CAL MG
71 61 41 21 41 21
21 21
1X BARE KNUCKLES
21 21 11 11
HERO
Armour
Any Unit hit by Quiet Jacks .30 cal MG removes any Under Fire
tokens on it and gains a Suppression token if it does not already
haveone.
CHEAT DEATH:
as well as
NOTHINS EASY:
Any Unit Joined by Quiet Jack immediately removes all Under Fire and
Suppression tokens and cannot gain Under Fire or Suppression tokens.
20
OperationBabylon.indb 20
27/05/14 5:23 PM
GUNNERY SERGEANT
Q. MACK MACDONALD, USMC
OFFICER SCOUT
TRAIL BLAZER
EXPERT - BAR
41 31 21 11 21 11
1X PAIRED MACHETES
21 11
22 22 22 21
HERO
Hit on rolls of
as well as
EXPERT - BAR
OFFICER
May take Officer Special Actions to reactivate or rearm their troops, or call
in reinforcements.
SCOUT
Take March Move Action as first Action of game, leaving one further
Action for that Activation.
TRAIL BLAZER
Machete Mack and any Unit he Joins can move up to 50cm or 20 through
Terrain (rather than the usual 40cm or 16 limit) when performing a March
Move Action.
MACHETE MACK
RANGE
OIN T
MACHETE MACK
TACTICS
Mack (no one who knows is willing to reveal
what the Q stands for) has served with the famed
Colonel Chesty Puller since Guadalcanal. Its
from this legend that he learned how to lead. One
of the things hes learned is that a straight line isnt
always the shortest distance.
21
OperationBabylon.indb 21
27/05/14 5:24 PM
MUSTANGS
USMC COMMAND SQUAD
OIN T
MUSTANGS
RANGE
41 31 21 11 21 11
2X M4 .45 SUBMACHINE-GUN
51 41 31 21 31
71 61 41 21 41 21
12 12 12 11
21 11
2X SHOTGUN
5X MACHETE
COMMAND SQUAD
TACTICS
Mustangs might be officers, but they are Marines before
anything else, and every Marine is a rifleman. Officers and
NCOs of the Corps can fight as well as Marine under their
command. They are front-line soldiers who are not afraid to get
their hands, and their fatigues, dirty.
Marine command squads are heavily armed, ready to intervene
any time their boys get stuck. Their short-range firepower is
enough to overcome just about anything less than an armoured
walker or a fortified strongpoint.
22
OperationBabylon.indb 22
27/05/14 5:24 PM
RANGE
41 31 21 11 21 11
21 11
71 61 41 21 41 21
21 21
1X .30 CAL MG
1X M4 .45 SUBMACHINE-GUN
51 41 31 21 31
12 12 12 11
5X MACHETE
TACTICS
The Devil Dogs are among the two most common formation
found in the United States Marine Corps. The other one being
the Mavericks. They both emphasize mobility, while carrying a
lot of firepower. These squads pack quite a punch and can take
on almost any target, apart from heavily-armoured vehicles.
The Devil Dogs have learned the hard way against the soldiers
of the Imperial Japanese Navy that its best to overwhelm your
enemy whenever you can. The three BAR automatic riflemen
provide covering fire while the .30 cal get set up. When thats
done, theres not much that can withstand this amount of lead
flying around. At close range things get worse for the enemy as
the M4 submachine-gun adds its fire power as well!
DEVIL DOGS
OIN T
DEVIL DOGS
23
OperationBabylon.indb 23
27/05/14 5:25 PM
MAVERICKS
USMC RIFLE SQUAD
OIN T
MAVERICKS
USMC RIFLE SQUAD
MOVE AND FIRE
RANGE
41 31 21 11 21 11
5X MACHETE
21 11
12 12 12 11
TACTICS
Designed to be fired from the hip, the BAR allows the Marines
to keep advancing toward the enemy while shooting. The
Marines of a squad dont all shoot at the same time. While
some shoot others reload and move forward. Alternating fire
and movement like this to keeps the enemy under constant fire
as they close with the enemy.
This tactic also works well when combined with other units,
particularly the Devil Dogs. They set up their .30 cal and make
sure the enemy keeps his head down, while the Mavericks use
fire and manoeuvre to close with the enemy. Once the bullets
starts flying and theres not much the enemy can do.
24
Units Allied.indd 24
4/06/14 2:52 PM
RANGE
A 2X M4 .45 SUBMACHINE-GUN
51 41 31 21 31
71 61 41 21 41 21
3X SHOTGUN
13 13 13 13 13 13 12 12 12 12 12
12 12 12 11
5X MACHETE
TACTICS
Whenever something with a thick shell needs to be cracked
open, most of the time it means a fortified position, The Saints
are called in. But they are also of help when theres armour
to deal with and unfortunately no other option is available.
Attacking a vehicle at such close range is always a life changing
experience, provided that you survive of course. Most of the
decorations these Marines get are given posthumously, and they
have the highest ratio of Medal of Honor recipients among
Marine forces.
When their precious satchel charges are expended, and if The
Saints are still with us, they are still very efficient Marines that
have a brutal impact on the battlefield. They are issued short
range powerful weapons and of course their beloved machetes.
In any Marine force, theres roughly one Demolition Squad for
every two or three of Rifle and Fire Squads.
MavericksThe Saints
THE SAINTS
OIN T
THE SAINTS
25
OperationBabylon.indb 25
27/05/14 5:25 PM
STEEL MARINES
USMC HEAVY ENGINEER SQUAD
OIN T
STEEL MARINES
RANGE
A 1X M10 BAZOOKA
23 23 23 23 2 2 24 24 23 13 12
2X FLAMETHROWER
1
C
3X POWER DRILL
12 12 12 12 12 12 12 12 12 12 12
Armour
FLAME
GRENADE
Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).
CUTTING
TACTICS
Each battalion has a platoon of Steel Marines available to
support the rifle platoons whenever their presence will make a
difference. There arent enough XM-19 GAPA armour suits to
give every platoon a full-time Steel marines squad, although the
Corps is working on that. Compared with other Marines, these
guys are little slower, but the weaponry they bring along makes
up for showing up late!
26
OperationBabylon.indb 26
27/05/14 5:26 PM
RANGE
A 1X M1 75MM HOWITZER
8
8
1 1 14 13 13 12 12 11
1X .50 CAL MG
52 52 41 31 32 21 11
1X .30 CAL MG
71 61 41 21 41 21
GRENADE
TURRET
TURRET
22 22 11
FRONT
Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).
Crew: 3 (commander,
gunner/ loader, pilot)
Weight: 20.61 tonnes
Length: 3.84m (127)
Width: 2.16m (7 1)
Height: 4.95m (16 3)
Weapons: M1 75mm Howitzer
.50 cal MG
.30 cal MG
Armour: 51mm (2)
Speed: 32 km/h (20 mph)
Range: 300 km (185 miles)
MICKEY (LIGHT)
OIN T
MICKEY (LIGHT)
TACTICS
A versatile war machine, the M3A2 Mickey
(Light) can be found in any environment where
you find the Marine Corps. Its original purpose
was to support advancing infantry by knocking
out enemy strong points, and this is still the best
way to use it. Although it can take on any type of
target, even an aircraft with its .50 cal, the Mickey
really shines against enemy infantry in defensive
positions, a situation the Marines encounter daily.
The explosive shells of the deadly-accurate 75mm
howitzer mean that theres not much that can
protect soldiers from a Mickey.
27
OperationBabylon.indb 27
27/05/14 5:27 PM
OIN T
RANGE
12
1 4 4 4 45 44 24 23
1X .50 CAL MG
52 52 41 31 32 21 11
71 61 41 21 41 21
1X .30 CAL MG
TURRET
TURRET
22 22 11
FRONT
6.00
RELOAD
When this weapon performs an attack, remove the Units Loaded token.
This weapon cannot attack until the Unit regains its Loaded token by
performing a Reload Action.
Crew: 3 (commander/gunner,
loader, pilot)
Weight: 23.08 tonnes
Length: 4.03m (13 3)
Width: 2.78m (9 2)
Height: 4.32m (142)
Weapons: Six M40 Recoilless guns
.50 cal MG
.30 cal MG
Armour: 51mm (2)
Speed: 32 km/h (20 mph)
Range: 300 km (185 miles)
28
OperationBabylon.indb 28
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RANGE
3
FRONT
8 14 1 14 1 14 1 14 1 4 4 4 4 4 4 4 4 4 4 4 4 4 4
TURRET
1X TWIN .50 CAL MG
32 22 11
8 7 2 7 2 6 1 4 1 4 2 3 1 1 1
TURRET
1X TWIN .30 CAL MG
6 12 1 11 1 8 1 4 1 7 1 3 1
HUGE VEHICLE
DOZER BLADE
Take Dozer Special Action gain a Cover Save until vehicle takes a
Move or March Move Action.
SMOKE LAUNCHERS
Once per game, take Smoke Launchers Action to place Smoke on Unit.
PHASER
Targets get no Cover Save from this weapon (but may still have an
Infantry Save).
DEVASTATOR
OIN T
DEVASTATOR
29
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Baghdad
RCT
CLYDE
RCT
Musayib
JAY
RCT
TONY
PzAufkl Abt AK
FPzGr
Numaniyah
Rgt 155
Babylon
FPz Rgt AK
K ut
FPz Rgt 8
Hillah
FPzAufkl
FPzGr
Abt 33
FPz Art
Pz Rgt 100
Al Q asim
Rgt 1 AK
Rgt 33
FPzPio Abt 1AK
Al-Hay
FPzGr
Rgt 2 AK
666-ya OBrSpN
Al-Hamzah
2nd Rifle Brigade
3-ya Gv. OTBrSpN
Rumaythah
Shatrah
SSU UNITS
666-ya OBrSpN:
666-ya Otdelnaya Brigada Spetsnaz
(666th Separate Special Purpose Brigade)
30
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NEUE DEUTSCHES
AFRIKAKORPS
One of the most famous military units on the planet is the Neue Deutsche Afrikakorps (NDAK). Its predecessor, the
Deutsches Afrikakorps (DAK) nearly destroyed British power in North Africa in a lightning campaign under its equally
famous commander General Erwin Rommel, the Desert Fox. When the Deutsche Afrikakorps surrendered to Allied troops
in May 1943, the soldiers and officers who managed to escape swore to return to Africa one day. With the return of the NDAK
in September 1946 , their wish came true and now they are there to stay.
In 1940, the Italians in Libya launched a disastrous attack
on the British in Egypt that resulted in the loss of most
of their North African army along with much of Libya.
Worried about a potential Italian collapse, Germany formed
the Deutsches Afrikakorps (German Africa Corps) under the
command of General Erwin Rommel.
Earning the nickname The Desert Fox, Rommel retook
Libya in 1941, then in 1942, advanced to within 100 km
(60 miles) of the Nile River, threatening to cut the vital
Suez Canal and push on to take Britains Oil supplies in the
Middle East. The pivotal battles at El Alamein in late 1942
first halted, then reversed the Afrikakorps advance. British
and American forces landing in Morocco and Algeria to
the west sealed their doom, and in May 1943, the remnants
of the Deutsches Afrikakorps surrendered in Tunisia.
A few months after the defeat and surrender in North
Africa, the two key units of the Afrikakorps were resurrected, reformed around a core of veterans that escaped
across the Mediterranean Sea and wounded soldiers
returning to battle.
31
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32
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Getting their force there would have been nearly impossible without Projekt Kraken and two dozen large transport
submarines that has previously been used to transport raw
33
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PLATOON LEADER
OR
OR
Fox Cubs
FOX CUBS
COMBAT UNIT
COMBAT UNIT
Sand Vipers
African Lions
SAND VIPERS
SAND VIPERS
AFRICAN LIONS
COMBAT UNIT
TYPICAL SUPPORT
Desert Sun
DESERT SUN
THE PANZERS
FLAK BOYS
TOMMY COOKERS
AFRICAN LIONS
34
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NDAK Sturmgrenadiere
The Neue Deutsches Afrikakorps Sturmgrenadiere (Assault
Grenadiers) form the core of the Axis military presence on
African soil. Many are veterans of the original Deutsches
Afrikakorps, sworn to get revenge on the Allies for their
previous defeats. After three years of fighting in Italy,
holding back the Allied invasion of Europe, they are proud
to be the spearhead of the attack on Libya.
NDAK Weapons
35
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PLATOON LEADER
OR
Prinzluther
Prinzluther
Fox Cubs
COMBAT UNIT
COMBAT UNIT
Stummel
Sand Vipers
STUMMEL
SAND VIPERS
STURMLUTHER
AFRICAN LIONS
Sturmluther
African Lions
SAND VIPERS
STUMMEL
STURMLUTHER
AFRICAN LIONS
TYPICAL SUPPORT
The NDAK Panzergrenadier Platoon is almost self-supporting with its mix of walkers and infantry,
with weapons capable of tackling almost any foe. Like the NDAK Grenadier Platoons, the Panzergrenadiere often field Heavy Grenadier Squads like the Desert Suns for extra firepower (mounted in
a Schtzenpanzerlufer of course), and are supported by anti-tank walkers like the Jagdluther.
36
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There are three main mounts for this new breed of Panzergrenadiere. All of them are based on the same chassis,
called the Schtzenpanzerlufer, which can be translated as
Infantry Armoured Walkers.
37
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OIN T
RANGE
A 1X LASERPISTOLE B
11 11 11 11 21 11 11
11 11 11
HERO
Armour
OFFICER:
DESERT FOX:
GENERAL:
Rommel may take a free Officer Special Action (see page 94 of the
rulebook) each time he Activates and, if Joined to a Unit with an
Officer, rolls two dice when attempting Officer Special Actions.
LASER:
38
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RANGE
A 1X LUGER PISTOL
31 21 11
1X HYENA BITE
21
12 12 12 11
HERO
EXECUTION
Tina can take an Execute Special Action to eliminate one chosen Soldier
within Range 1 from a Unit (including a Hero) with a Stunned token.
FIRST STRIKE
INTERROGATE
OFFICER
GRAPPLE
OIN T
SAVAGE ANIMAL
as well as
39
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FOX CUBS
OIN T
FOX CUBS
NDAK COMMAND
GRENADIER SQUAD
COMMAND SQUAD
RANGE
A 1X MG 48
91 81 61 31 51 31
3X MP 46 SUBMACHINE-GUN
51 41 31
31
31 21 11
21
1X LUGER
31 21
COMMAND SQUAD:
TACTICS
Nicknamed the Fox Cubs for their mentor, the Desert Fox,
the Neue Deutsches Afrikakorps command squads are seasoned
veterans. They might still be quite young, but like every other
Axis officers, they have had plenty of occasions to gain solid
combat experience before getting their first command. And
these lessons were usually learned the hard way.
The Fox Cubs are themselves very capable soldiers and can
therefore reinforce any tactical weak point in their forces disposition if the need arises. They can deal with any type of threat at
a distance, unless it has heavy armour.
40
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SAND VIPERS
A 2X MG 48
91 81 61 31 51 31
31 21
41 31 21 11 21
21 11
TACTICS
The Sand Vipers are the most common of the Neue Deutsches
Afrikakorps infantry units along with the African Lions tankhunters, they form the bulk of NDAK infantry. Both are usually
found together as they complement each other very effectively,
combining anti-infantry and anti-tank weapons. Unhindered by
body armour, they move quickly, so theres not much these guys
cant do.
The veterans soldiers of the Sand Vipers know that firepower is
everything (along with a good reserve of water), so they make
sure they have plenty of both. Some of them fought in the original Afrikakorps and are all too familiar with the desert and its
traps. They try to pass on their knowledge and experience to the
new recruits who have recently joined the unit.
RANGE
OIN T
SAND VIPERS
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AFRICAN LIONS
NDAK TANK-HUNTER GRENADIER SQUAD
OIN T
AFRICAN LIONS
NDAK TANK-HUNTER
GRENADIER SQUAD
RANGE
A 5X MP 46 SUBMACHINE-GUN
51 41 31
31
14 14 14 14 1 1 1 15 14 14 13
GRENADE
Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).
TACTICS
Unlike many other forces where younger recruits are sent
forward and veterans stay in the rear, the Afrikakorps uses its
experienced soldiers differently. The veterans of the African
Lions tank-hunter squads are very often at the vanguard of any
troop movement, serving as reconnaissance troops if there are no
specialists available. Being out in front is also useful in that they
need to get close to use their can-openers on enemy walkers.
They are almost always supported by the long-range firepower
of the Sand Vipers battle squads. There arent many things in the
desert that can beat these two combined, except for the sun and
the lack of water or shade, of course.
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DAMAGE RESILIENT
FLAMMENWERFER 47: FLAME
RANGE
A 3X FLAMMENWERFER 47
DAMAGE RESILIENT
, a point
FLAME
Target Units get no Saves from this weapon. Units hit by this weapon
are automatically Suppressed.
TACTICS
Most heavy grenadier squads have their own troop transports,
mostly the Schtzenpanzerlufer VI-G Stummel, so they can
be quickly deployed wherever theyre needed the most. Even
if sometimes desert fighting implies longer ranges, being able
to mount a surprise attack at close range with these guys can
change the course of a battle.
DESERT SUN
OIN T
DESERT SUN
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LEOPOLD (TROP)
PANZERKAMPFLUFER II-C (FLAK)
OIN T
LEOPOLD (TROP)
RANGE
10 9 3 9 3 9 3 8 3 5 5 3 4 2 2 2 1 1
1X MG 44
6 7 1 6 1 4 1 3 1 4 1 2 1
1X MG 44
6 7 1 6 1 4 1 3 1 4 1 2 1
3
FRONT
43 33 22
FRONT
21 21
FRONT
Armour
ADVANCED REACTIVE FIRE
Crew: 1 (pilot)
Weight: 14.33 tonnes
Length: 4.13m (13 7)
Width: 3.65m (12 )
Height: 4.66m (15 3)
Weapons: Quad 3.7cm FlaKV43 guns
Two MG 44
Armour: 45mm (1.8)
Speed: 29 km/h (18 mph)
Range: 310 km (190 miles)
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RANGE
18
6
1X MG 44
1 2 2 2 25 24 14 13
71 61 41 31 41 21
Crew: 1 (pilot)
Weight: 44.08 tonnes
Length: 5.85m (19 3)
Width: 4.32m (14 2)
Height: 4.08m (13 5)
Weapons: Dual 7.5cm FpKZw guns
MG 44
Armour: 90mm (3.5)
Speed: 23 km/h (14 mph)
Range: 220 km (135 miles)
3
FRONT
FRONT
LeopoldJagdluther
JAGDLUTHER
PANZERKAMPFLUFER IV-A
(TANK HUNTER)
OIN T
JAGDLUTHER
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STUMMEL
OIN T
STUMMEL
SCHTZENPANZERLUFER VI-G
(CLOSE SUPPORT)
PASSENGERS (6) TANK RIDERS (6)
10.5CM KWK 46 GUN: GRENADE
RANGE
1X MG 44
1 1 1 14 14 13 13 12
71 61 41 31 41 21
71 61 41 31 41 21
3
FRONT
TURRET
21 21
1X MG 44
FRONT
1X TWIN MG 44Z
6 12 1 11 1 8 1 4 1 7 1 3 1
FRONT
LARGE VEHICLE
PASSENGERS (6)
if
GRENADE
Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).
Crew: 2 (commander/gunner,
pilot)
Weight: 29.72 tonnes
Length: 6.82m (22 4)
Width: 6.62m (21 9 )
Height: 4.70m (15 5)
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SCHWERER
PANZERKAMPFLUFER VI E (ROCKET)
DUAL NEBELWERFER 47
ROCKET LAUNCHERS: ARTILLERY
RANGE
4-14
6
1X MG 44
71 61 41 31 41 21
1X TWIN MG 44Z
6 12 1 11 1 8 1 4 1 7 1 3 1
LARGE VEHICLE
ARTILLERY
Crew: 3 (commander/gunner,
loader, pilot)
Weight: 74.75 tonnes
Length: 6.48m (21 3)
Width: 6.62m (21 9)
Height: 5.95m (19 6)
Weapons: Dual NW 47 rocket launchers
Three MG 44
Armour: 115mm (4.5)
Speed: 19 km/h (12 mph)
Range: 205 km (125 miles)
3
FRONT
TURRET
21 21
FRONT
StummelKnigslothar
KNIGSLOTHAR
OIN T
KNIGSLOTHAR
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Baghdad
RCT
CLYDE
Madain
Musayib
Azizyah
RCT
JAY
RCT
TONY
PzAufkl Abt AK
FPzGr
Numaniyah
Rgt 155
Babylon
FPz Rgt AK
K ut
FPz Rgt 8
Hillah
FPzAufkl
FPzGr
Abt 33
FPz Art
Pz Rgt 100
Rgt 1 AK
Rgt 33
PzJg Abt 200
Al Q asim
FPzGr
Rgt 2 AK
D iwaniyah
13e DBLE
2nd Rifle Brigade
666-ya OBrSpN
Al-Hamzah
SSU UNITS
Samawah
666-ya OBrSpN:
666-ya Otdelnaya Brigada Spetsnaz
(666th Separate Special Purpose Brigade)
Chibayish
Suq A l-Shuyukh
48
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SSU
SPETSNAZ
OPERATIONS
Gds
For quite some time now the Sino-Soviet Union has tried
to get a foothold in the area. The situation of the Red Army
in the Caucasus is dire with Zverograd barely holding out.
Resupplying the forces there across the Caspian Sea is
becoming increasingly difficult between attacks by the new
Axis jet aircraft and Allied patrol torpedo boats. If the SSU
could open a new front in the Middle East, it would relieve
some of the pressure on the Caucasus, especially if it could
be done with special forces rather than a large army.
Through its colonial empire and strong regional ties developed over the last century, the Allied Bloc dominates the
whole Middle East, and they intend to keep it that way.
Although the discovery of VK has changed forever how war
machines are built and powered, the trucks and ships that
supply them still run on oil. Loosing the oil of Iran and the
Arabian Peninsula is unthinkable for the Allies. Likewise,
the Suez Canal remains the fastest route from the Atlantic
Ocean to resources of India and the Far East. While the
Axis landings in Libya and the strong SSU presence in
Eastern Africa have temporarily closed this route to most
shipping, it remains a key long-term asset.
Chibayish
49
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PLATOON LEADER
OR
Red Banner
RED BANNER
COMBAT UNIT
COMBAT UNIT
Killers
Saboteurs
COMBAT UNIT
COMBAT UNIT
KILLERS
KILLERS
SABOTEURS
SABOTEURS
Aleksei
Anatoly
KILLERS
KILLERS
SABOTEURS
ALEKSEI (TSH)
ANATOLY (TSH)
SABOTEURS
ALEKSEI (TSH)
ANATOLY (TSH)
TYPICAL SUPPORT
Spetsnaz forces operate far behind the front lines, despite this they have a remarkable ability to
infiltrate an amazing variety of weapons, up to and including heavy tanks. They also rely heavily on
air support from aircraft like the Mi-47A Striker anti-tank helicopter.
50
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51
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PLATOON LEADER
PLATOON LEADER
COMBAT UNIT
Iosef Stalin
Karl Marx
IOSEF STALIN
IOSEF STALIN
IS-5C
IS-5C
KARL MARX
KARL MARX
LAVRENTIY BERIA
LAVRENTIY BERIA
IS-48A
IS-48A
IS-48B
IS-48B
TYPICAL SUPPORT
A Heavy Breakthrough Tank Platoon doesnt need much support, just plenty of tanks! That being
said, they usually go into action supported by infantry to protect them from tank-hunter teams and
mop up opposition in the wake of the heavy tanks. The IS-5A Mao Zedong anti-aircraft tank and
IS-5B Vladimir Lenin artillery tank advance alongside the tanks giving them fire support.
52
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RANGE
12
2
6
2 1 1 1 1 16 15 15
1X ATO-45B
52 52 41 31 32 21 11
1X REAR DSHK 12.7MM
TURRET
TURRET
FRONT & TURRET
22 12 11
TURRET
31 31 21 11
LARGE VEHICLE
DAMAGE RESILIENT
Roll a die for each point of Damage done to this vehicle. On
a point of Damage is cancelled.
This vehicle can carry Passengers on its outside. Tank Riders can use
Close-Combat Weapons.
For each Hit on the vehicle, the owning player rolls one additional die.
On a , one Passenger of their choice is eliminated.
TRACKED
GRENADE
Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).
FLAME
IOSEF STALIN
OIN T
IOSEF STALIN
53
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RED BANNER
OIN T
RED BANNER
PODLEYTENANT
VASILIY KIRITCHENKO, SPETSNAZ
FOLLOW ME OFFICER
RED BANNER
RANGE
A 1X AK-45
41 31 21
1X MACHETE
21
21 11
12 12 12 11
HERO
Armour
FOLLOW ME
Can take a Follow Me Special Action once per turn. All friendly
Infantry Units with Armour 1 or 2 within Range 2 (20cm or 8) and in
Line of Sight roll a die. On a they take an immediate Move Action
with a Move rating of 2.
OFFICER
RED BANNER
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A 1X DSHK 12.7MM MG
52 52 41 31 32 21 11
1X PAIRED MEAT CLEAVERS
22 12 11
23 23 13 12
HERO
BERSERK:
When Ivan hits with a Meat Cleaver, roll again scoring another hit on
. Continue rolling until fail to hit. Does not apply to Units Joined.
CHARGE:
as well as
TACTICS
Although the Spetsnaz are an elite special force whose members
usually keep a level head, they are trained by some of the
harshest men on the planet. Sergeant Popov is one of them.
Now that hes in the front line, hell show them how to achieve
the impossible. Theyre having a rough time with him, but he
always gets the job done.
Serzhant (Sergeant) Ivan Popov joined the revolutionary Red Army 27 years ago at the age of 17.
Since then, he has fought White Russians, Finns,
Germans, and Americans. He has been part of
every war the Soviet Union has been involved in
for almost three decades.
RANGE
OIN T
55
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OIN T
TASK FORCE
COMMAND
RANGE
A 1X DPM MG
21 21
41 31 21
21 11
21
1X SULPHUR JET
1
C
71 61 41 21 41 21
3X AK-45
5X MACHETE
12 12 12 11
COMMAND SQUAD
FLAME
Target Units get no Saves from this weapon. Units hit by this weapon
are automatically Suppressed.
TACTICS
Like most GRU Spetsnaz formations, task force commands
prefer to engage the enemy at very close range. That way no
one escapes and there are no survivors. Hence the presence of a
flame-thrower in the unit, a great tool for cleaning up after the
mission is done. The Spetsnaz command groups also make good
use of the iconic machete that all members of this elite force are
issued with.
56
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RPG-1: GRENADE
SULPHUR JET: FLAME
RANGE
A 1X DPM MG
71 61 41 21 41 21
21 21
41 31 21
21 11
3X AK-45
21
2X RPG-1(LIMITED AMMO)
14 14 14 14 1 1 1 15 14 14 13
1X SULPHUR JET
1
C
5X MACHETE
12 12 12 11
GRENADE
Target Infantry get no Cover Save from this weapon (but still have an
Infantry Save).
FLAME
Target Units get no Saves from this weapon. Units hit by this weapon
are automatically Suppressed.
TACTICS
Theres honestly not much a Spetsnaz kill squad cant accomplish by itself. These men are trained for and put in a unit that
can truly kill, destroy and maim anything that might cross their
path. For those who know such things, and survived to tell the
tale, there arent many things worst than the Killers.
These guys dont mix with the regulars. They attract too much
attention. The Spetsnaz prefer to operate quietly, killing before
the enemy even knows they are in trouble.
KILLERS
OIN T
KILLERS
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SABOTEURS
SPETSNAZ SABOTEUR SQUAD
OIN T
SABOTEURS
RANGE
A 5X AK-45
41 31 21
21
13 13 13 13 12 12 12 12 12 12 12
12 12 12 11
21 11
5X MACHETE
Armour
TACTICS
The Spetsnaz saboteur squads are called in when something big
needs to blow up. Whether its a vehicle or a building, a bridge
or a railroad, the Saboteurs will do the job.
For stealth reasons, they prefer to work alone or with the Killers.
They are much more flexible than their Kill Squad comrades,
however, and know how to adapt the plan, or the absence of it,
much quicker.
There arent many officers who dont like to have a bunch of
these guys around. They make any attack so much easier. Whatever the mission is, a raid, an ambush, an assault, when a large
part of the enemy setup blows up before you act, you have a
clear advantage.
58
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STEEL GUARD
FIRE SUPPORT SQUAD
STEEL GUARD
RANGE
52 52 52 41 32 32 21 11
22 22 11
72 72 51 41 42 31 11
32 22 11
12 12 12 12 12 12 12 12 12 12 12
STEEL GUARD
Steel Guard never has a Cover Save, but always passes their Infantry
Save on a roll of as well as . Only a Steel Guard Hero may Join a
Steel Guard Unit.
TACTICS
There arent many things worse in combat than to face a bunch
of Steel Guards, whether youre an infantryman or the pilot
of a walker or a tank. You know then that you are at a crucial
moment of your life.
But there is thing even worse to deal with: Steel Guards that
are former Spetsnaz! These guys are usually teamed with their
former units, from whom they understand the tactics, the
need for stealth and then suddenly violent but brief action.
Other Steel Guards units sometimes have trouble mixing with
Spetsnaz forces, as their employ and their role on the battlefield
is so different. The Steel Wall doesnt have this problem.
The soldiers of the Steel Guard are battle hardened veterans who have been gravely wounded
in combat. These guys now have the chance to
fight again, thanks to the latest Sino-Soviet
Union technology for human enhancement. Their
broken bodies are placed into a steel sarcophagus,
which becomes their sanctuary. It keeps them
alive and most of all, keeps them fighting for
the Motherland.
SaboteursSteel Wall
STEEL WALL
OIN T
STEEL WALL
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ALEKSEI (TSH)
KV-47K (TSH), LIGHT GATLING WALKER
OIN T
ALEKSEI (TSH)
KV-47K (TSH),
LIGHT GATLING WALKER
AIRMOBILE
DAMAGE RESILIENT
SMOKE LAUNCHERS
RANGE
10 5 2 5 2 5 2 4 2 3 2 3 2 2 1 1 1
1X DSHK 12.7MM
6 5 1 5 1 4 1 3 1 3 2 2 1 1 1
3
FRONT
32 22 11
FRONT
22 12 11
Armour
AIRMOBILE
DAMAGE RESILIENT
, a point
SMOKE LAUNCHERS
Once per game, take Smoke Launchers Action to place Smoke on Unit.
Crew: 1 (pilot)
Weight: 11.4 tonnes
Length: 2.88m (9 6)
Width: 3.45m (11 4)
Height: 3.55m (11 8)
Weapons: Dual 23mm Maxim Gatling
DShK 12.7mm MG
Armour: 30mm (1.2)
Speed: 30 km/h (19 mph)
Range: 460 km (285 miles)
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KV-47L (TSH),
LIGHT TESLA WALKER
RANGE
31 31 31 31 31 31 31 31 31 31 31
51 51 41 31 31 21 11
1X DSHK 12.7MM
3
FRONT
FRONT
22 12 11
ANATOLY (TSH)
OIN T
ANATOLY (TSH)
Armour
AIRMOBILE
DAMAGE RESILIENT
, a point
SMOKE LAUNCHERS
Once per game, take Smoke Launchers Action to place Smoke on Unit.
SALVO
TESLA
Place Stunned token on Unit hit by this weapon. Unit must take
a Nothing Action as its first Action next Activation, removing all
Stunned tokens.
TACTICS
The Anatoly is a great companion to the Aleksei.
These two walkers are like brothers on the battlefield. Anatoly takes care of anything with armour,
while his brother, Aleksei, tackles everything
without. Theres not much that can face these two
walkers when they fight together.
Crew: 1 (pilot)
Weight: 10.53 tonnes
Length: 3.45m (11 4)
Width: 3.26m (10 9)
Height: 3.55m (11 8)
Weapons: Dual light Tesla gun
DShK 12.7mm MG
Armour: 30mm (1.2)
Speed: 32 km/h (20 mph)
Range: 485 km (300 miles)
61
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Crew: 1 (pilot)
Weight: 11.4 tonnes
27/05/14 5:42 PM
OPERATION BABYLON
BATTLEFIELDS
You can play Operation Babylon using the Dust Tactics rules (found in the Starter Sets and in
the full Dust Tactics rulebook) or using Dust Tactics Battlefield (found in the full Dust Tactics
rulebook). Whereas Dust Tactics uses the gridded game boards included with Operation
Babylon, Dust Tactics Battlefield is the same game played on a gaming table with
three-dimensional terrain. It uses the same miniatures, rules, dice, and unit
cards as Dust Tactics, so if you know how to play Dust Tactics, you know
how to play Dust Tactics Battlefield.
Dust Studios Premium Range, and Gale
Force Nines Battlefield in a Box range
are great sources of readymade and pre-painted
terrain for your games,
allowing you to set up
a battlefield and get
started straight away.
62
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If you want ideas on the terrain of Mesopotamia in central Iraq, its a good idea to have a
look at photographs and maps on the Internet. Google Maps gives great aerial photographs
of the area and has great photographs of the ruins and archaeological sites that are the
focus of many of the battles in Operation Babylon.
Visit the Operation Babylon resources page at www.Dust-Tactics.com for photographs and
links to get you started.
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SCENARIOS
SCENARIOS
This is where history stops and the story begins! Operation
Babylon has started, troops are on the ground, time to play
to figure out the outcome of all these battles!
Prior to the launch of Operation Babylon itself were a
couple of significant engagements between the various
forces in the region. These battles sparked a series of events
that made all the major players in the area aware that
something big was up. The first two scenarios below reflect
these events, although they are just a couple of examples
of the countless small battles that happened in the lead-up
to Operation Babylon. The remaining four scenarios cover
some of the events of the first phase of Operation Babylon
itself. This is when the real battles began.
The SSU forces in Iraq went onto high alert the moment
the Axis attack began. The Soviet leaders were caught by
surprise, but quickly realized that if the Axis was here, then
there was much more than oil to be found
Theres nothing that the SSU loves more than Allied and
Axis soldiers fighting each other, after all its the perfect
time to advance your own agenda. Spetsnaz groups left the
relative safety of the secret hideouts and upped the tempo
of their operations. While some units were tasked with
finding out what was going on, others simply raided both
sides to stir up trouble!
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Sandstorms
Any place with a desert climate makes for one of the
toughest environments an army can fight in. To make
things worse, Iraq suffers from the Shamal, brutal sandstorms blowing from the north west all the way to India.
The Sandstorms rules below reflect the difficulties in
fighting while the Shamal is blowing. As usual when using
these special rules, make sure that every player involved
in the game knows about it and is happy to add it to
their game.
Sandstorm begins
Sandstorm ends
ScenariosSandstorms
Moving in a Sandstorm
When the Sandstorm ends, the weather stays clear for the
whole round and next round does the player who wins the
Initiative rolls again to see if it begins once more.
Visibility in Sandstorms
IOSEF STALIN
SABOTEURS
ANATOLY
1
STEEL WALL
1
BARKING DOG
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Irrigation Canals
Irrigation Canal
Bridges
Palm Trees
Bridge
Palm Trees function exactly like any other Trees. Units can
move through Palm Trees. Like other Trees, Palm Trees
block Line of Sight and provide Cover for miniatures in the
same square.
Ruined Pillars
Palm Trees
Ruined Walls
Ruined Pillars
Objectives
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Attacker:
150
POINTS
Defender:
115
POINTS
Game Board
Additional Terrain
Deployment
Game Length
Time Limit:
6
TURNS
Sandstorm Risk:
M
MEDIUM
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Game Board
Deployment
The Attacker wins the game if they have destroyed all of the
Defenders Units by the end of turn 4.
The Defender wins if they still have at least one Unit on
the battlefield at the end of round 4, when the rescue
force arrives.
Game Length
Attacker:
Defender:
150
100
POINTS
POINTS
Time Limit:
4
TURNS
Sandstorm Risk:
H
HIGH
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Defender
Attacker
Defender
Attacker
Attacker
Defender
Defender
Attacker
Defender
Attacker
Attacker
Defender
Game Board
Attacker
Defender
Additional Terrain
Both players roll for Initiative. Starting with the player that
won the Initiative, each player places one Bridge square on
any Irrigation Canal square, then each player places two
Ammo Crates anywhere on the board.
Deployment
Both players roll for Initiative. Starting with the player that
won the Initiative, the players take turns at placing their
Units in their Deployment Area as shown by the coloured
areas on the map.
Objectives
Defender
The player that has eliminated the most Army Points from
the enemy force (including those eliminated by the Shamal)
is the winner.
Game Length
Defender:
135
135
POINTS
POINTS
Time Limit:
4
TURNS
Sandstorm Risk:
N
NONE
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Attacker
Deploys Here
Attacker
Deploys Here
Attacker
Deploys Here
Attacker
Deploys Here
Attacker
Deploys Here
Game Board
Additional Terrain
Deployment
Objectives
The Attacker must have at least one Unit left at the end of
round 3. If they manage to do so, they win the game.
The Defender must eliminate all of the Attackers Units
before the end of round 3 to win the game.
Game Length
Attacker:
Defender:
100
135
POINTS
POINTS
Time Limit:
3
TURNS
Sandstorm Risk:
M
MEDIUM
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Attacker:
100
POINTS
Defender:
85
POINTS
Game Board
Deployment
Objectives
Game Length
Time Limit:
4
TURNS
Sandstorm Risk:
H
HIGH
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Attacker:
Defender:
165
165
POINTS
POINTS
Game Board
Deployment
Objectives
+
6
TURNS
Time Limit:
Sandstorm Risk:
M
MEDIUM
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