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editorial
When we first started putting this little
fanzine of ours together, I decided that we
needed a barometer by which to measure
success. After all, if no one were reading
it, then there wouldnt be much point in con-
tinuing to bang it out. I decided that 500
unique downloads would be a success, and
that we would continue work if we received
that many. I was really hoping for 750.
Instead, the magazine had thousands of
unique downloads. Im sure some of it was
just curiosity to see what it was and Im
sure some of it was just housewives looking
for cleaning tips (who I am sure were quite
confused), never-the-less, it was more than
enough to keep us going.
What surprised me most was the truly inter-
national nature of the readership. Being that
we publish in English I figured readership
would be entirely within the English speak-
ing parts of the world with a few oddball
exceptions. I was quite wrong on that ac-
count. Poland, Germany, France, and Ar-
gentina were just some of the countries that
registered with us. That got me to thinking
about what the Dust scene is like in other
parts of the world, and in some cases, how it
even got started there.
Which, is how I got onto the idea of Spot-
lighting Argentina. Ignacio Brizzio hails
from Argentina and has been representing
Dust since day one. They have
hosted Dust Days and tournaments
with larger turnouts than weve had
here in the states and have done
themselves and the hobby proud.
In this months Spotted, Brizzio
gives us the genesis of Dust in Ar-
gentina and gives us a look at some
of its clubs. If you have an active,
enthusiastic Dust scene in your part
of the world, wed love to see it.
Who knows, maybe well feature it
here in Spotted.
submissions
We have received many submissions, many
of which are better than what we were com-
ing 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 else-
where prior to publishing in Dust Chroni-
cles. Doing so will disqualify it from inclu-
sion, 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 up-
coming 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-by-
step with accompanying pictures).
If you have ideas for submissions that dont
fit the current layout of the magazine sub-
mit 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 magazine, please submit your content
30 days prior to the date of publishing. The
next issue will be December and so content
needs to be submitted by November 1st.
Decembers theme will be
winter and armor.
Submit articles, communica-
tions and complaints to dust-
fanzine@hotmail.com
Editor-in-chief
Patrick D
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dust chronicles - issue 2
table of contents:
Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02
Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03
Spotted!: Argentina Dust League . . . . . . . . . . . . . . . . . . 04
The Zombie Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 07
How2: Building Juan Zanettas Zombies . . . . . . . . 08
Dust Warfare Zombie Scenario . . . . . . . . . . . . . . . 11
How2: Paint Zombies . . . . . . . . . . . . . . . . . . . . . . . 13
Failsafe Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Tactical Corner: Zombies, Apes And Rocket Men . 18
How2: Woods In The Fall . . . . . . . . . . . . . . . . . . . . . . . . 22
Rosies Scrapyard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
How2: Paint Autumn Camouflage . . . . . . . . . . . . . . . . . . 36
Dust On The Internet . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
How2: From The Box To Battle (Axis Walkers) . . . . . . 40
From The Front: Warfare Battle Report . . . . . . . . . . . . . 42
How2: Make Swamps . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
The Waking Bear - Part 2 . . . . . . . . . . . . . . . . . . . . . . . . 56
How2: Trench Bases . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Operation: Coldsnap - Custom Dust Tactics Campaign . 68
How2: Quick And Effective Basing . . . . . . . . . . . . . . . . 72
From The Front: Tactics Battle Report . . . . . . . . . . . . . . 74
Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Grenadier X: Patrick Doty
Totenmeister: Floris Hussaarts
Axis Zombies: Jason McFarland, Lee Langston, Ignacio Brizzio, Steve Slaughter,
John Sisk, Rick Ivansek, Rob Hearn, Kenneth RB Chipman, Vit Nguyn
Super Zombies: Paolo Parente, Olivier Zamfirescu

Cover Illustration by: Floris Hussaarts, based on work by Paolo Parente
Names and artwork are 2012 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 without permission.
This magazine is unofficial and is not endorsed by Dust Ltd. and/or Fantasy Flight Games Ltd.
We do our best to assure www. links are correct but do not take responsibillity for the content of web pages
this magazine links to.
4
spotted!:
argentina dust league
So, I bet many of you are wondering right
now: what the hell is the Argentina Dust
League, and how did it get to DC chroni-
cles? Well, its a simple but, at the same
time, long story...one of the main reasons
why you find it here today. So lets start
with the beginning.
First of all, its good to point out that we
have a fairly strong wargame/hobby/geek-
in-general scene here in this country, even
though were pretty far away from where
everything happens. Like in most places,
its usually dominated by the big industry
games (you know the ones).
So it all started back in the last quarter of
2010 when I first got a glimpse of Dust Tac-
tics, and Paolos work in general. By read-
ing the rules from FFGs website I wasnt
much attracted to the game, but pics of the
great Recon Grenadiers and Pounder/Mick-
ey were enough to lure me into the trap! I
went over to one of the few LGS and asked
the fellow to order me the magic box (oh
yes, Im talking about the original core set,
gentlemen).
In early 2011 the box arrived and with that
came some demos with friends (even my
dad!), and players at wargaming clubs. I
also started a thread about the game and
everything related to it on our local war-
gaming forum (one of the biggest in Span-
ish speaking world). It rapidly turned into
an epic thread with many posts, views and
an overall conversation about the game and
PPs universe (it grew so much that it even
showed up on top of the official website in
spanish search engines!). Thanks to this, I
eventually got in touch with a couple more
local players who also had bought it, and
also the ones who eventually did.
General interest in the game increased, as
well as the idea of doing a fan-made transla-
tion of the rulebook, and I started to ponder
creating a blog dedicated to the game for
spanish-speakers.
So at this point, there was a completely un-
planned event that supped things up...I re-
ceived a present along with a small order I
made directly with Dust Studio: a copy of
Dust Wars #1 autographed by Paolo. I al-
ready had a high opinion of Dust Studios as
a company, since they had a great response
in the past when a package got lost, but the
gesture only made my affection for them
grow higher. I wanted to contribute some-
how to their creative process, so I mentioned
the local project of translating the rules, and
my idea for the spanish blog, to Clement
Boen (DS customer support). When I got
back home that afternoon, I found a reply
from Paolo himself, encouraging me and
offering to help or support with anything
needed! Needless to say, from that moment
on I became a first line Dust Studio support-
er, not because the great games and minis
they produce, but for their excellent human
quality and the love they profess to their
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work. The blog came to light short after and
achieved great success, spreading the game
even more, which led to the completion of
our fan-made translation and the creation of
our own exclusive section in the forum.
Next step was to organize a get-together,
and that was how Dust-Day was born.
You can read more about that story in
the spotlight that FFG published (http://
www.fantasyflightgames.com/edge_news.
asp?eidn=2950).
I shared the idea with the international com-
munity via social networks, and it kicked
in, with groups from the U.S. (Arizona and
Washington states) celebrating their version
of the event. Also Dust Studio themselves
used the name and logo for their official
tournament in France this year!
Since all of that happened in less than six
months, the momentum that built up was
huge and the number of players keeps grow-
ing by the day thanks to it, other initiatives
that followed...
Due to Dust Studios support, this year I was
able to start distributing the game on a local
level via FFG, and, though this means that I
play much less than I used to or would like,
it made it possible for newcomers to find
the game readily available and at discount
prices never offered before in our country.
This led up to creating the Argentina Dust
League (https://www.facebook.com/group
s/214744728645257/), in line with the Dust
World League project. An overall national
network of clubs and players, debuted in the
local Regional Championship, were we ran
FFGs official tourney with a turnout of 24
players. Currently, were planning on Dust-
Day 2012, and creating other ways to en-
courage both the game and the community
itself (e.g. a yearly subscription that enables
a lottery, an ongoing leaderboard, a printed
bulletin, etc.).
Speaking of the local community, there is
one gaming group, that deserves a special
mention given their initiative and first-hour
support of the League: the Dust Tactics Se-
cret Society (abbreviated SSDT in Span-
ish).
Our mutual association throughout last year
turned out to be a big help in promoting the
game. As the biggest gaming group around,
and playing Dust continiously, they were a
huge factor in the success of Dust Day, and
every other Dust event through their partici-
pation.
This year they grew even more by starting
up their own forum (http://www.battlemas-
ter.com.ar/), dedicated to Dust Tactics and
other wargames, and recently by organizing
a tourney in their club with a turn-out of 20
players!
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Plus, they have real cool t-shirts with
their logo on them...and everybody knows
t-shirts=respect.
Another local gaming group of reknown is
the Triple Entente (FB fan page https://
www.facebook.com/3Euser), a small group
hard-core dedicated to Dust Tacticsalso sup-
porters of the League from day one.
6
Members of this group include Mariano
Pagotti (a.k.a. Nagash), indisputably one
of the best miniature sculptors in Argentina,
whos work, hopefully, you might be seeing
in the future as part of the Dust line...
So, thats our story and how it came to be.
I believe there were many factors involved,
and all of them together produced the syn-
ergy by which Dust Tactics became such
a success in our distant shores. First of all,
a greatly produced game, with some of the
best miniatures around; then the invaluable
support from its creators; and, finally, the
interest and lead of one individual to pull the
community together...
The two first factors, anyone can count
on, so if you think you have the third one,
youre pretty sure to have successand the
rest comes alone.
Cheers to all, and many years of Dust!
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the dust chronicles
zombie files
As requested, here are
all the files we have on the
Axis zombies.
I have to say that, after
looking at the information,
none of this can be true.
it is all so far fetched and
must be stories made up
to scare the new recruits.
If you have a gun, shoot
em in the head. Thats a
sure way to kill em.
If you dont, get yourself
a club or a torch.
Beat em or burn em.
They go up pretty easy.
Sergeant McClelland
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A collection of articles, stories and
reports involving the Axis Zombies.
We have tried to provide a mix so that
there is something for everybody.
There is so much more to say about
the Zombies in Dust, so dont think
this will be the last time they will be
featured in the magazine.
(That is the problem with Zombies,
they keep coming back for more.)
8
how2:
building juan zanettas
zom
bies
After Seeing Juans great looking Zombies
I knew I had to have some too and figured
you might be interested in having some in
your Axis force as well. So here I document
my efforts show you how you can get your
own chain gang.
Materials
Zombies (duh)
Jewelry chain
Copper Beading Wire
Super Glue
TOOLS
Super glue
X-acto knife
Tweezers
Pin vice
Clippers/Side Cutters
STEP #1
Pull the Panzergloves with the spiked balls
off the Zombies and carefully separate the
balls from the wrists with an X-acto knife.
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STEP #2
Using a pair of sturdy clippers, clip off a
section of jewelry chain. to an 1 works
well. Keep in mind that if its too long itll
be difficult to glue the chains into their dy-
namic shapes as the weight of the chains
will work against the glue.
STEP #3
Thread a bit of copper beading wire through
the links at each end of the chains. Twist the
beading wire and clip it down to about 1/8.
STEP #4
On the Panzerglove wrist parts, widen
the holes the balls were attached to. Make
the holes large enough to pass the chains
through.
STEP #5
Drill a small hole in the Zombies arm stump
and in the ball (where it used to connect to
the wrist). The copper twists will insert
into these holes.
STEP #6
Insert the copper twists into the holes you
drilled into the balls in step 5 and superglue
into place.
STEP #7
Pass the chains through the Panzerglove
wrist parts.
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STEP #8
Glue the opposite twists into the holes on
the stumps. Glue the wrists into place....
...Glue into the stumps and position the
wrists.
STEP #9
Using an old paintbrush, (and by old, I mean
one you can throw away after this project),
paint superglue onto each link of the chain
where it meets another link or twist. Pose
the chain and allow it to dry overnight.
FINAL
Once the glue is dry, the chains will float
and assume a cool dynamic pose. Use care
when painting and storing these Zombies as
the chains will be a bit fragile.
See the How2:Paint Zombies in this issue for
a step-by-step guide to painting Zombies.
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OVERVIEW
The Axis High Command has decided to test
a new delivery system for the dreaded Wie-
derbelebungsserum. After many trials a new
air born variant has been developed and the
V2 rocket seems to be the perfect delivery
system. To test this new weapon of terror,
Allied and SSU cities have been targeted for
human trials. Fortunately for the Allied
and SSU forces, the V2 delivery system has
a flaw. The Wiederbelebungsserum must be
released slowly or the chemical mixture will
denature making it ineffective.
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In this scenario you will take control of either
the Axis forces sent to protect the V2 rocket
as it sends out its payload or the Allied or
SSU forces trying to protect their homes.
The scenario takes place over five turns af-
ter which the V2 rocket will have delivered
its package or will have been disabled.
RULES:
Set-Up
The Axis forces are the attacker in this sce-
nario. The Allied or SSU forces are the de-
fenders.
This scenario is played over a 6x4 or 8x4
battlefield. Follow the normal rules for ter-
rain deployment with the exception that the
defender can chose to place the first piece or
second piece. The V2 rocket is set up within
6 inches of the center of the table by the axis
player. The defenders are protecting their
city so they can choose which table edge to
deploy on. They may also choose to either,
set up first and go first, or set up second and
go second. Deployment is 12 inches onto
the long edge. This should leave 24 inches
between both deployment zones.
V2 Rocket
Wiederbelebungsserum
Delivery System
A marker of some sort will be needed to keep
check of the current amount of Wiederbele-
bungsserum gas being released. At the be-
ginning of the game it will start at 12 inches
of Wiederbelebungsserum gas release. Any
unit within 1 inch of the V2 Rocket can
spend an action point to increase or decrease
the Wiederbelebungsserum gas release by
6 inches. Each unit can only do this once
per game turn. Multiple units can increase
or decrease the Wiederbelebungsserum gas
release on a single game turn.
dust warfare zombie scenario
12
The air born Wiederbelebungsserum gas af-
fects those within its grasp very rapidly. To
represent this, any infantry casualties taken
within the current gas release range must role
a die. If a hit is rolled the casualty becomes
a Blutkreuz Zombie. Place a marker next to
the casualty to represent this. Do not role for
Zombie casualties. A zombie created in this
way becomes a Zombie with a normal zom-
bie profile (page 123 DWR) with the excep-
tion that its weapons are replaced with (2)
combat knives as per the Failsafe Zombies
in DWR pg. 120. Zombies made in this way
will move towards and attack the closest
unit, be it friend or foe in the Zombie Phase.
If 2 or more units are equal distance apart
the axis player can decide who the Zombie
will move towards and attack. Zombies cre-
ated in this way may not React to a units ac-
tions except to fight back against range C
weapons.
Totenmeister
As the Totenmeister was instrumental in the
development of the new strain of Wieder-
belebungsserum she has a degree of control
over those under its sway. To represent this,
if the Totenmeister or a unit containing the
Totenmeister begins or ends its Command
phase within 2 inches of a Zombie created
by the Wiederbelebungsserum gas she may
decide to have the zombie join her unit.
From this point on it is under the control of
the axis player. This is a free action and does
not constitute issuing an order and does not
generate a Reaction marker.
Totenmeister and any squad she is with may
be issued orders before or after being joined
by a zombie, if an order is issued
to them then a Reaction marker is
generated as normal.
Zombie Phase
After both players have complet-
ed their command phase and be-
fore moving on to the Unit phase
comes the Zombie phase. During
the Zombie phase, players take
turns activating the zombies cre-
ated by the V2s leaking gas. The player that
rolled the fewest hits for determining initia-
tive gets to activate a Zombie first. Zombie
phase rules apply only to zombies created
in this way and do not affect other zombie
units. Each zombie may be activated once,
once activated, the other player cannot acti-
vate it this turn. The zombie may take two
actions and these actions do not allow Re-
actions from other units, just as if it were
the command phase. These actions do not
generate Reaction markers. Zombies that
have attached to Totenmeister act during the
Command/Unit phase and do not act during
the Zombie phase.
Objective
The attacker (Axis Player) is victorious if
the Wiederbelebungsserum gas cloud is
larger than 12 inches at the end of the fifth
turn or the defender has no remaining units
at any point.
The defender (Allied or SSU Player) is vic-
torious if the Wiederbelebungsserum gas
cloud is 0 inches at the end of the fifth turn
or the attacker has no remaining units at any
point.
It is a draw if the Wiederbelebungsserum
gas cloud is 6 or 12 inches at the end of the
fifth turn.
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how2: paint zombies
In this How2 we take a look at
painting Zombies. Traditionally
zombies are depicted as rotting
corpses reanimated by virus or
magic. Sometimes they are the
recently chewed upon victims of
other zombies. In the Dust uni-
verse, zombies are reanimated
by Wiederbelebungsserum us-
ing the bodies of Grenadiers
killed in battle. As such I de-
cided to go for a far less gory,
rotten look.
PAINTS USED
Vallejo German Field Gray
Citadel Colors
Dheneb Stone Devlan Mud
Bleached Bone Leviathan Purple Ink
Ogryn Flesh Wash Baal Red Ink
Fortress Gray Skull White
Thrakka Green Ink Snot Green
Scorpion Green Sunburst Yellow
Boltgun Metal Nuln Oil Ink
Chainmail
Secret Weapon Weathering Powders
Rust Red Terracotta Earth Dark Earth
STEP #1
From a black primer, paint the jumpsuits
German Field Grey and the skin Dheneb
Stone.
STEP #2
Wash the Field Gray with Devlan Mud and
the skin with roughly equal parts Leviathan
and Ogryn Inks.
Please note that the Citadel
Colors have changed nam
es.
M
ost shops have a conversion
table to help you find the color
you need when buying new
paints.
I have been reading about
zom
bies for alm
ost an hour
now and it still seem
s like scary
stories for the roops to m
e .
14
STEP #3
Mix a bit of Bleached Bone to your Field
Gray (always use a palette to mix you paints
on, and add a couple drops of water), rough-
ly 20/80. Paint this color onto all the raised
areas of the jumpsuit being sure to leave the
recessed areas dark. Water down Fortress
Grey and paint onto the raised areas of the
skin. Be sure the inks from the previous
step are dry before you start this step, other-
wise youll have a mess on your hands. Add
some Baal Red Ink to the zombies mouth.
STEP #4
Add a bit of Skull White to the watered down
Fortress Grey and paint the highest points of
the face. Paint Thrakka Green into the eye
sockets and pick out the teeth with Bleached
Bone.
STEP #5
Paint the eyeballs Snot Green, followed by
Scorpion Green. Mix 50/50 Scorpion Green
and Sunburst Yellow and paint a single dot
into the center of each eye.
STEP #6
At this point I added a decal number to the
back of the jumpsuit. I used a Flames of
War decal from the German Heer set.
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STEP #7
Paint the Panzerfists and any other metal
parts Boltgun Metal. Wash the Boltgun
with two coats of Nuln Oil, being sure to let
each coat dry.
STEP #8
Highlight the metallic parts with Chain-
mail. Drybrushing works well but be care-
ful where the Panzerfist meets the jumpsuit,
you dont want metallic sleeves.
STEP #9
At this point I decided that I wanted real
rusty looking Panzergloves. I mixed Secret
Weapon Pigment Powders with a bit of Iso-
propyl Alcohol and washed on successive
layers of Dark Earth, Rust Orange and Ter-
racotta Earth, letting each wash dry before
moving on to the next.
Step #9 Another View
STEP #10
All that Remains is to base your zombies to
match your table or army. For this exam-
ple I glued on sand and painted it Calthan
Brown. I drybrushed Iyanden and Bleached
Bone over the Calthan and used The Army
Painters Swamp and Highland Tufts for the
grass. As always, seal everything with Pu-
rity Seal or Testors Dullcote.
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Airdropped Zombies spill forth from their container.
The reports I have been reading
claim that the image on the left is
that of a Failsafe Zombie. The file
states that Axis soldiers who should
be dead are getting up to continue
fighting. Clearly this cant be true
and for this reason the reports in
question have been removed.
Should you wish to see them
they are filed under: ZF1-003
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file: zf1-003
ZOMBIES
In recent years, much research has been de-
voted to the development of the FailsaFe
contrarily, few have investigated the visu-
alization of the memory bus. Given the cur-
rent status of signed technology, statisticians
dubiously desire the simulation of wide-area
networks, which embodies the private prin-
ciples of artificial intelligence. Although
such a claim might seem counterintuitive, it
is derived from known results. In order to
overcome this riddle, we verify that voice-
over-IP and erasure coding can collude to
fix this issue.
IMPLEMENTATION
The collection of shell scripts and the central-
ized logging facility must run on the same node.
Such a hypothesis might seem perverse but is
buffetted by existing work in the feld. Though
we have not yet optimized for complexity, this
should be simple once we fnish architecting the
collection of shell scripts. Tonne is composed
of a server daemon, a virtual machine monitor,
and a homegrown database.
74 5 10 15 20 25 30 35 40 45 50 55
block size (sec) power (Joules)
Figure 2: The mean sampling rate of Tonne,
as a function of block size. We ran our ap-
proach on commodity operating systems,
such as EthOS Version 7b, Service Pack
5 and FreeBSD. We implemented our the
lookaside buffer server in ANSI x86 assem-
bly, augmented with randomly replicated
extensions. All software components were
linked using developers studio with the help
of I. Taylors libraries for mutually refin-
ing Markov Juniors. All of these techniques
are of interesting historical significance; E.
Moore and K. Sato investigated an entirely
different configuration.
4.2 Experimental Results
Is it possible to justify the great pains we
took in our implementation? No but seizing
upon this contrived configuration, we ran
four novel experiments: (1) we ran 98 trials
with a simulated W-serum workload, and
compared results to our earlier deployment;
(2) we ran 38 trials with a simulated W-Se-
rum workload, and compared results to our
initial deployment; (3) we measured W-time
and W-speed performance on our millenium
cluster; and (4).
This method is more flimsy than ours. The
original solution to this challenge by Ivan
Sutherland et al. was adamantly opposed;
unfortunately, this technique did not com-
pletely solve this quandary [16].
Z. Shastri originally articulated the need for
the evaluation of I/O automata. The infa-
mous framework by Sasaki et al. does not
study the robust unification of multicast
heuristics and voice-over-IP as well as our
solution [17]. Usability aside, our method
develops even more accurately. A recent
unpublished undergraduate dissertation pro-
posed a similar idea for the understanding
of cache coherence. Our design avoids this
overhead. Finally, the algorithm of Thomas
et al. [18, 19] is a confirmed choice for ho-
mogeneous epistemologies [20].
6 Conclusions
It can interfere to answer this challenge.
Continuing with this rationale, we proved
that scalability in Tonne is not a quagmire.
We concentrated our efforts on proving that
the seminal omniscient algorithm for the un-
derstanding of multicast solutions by Butler
Lampson et al. [21] is Turing complete. Our
model for exploring superblocks is predicta-
bly satisfactory. Obviously, our vision for the
future of Zombie learning certainly includes
Tonne. Our experiences with our framework
and collaborative archetypes verify that the
problem and consistent hashing are continu-
ously incompatible, one potentially tremen-
dous shortcoming of W-serum.
the experiments to create zombies
For those playing Blutkreuz Platoons in Warfare you may on occasion
be lucky enough to animate a Fail Safe Zombie via the Wiederbele-
bungsserum. If a Grenadier with a marker or a regular zombie just wont
do, then convert a Fail Safe Zombie. To make these I swapped out the
heads with German Zombie heads from Secrets of the Third Reich Mini-
atures (http://www.westwindproductions.co.uk)
Next I cut off the hands and re-
placed them with hands from
http://www.studiominiatures.
com zombies. Paint and base to
match your army and youll have
some legit Fail Safe Zombies.
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tactical corner:
Welcome back for our second installment of
the Tactical Corner articles, where I will
discuss the various options and tactics for
using some of Dusts legendary heroes. Due
to differences in the rules and the material
available to me, this article is written from
the perspective of Dust Tactics only, al-
though you are more than welcome to adapt
these ideas to fit Dust Warfare.
This issue has a Zombie theme so for the
Axis players, well be starting with the crazi-
est and darkest inventions of the Blutkreuz.
Developed by genuine mad scientists har-
vesting the power of the mysterious VK
crystal and experimenting with alien DNA,
the Axis bring a unique look to any Dust ta-
ble. In response, the Allies bring rocket men
and phaser cannons that look straight out of
the comic books. World War II just took an
extra turn for the weird.
her ability to heal damage will extend the
life of your squad. Since Totenmeister can
only heal on infantry, use Grenadier X in
frequent engagements with tanks. Hed also
useful on more open maps, where his assault
skill can turn the tide and get the Zombies
within kill range.
The Unusual Choice: None
Unfortunately the only other way to field
these heroes is solo. This becomes one place
where Grenadier X really outshines Toten-
meister. Assault lends much needed speed
to these zombies. Nevertheless Id argue
that despite being damage resilient, theyre
not as deadly, not as fast, and not as cheap
as Markus in a solo battle.
Markus
The Natural Choice: Axis Gorillas
This simian hero makes the gorillas a unique
flavor of quick, tough, and deadly. Armor
3 with 9 health is no laughing matter, but
perhaps the biggest draw is combining Fast
with Charge. This squad of future monkey
overlords (because no good can come from
intelligent apes) can move 3 squares and still
attack its target, multiple times per game,
something no other unit can match at this
Totenmeister & Grenadier X
The Natural Choice: Axis Zombies
These two zombie heroes have one and only
one squad to join at this time, and they are
criminally similar. Nevertheless they are
good at what they do, bringing the beefy
(albeit slightly festering) zombies up to that
glorious nine health. Use Totenmeister in
closer engagements with infantry, where
zom
bies, apes
and rock
et m
en (oh
m
y.)
by manfred hirtzel
19
time. In addition, Markus is armed with two
heavy panzer gloves that together deal as
much damage, if not half again more, than
either Zombie hero while retaining the abil-
ity to split fire. This is one ape that certainly
holds his own.
The Unusual Choice: Solo
Markus is one of the few close combat he-
roes that can hold his own when deployed
solo. While his remarkable 6 health and
powerful heavy panzer gloves prove entic-
ing features, what really sets him apart is
his charge ability. As long as he is within
two spaces of his next target Markus will be
able to hulk smash your enemies into ranger
paste each round. He also makes for a use-
ful (and durable) diversion, likely to draw
your opponents attention towards him and
away from full squads. However, without a
squad to provide him with cover saves you
will have to advance him behind walls or
other units.
Rhino & Ozz 117
The Natural Choice: The Hammers
Rhino is an obvious choice for this squad,
a melee hero for a melee squad. With his
extra dice against infantry and berserk, the
squad can release an extra level pain. Rhino
certainly follows the notion that the best
defense is a good offense. But sometimes
you want to take a more defensible position
while simultaneously breaking through en-
emy lines, and there are only so many tank
traps to go around.
Enter the mysterious Ozz 117. Armed with
a single rocket punch and a flamethrower,
Ozz brings even more firepower against
squads and walkers. But his true strength is
a protective one: Heroic Attack.
Used at the right moment, this valuable skill
can make the unit invincible for the rest of
the round, allowing your Hammers to run
full bore into the enemy. His flamethrower
has the added advantage of softening up en-
emy squads before close combat, reducing
the number of dice the enemy can counterat-
tack with. This advantage, however, comes
at the cost of having less dice if your enemy
chooses to engage you in close combat on
their turn.
The Unusual Choice: Grim Reapers or
Tank Busters
While not as close range centric as these he-
roes, both of these squads are armed with
Rocket Punches and the speed to use them.
If youre expecting your squads to get into
fisticuffs with apes or zombies, then Rhino is
certainly the way to go. Rhinos dual heavy
rocket punches will act to deter these brutes
from messing with you.
If not, Rhinos berserk skill can come in
handy even in ranged engagements, where
the Reapers machine guns or the Busters
bazookas will have a significantly increased
chance to hit and kill their targets. Ozz 117
works best if you plan to send these squads
into the fray, where you can get the most out
of Heroic Attack and Ozzs flamethrower.
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Action Jackson
The Natural Choice: Red Devils
Action Jackson is the kind of hero who
looks like hell hand your ass to you with
both hands tied behind his back and youll
still thank him for it afterwards. This Brit-
ish paratrooper fits best with his own team,
adding two more Phasers to the pack. And
while his Headbutt attack is certainly less ef-
fective than a Rocket Punch, it still lets this
squad hold its own against marauding apes
and zombies. His assault skill also allows
the Red Devils some much needed speed, a
feature that sets them apart from the previ-
ous jump infantry.
The Unusual Choice: Solo
(And maybe Kill Squads)
With the Revised Core Set came a revised
set of rules for Jump, permanently prevent-
ing this hero from joining any of the jump
squads. But all is not lost. While certainly
not as effective as wielding him in tandem
with the Red Devils, Action Jackson alone
makes for a slightly cheaper alternative to
the squad itself. All the features that make
him a good hero for the Red Devils: heavy
firepower, assault, armor 3... also make him
an effective standalone hero.
But take heart, members of the Action Jack-
son fanclub. On the horizon you will find
the British Commando and French Foreign
Legion Kill Squads. While at the time of
writing these squads remain without stats,
chances are high that Action Jackson will
be able to join these new teams. Adding his
60watt Phasers to their new 50watt models
will surely be enticing, but best of all will be
combining Action Jacksons Assault skill to
a squad with British Commandos Scout, or
using the Foreign Legion to double up the
double time.
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Dust World Expo in beautiful faction neutral Phoenix, Arizona is a celebration of
Paolo Parentes dieselpunk world of Dust through an immersive experience of sights
and sounds.
Held at Phoenix Vul-Con Feb. 22-24 2013, in the Phoenix Convention Center North
Building, Dust World Expo begins with all things Dust and ends at the limits of each
dieselpunk enthusiasts imagination. Gamers, would be dieselpunk scientists, cosplay-
ers, and anyone who enjoys the world of Dust or dieselpunk in general will find this
destination event to be the highlight of their year!
Keep an eye on the site for upcoming announcements about exciting guests joining
us from around the world. Grab your membership and get ready to join us in a 1940s
world of tomorrow that never was. Well see you there!
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how2: woods in the fall
In this article we take a look at painting up
some woods. Sure you can just do green
leaves or go with the flocked trees available
from various manufacturers, but wheres the
fun in that? And, its not nearly as hard to
pull off as you might think.
With just a little bit of work you can have
woods different from most peoples and
with a bit of character.
I used Citadels woods (available from
Games Workshop, and various Bits sites),
and since I wont be using the base included
with them I trimmed off the lip around the
bottom in order to glue it better to a base.
The base I glued it onto was thick plastic
card about the size of a walker base. This
keeps it from tipping over and fills the Dust
Tactics tiles nicely.
The lip trimmed off.
Glued to a base.
Step #1:
Right, on to the painting. From a black
primer I applied a solid even coat of Char-
donite Granite to the tree trunk and branches.
Dont forget the branches on the leaf parts.
The leaves get a coat of Iyanden Yellow. If
you have the means, spray em on.
Base coats. Dont forget to go back and
paint the branches on the leafy bits.
To paint the woody parts I added a bit of For-
tress Gray to the Chardonite and dry brushed
it on. Keep adding Grey to the mix until you
are happy with the result, dry brushing pro-
gressively lighter shades on.
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Dry brush till you get the color you want.
For the leaves; paint about 1/4 of them Solar
Macharious Orange, Calthan Brown and
a 1/4 Baal Red. Leave the remainder yel-
low.
Remember to paint the underside too.
Sep #2:
Step 2 is easy. Wash the leaves with Devlan
Mud (or equivalent). Allow to dry.
Step #3:
For all the mixes in the this step, mix 75%
of the paint listed first with 25% of the paint
listed next (the basecoat). Once the ink is
dry, mix Blood Red with Baal Red and paint
the edges of the red leaves to highlight them.
Mix Blazing Orange with Macharious Or-
ange and do the same to the orange leaves.
Beastial Brown with Calthan Brown on the
brown leaves and Golden Yellow with Iya-
nden to highlight the yellow leaves.
There is no need to highlight the bottoms of
the leaves unless youre a real masochist.
Dont skip this step, it just doesnt look right
without the highlights.
Step #4:
Glue the leaves to the trees.
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Step #5:
Using slightly watered down wood glue,
glue sand to the bases of you trees. Once the
glue is dry, paint it up to match your board.
I based them Calthan brown and then dry
brushed Bubonic Brown and Bleached
Bone.
Once your paint is dry, flock the bases to
match your boards. I used GWs Burned
grass with Army Painters Swamp and Tun-
dra Grass clumps. To finnish up and add
some real pizazz, I glued some of Secret
weapons Fall Leaf Litter. The Leaf Litter
looks great and is a must for Fall themed
woods and bases. Use a bit of wood glue to
adhere the leaves. Once the glue was dry I
misted some matt varnish on the trees.
Step #6: (Optional)
Since my woods will be used for both Tac-
tics and Warfare, I decided to build a base for
the woods. This helps define Area Terrain
better. I built the base from foam core and
MDF board the same way I did the Swamp
found elsewhere in this issue.
I painted and flocked the base in the same
way I did the trees in this article.
Add some Evergreens for variety.
For woods in Tactics you can use the rules
from the fan-made Operation: Ghostlight.
Woods in Tactics. Now, where did I leave
my matches?
The rules can be found on the web
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rosies scrapyard
Updated for the published version of Dust Warfare, but not any of the SSU releases.
Premise: The objective of Rosies scrap yard is to come up with a workable system to gen-
erate new designs of vehicles for Dust Warfare with stats and an AP value in line with the
rule book. It should also be able to handle conversions like re-gunning an existing design
or, most importantly of all, giving workable stats for conventional tanks, soft vehicles and
anything else.
This is intended purely for hobbyists to be able to field conversions and different model types
in their games. It isnt intended to be used competitively, but if you do so and find interesting
ways to break it let us know and well adjust accordingly.
rules for creating vehicles in dust warfare
written by roger gerrish and rosie donovan
step 1
choose hull size, damage and armor values
Our starting point is the size of the hull youre designing light, medium or heavy as these
equate well to the classifications in Dust Warfare and real world tanks too.
HULL SIZE
LIGHT - Min-Max total AP value 15 to 29pts
Max combined Damage and Armor value of 6

MEDIUM Min-Max AP 30-49pts
Max combined Damage and Armor value of 9
HEAVY Min-Max AP 50-120pts
Max combined Damage and Armor value of 18

For light and medium vehicles the two values are simply multiplied together to reach a struc-
ture cost in AP. For heavy vehicles this cost quickly becomes prohibitive so multiply Armor
and Damage capacity together and then halve the result for a heavy hull.
Examples:
Light vehicle Armor 3 Damage Capacity 3 = 3x3 = 9 AP base cost
Medium vehicle Armor 4 Damage Capacity 4 = 4x4 = 16 AP base cost
Heavy vehicle Armor 7 Damage Capacity 10 = (7x10)/2 = 35 AP base cost
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Base Speed
Light Medium Heavy
Wheels 7 5 -
Half Track 6 4 -
Track 5 5 3
Biped Walker 6 6 4
Multi-leg Walker 4 4 6
If you wish to increase the base speed of your
vehicle it will cost the following AP:
Light Medium Heavy
Wheels 1/12 1/8 -
Half Track 1/8 1/6 -
Track 1/7 1/7 2/6
Biped Walker 1/12 2/8 2/6
Multi-leg Walker 1/12 1/9 2/7
The value before the slash is the AP cost to in-
crease max speed by 1. The value after the slash
represents the maximum possible speed for that
size and type of vehicle.
STEP 2 DETERMINE SPEED
The table below indicates the base speed of vehicles of various hull size and mobility types.
So for example it will cost 2 AP to increase speed of a Medium Biped Walker by 1 and the
maximum speed that can be bought for such a vehicle is 8.
STEP 3 SELECT WEAPONRY
Total weapon mounts by hull size
This is the maximum number of independently targeting weapon systems a hull can mount.
Light 2 Medium 3 Heavy 4
Weapon mount maximums
Twin and quad weapons occupy two weapon mountings on light and medium hulls but only
one on heavies. Values shown are for Fixed forward/Turret mounts. Walkers count fixed
forward arc weapons as forward arc weapons instead.
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EXPANDED STATISTICS AND WEAPON COST CHART
Choosing weapons is next, AKA the fun part. Weve created this list with all the weapons in
Dust Warfare and added various historical tank guns to let us do our historical tanks. Weve
also added some twin and quad weapons to those already in Dust Warfare where it seemed
logical to do so. Youll find AP formula for weapons after the chart.
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CREATING YOUR OWN WEAPONS
You should feel free to create your own weapons as this list is by no means exhaustive. The
AP values are calculated by the following simple formula from Roger the Gearhead, take it
away, Roger:
The first thing I did was decide on a benchmark weapon and this was the 17 pdr. When try-
ing to cost this as part of the approx 40 APs of a Pounder I settled on a value of 18 AP. All
other weapons costings would be based on relative values to the 17 pdr.
Firstly I needed to determine a Firepower value. There are up to 11 separate values in each
weapon entry plus the Range. 4 anti-soldier and 7 anti tank. The majority are in the form
7/1 or 1/3. Here I simply took the larger value so for the 7/1 entry I took the 7 and in the 1/3
entry I took the 3.
So for the benchmark 17 pdr I get the eleven values 8,4,2,2,7,7,6,6,5,5,4.
Step 1: I find the Average value 8+4+2+2+7+7+6+6+5+5+4 = 56
Divide by 11 = 5.1 Firepower value.
Next I have to take into account the weapon range. The 17 pdr has a range of 36 and is out
benchmark so weapons with a range less than this should be worth less AP. The solution is
not elegant but it is effective.
Step 2: I divide the Firepower value by 36 then multiply by weapon range in inches. So for
the 17 pdr which has a range of 36 (5.1/36)*36 = 5.1 (For A range weapons consider range
to be 36).
Now that I have a Firepower value modified by range the last step is to generate the AP value
based on my benchmark cost of 18 AP for a 17 pdr. Some experimentation shows that a 3.5
multiplier turns the modified Firepower value into the right AP cost.
Step 3: Finally I multiply the firepower and range factor by 3.5 ...so 3.5 x 5.1 = 17.85 round
up to 18
Weapon Creation examples
Example 1
Ok lets calculate the value of the 17.3 cm Zwei
Step 1 Find the Average value 10 + 7 + 4 + 4 + 11 + 11 + 9 + 9 + 8 + 8 +7 = 88
Divide by 11 = 8
Step 2 Divide the value by 36 and multiply by weapon range in inches. So (8/36)*36 = 8
Step 3 Finally multiply the firepower factor by 3.5 ......so 3.5 x 8 = 28
Example 2
Lets calculate a .30 cal MG
Step 1 6+3+1+2+1 = 13 / 11 = 1.2
Step 2 (1.2/36)*24 = 0.8
Step 3 3.5 x 0.8 = 2.8 Round to closest value = 3
For the following values
**/1 FP = 12 */1 FP= 6 1/3 = FP 3 1/5 = FP 5 2/5 = FP 10 etc...
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STEP 4 ASSIGN SPECIAL MOVES AND/OR ABILITIES
Special moves (cumulative increase to total cost)
One of the fun things about a design system is being able to make up new things, like tanks
that can fly! This comes at a cost...
Light Medium Heavy
Jump 1% x Speed 1% x Speed 2% x Speed
Hover 1% x Speed 5% x Speed 10% x Speed
Flight 2% x Speed 10% x Speed 20% x Speed
Amphibious 10% 10% 10%
Special abilities (cumulative increase to total cost)
Special abilities are also a big part of making Dust walkers unique. No hard limits are placed
on adding special abilities but use your discretion. Most things shouldnt have more than one
or two special abilities and it should be common for designs to have none at all.
Master Sergeant Rosie Donovan
Certainly the most well known Sergeant of
the whole allied army, Rosie Donovan is
almost as famous as Joe Brown.
Shes the one who adapted a damaged
American tank on Axis Vk technology,
thus making the first Allied Robot.
Anyway her fame hasnt kept her away
from the battlefields. She was offered sev-
eral time a promotion and a job in the
rear. Her technical knowledge would be
very useful in a research facility. But Rosie
prefers to stay near the fights, where she
knows she can make a real difference.
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EXAMPLES USING ROSIES SCRAPYARD CONSTRUCTION RULES
Lets start with the Pounder Walker
Step 1 Calculate Structure Points:
DC = 4 and Armor = 4
Multiplying these values together gives us a
Structure points cost of 4x4= 16.
Step 2 Calculate cost of Movement Traits:
Basic speed of a medium walker is 6 So no
additional APs are required for Movement.
Step 3 Add Weapons
The Pounder has the following weapons.
17 Pdr Gun = 18pts
50 Cal Mg = 4pts
30 Cal Mg = 3pts
This gives a weapons total of 25 Points.
Added to the 16 Structure Points gives a
grand total of 41 Points
Step 4 Calculate cost of Special Traits
The Pounder can Jump referring to the
special moves table we can see that the
Structure points should increased by 6 %
(Speed=6 x 1% = 6%)
So total value of the Pounder is 43 points
(this can be compared with the Dust warfare
Rulebook value of 40 AP).
Here is the Ludwig Walker
Step 1 Calculate Structure Points:
DC = 4 and Armor = 4
Multiplying these values together gives us a
Structure points cost of 16.
Step 2 Calculate cost of Movement Traits:
The Ludwig has no special moves.
Step 3 Add Weapons
The Pounder has the following weapons.
8.8 cm Zwei Gun = 20pts
MG44 = 3pts
This gives a weapons total of 23 Points.
Added to the 16 Structure Points gives a
grand total of 39 Points
Step 4 Calculate cost of Special Traits
The Ludwig does not have any additional
special traits
So total value of the Ludwig is 39 points
(this can be compared with the Dust warfare
Rulebook value of 40 AP).
Turn the page for two more examples
and then we have a go at creating some
historical vehicles.
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Here is the Fireball Heavy Walker
Step 1 Calculate Structure Points:
DC = 10 and Armor = 7
Multiplying these values together and then
halving them gives us a Structure points
cost of 35.
Step 2 Calculate cost of Movement Traits
The Fireball moves 6 which is the basic
move for a Heavy Multi-Legged Walker so
no additional AP are required..
Step 3 Add Weapons
The Fireball carries the following weapons.
Heavy Napalm Thrower = 12pts
Dual 50 Cal = 8pts
Dual 30 Cal = 6pts
Dual 30 Cal = 6pts
This gives a weapons total of 32 Points
Added to the 35 Structure Points gives a
grand total of 67 Points.
Step 4 Calculate cost of Special Traits
The Fireball has the following special
Traits:
Carry Capacity 6: For a Heavy Vehicle
each factor of capacity costs 3% so 6 x
3% is 18%
Dozer Blade for a Heavy Vehicle costs
10%
Multiplying the 67 AP calculated in Steps
1 & 2 by 28% = 85.76 AP round to the
nearest and thats 86 AP
So total value of the Fireball is 86 points
(this can be compared with the Dust war-
fare Rulebook value of 85 AP).
Next the Wildfire Light Walker
Step 1 Calculate Structure Points:
DC = 3 and Armor = 3
Multiplying these values together gives
us a Structure points cost of 9.
Step 2 Calculate cost of Movement
Traits
A wildfire moves at 6 which is the de-
fault speed for a light biped walker so no
additional AP are required.
Step 3 Add Weapons
The Wildfire carries the following weap-
ons.
Quad 50 Cal = 11 pts
This gives a weapons total of 11 Points
Added to the 9 Structure Points gives a grand
total of 20 Points.
Step 4 Calculate cost of Special Traits
The Wildfire is Fast referring to the spe-
cial moves table we can see that the Struc-
ture points should increased by 10% (20AP
x 10% = 2 AP)
So total value of the Wildfire is 22 AP (this
can be compared with the Dust warfare
Rulebook value of 20 AP).
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That is enough examples of walkers taken
from the Dust Warfare rulebook, time to get
Historical:
LETS BUILD A PANTHER TANK
In this example we will work on the assump-
tion that the Panther is a medium tracked
vehicle . If we look at the contruction rules
we can see that the max total value of the
Armor and Damage capacity can range be-
tween 7 and 9.
I want to give the Panther an Armor of 4 and
Damage capacity of 4 just keeping it in the
medium category
So AP calculations so far are:
Armor 4 x DC 4 = 16 AP
The basic speed of a tracked medium vehi-
cle is 5, however I want to make the Panther
speed 6. looking at the increased speed AP
cost table for a tracked medium vehicle I see
a value of 1/7. This means I could give the
Panther a maximum speed of 7 at the cost
of 1 AP per inch above the basic speed of
5. However as I want a speed of 6 it will
cost me 1 AP.
The running total is now 17 AP.
Now to add the armament:
The Panther has a main 7.5cm L/70 gun plus
a two MG44 machine guns (although the
real Panther had MG34 style well use the
MG44 stats.)
So referring to the weapons table we see that
the 7.5cm L/70 has a points value of 18 AP
and the MGs are 3 AP each.
The weapon total is 24AP
Adding this total to the 17 AP calculated
earlier makes the running total AP for the
Panther 41AP
The Panther is not given any special traits so
the final total is 41 AP.
..Lets continue
AND BUILD AN M3 HALF TRACK
In this example we will work on the as-
sumption that the M3 is a light half-tracked
vehicle .If we look at the contruction rules
we can see that the max total value of the
Armor and Damage capacity can range be-
tween 1 and 6.
I want to give the M3 an Armor of 2 and
Damage capacity of 3
So AP calculations so far are:
Armor 2 x DC 3 = 6 AP
The basic speed of a light half-tracked light
vehicle is 6, however I want to make the M3
speed 7. Looking at the increased speed AP
cost table for a half-tracked medium vehi-
cle I see a value of 1/8. This means I could
give the M3 a maximum speed of 8 at the
cost of 1 AP per inch above the basic speed
of 6. However as I want a speed of 7 it
will cost me 1 AP.
The running total is now 7 AP.
Now to add the armament:
The M3 has a 30 Cal MG
So referring to the weapons table we see that
the 30 Cal MG has a points value of 3AP
The weapon total is 3AP
Adding this total to the 3AP calculated earli-
er makes the running total for the M3 10AP
This M3 half track will carry 10 passengers
thus requiring the Carry Capacity special
trait. Looking at the Special traits table I
can see that for each carry capacity value it
will increase the total AP by 5%.
So 10 x 5% = 50% .
A 50% increase of the base 10AP makes the
total AP cost for the M3 = 15 AP.
Conclusion:
Next Issue we will bring you some more ex-
amples of WWII vehicles and some walkers.
Keep your eyes on Rosies Scrapyard in
future issues of Dust Chronicles for updates
on SSU, fliers and revisions.
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Photo by Tatiana and Ms. Lessa
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You can own your own Rosie Donovan to play with
(easy now, not in that way)
The miniature for Rosie can be found in the first
Dust Tactics expansion.
Operation: Cyclone
RRP
$ 39.95
39.90
31.99
35
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Submissions for the December issue of Dust Chronicles need to be with us by
November the 1st. The theme for that issue will be Winter & Armor.
Dont worry if you want to write about something else. As long as it is Dust Tac-
tics or Dust Warfare related we will find a place for it.
Even if we dont use it in the next issue, it will be used.
(Check the Editorial for more details).
36
how2: paint autumn camouflage
Viet here with my method of painting Au-
tumn Peadot camo. The scheme is based off
the WWII German Peadot but the colors are
substituted with Oakleaf camo.
I have made the painting as simple as pos-
sible so I could finish the army relatively
fast. The Lazuli Miniatures Studio Team
finished these models in one work day.
STEP 1:
First I sprayed the entire model in Krylon
Cobra Brown. This color the equivalent of
Gamesworkshops Khemri Brown, Tamiya
JGSDF Brown, or Reapers Earth Brown.
The eliminate the glass, I sprayed the model
with a Matte coat (Testors Dullcoat or Kry-
lons Matte Varnish work fine).
STEP 2:
Next I laid down the foundations for the
camouflage starting with Reaper Fire Or-
ange (any natural color orange works such
as Games Workshops Macharius Solar
Orange). Lay down the camo on splotches
taking care not to overlap parts of the uni-
form such as the jacket and the pants.
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STEP 4:
Next I did the same with Reaper Muddy
Brown (any natural brown works such as
Gameworkshops Scorched Brown).
STEP 5:
Now the most difficult part of the camou-
flage process begins. I take a small brush (if
this is your first time use a size 00 or 000,
as you become more experienced you can
use a size 1 or even size 2). I take the brown
color used in step 4 and apply tiny dots on
the orange and the khaki.
STEP 6:
The same is done with the orange over the
khaki and the brown.
STEP 7:
To give the uniform depth I washed it with
Army Painter Strong Tone (Gameswork-
shops Devlan Mud, any brown wash should
work.
STEP 8:
Next I cut out the parts of a Wargames Fac-
tory German sprue that contained the kits of
the soldiers and sprayed them black. When
they dried I cut them off and glued them on
the figures.
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STEP 8:
Now I laid down the basecoats, Reaper
Stained Olive was used on the armor, Reap-
er Suntan Flesh was used on the skin and
black paint was put on the gloves and boots.
The panzerfuast was painted Armor Grey.
STEP 9:
During this stepp I highlighted the armor
(RMS Stained Olive: RMS Fieldgrey : RMS
Yellowed Bone 3:1:1). Reaper Black ink
was used to give the panel lines definition.
The metal areas were washed with Reaper
Black Wash and highlighted with Reaper
Honed Steel. The belt buckle and the uniform
buttons were also painted with this color.
The flesh areas received a wash of Reaper
Flesh Wash and highlighted with mixes of
Suntan Flesh and Caucasian Flesh.
The grey areas were washed with Black
Wash and highlighted with various mixes
of Armor Grey, Stormy Grey, and Cloudy
Grey (all Reaper Colors).
Here are some shots of completed units:
Thanks for reading,
[So]Rice, sivooo, Lynn, White Phanda,
artie, and m3ndo
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dust on the internet
http://dust-models.com
Paolo Parentes main page. The place to get all your Dust Studio models.
http://www.fantasyflightgames.com
FFGs website. Home to the official forums and webstore.
http://www.facebook.com/#!/groups/303941853917
The official Facebook page for Dust.
http://dust.mainecoon.net/
Really good web-based Force Builder for Dust Warfare.
http://radiodustinforma.blogspot.com
A Spanish Language Dust resource.
http://portlanddusttactics.blogspot.com/
Blog with Dust news and the latest updates for the Portland Dust League.
http://twc-dust-tactics.blogspot.com
Great blog with Homegrown rules for Historical vehicles and Super Heroes for Dust tactics.
http://darkfuturegaming.blogspot.com/
Gaming blog that covers a variety of game systems and always worth reading.
http://www.dust-war.com
Website and forum dedicated to the game of Dust Warfare.
http://homepage.mac.com/brentdietrich/companyB.htm
Good aftermarket bits for your walkers. IR lights and scope, tarps, sacks, battlerattle, etc.
http://www.warlordgames.com
28mm Historical WWII miniatures. Their plastic multi-part kits are a great source of bits.
http://www.secretweaponminiatures.com
Bits for infantry conversions, weathering pigments and washes, and basing materials
http://www.westwindproductions.co.uk
West Wind Productions Secrets of the Third Reich and Berlin or Bust, a great source for
alternate heads and weapons. Some of their miniatures work well for Dust too.
http://www.tamiyausa.com
A source for 1/48 scale WWII models.
http://www.quarter-kit.com
They have some conversion kits for 1/48 models that allow you to update your historical
mundane vehicles to the Dust world. (Panther II turret etc.).
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how2: from box to battle
axis walkers in 6 easy steps
If you are anything like me, then you dont
always have the time to lavish complicated
camo schemes on your walkers. Or, maybe
the thought of a three color ambush pattern
camo scheme just intimidates you. You are
in luck, this month we have Ulf from Ger-
many showing us how to take an Axis walk-
er from the box to table top in a few short
steps. If you like his work be sure to check
out his great webpage:
In keeping with our international favor, its all
in German. What did you expect of an Axis
player?
Step #1
Completely wash the entire model with Cit-
adels Nuln Oil.
Step #2
Dry Brush the whole walker with Vallejos
Cold Gray.
Step #3
Dry brush the raised surfaces, those surfac-
es that would catch the light, with a lighter
shade of gray. Ulf used Allejos Stonewall
Gray.
Step #4
All metal parts were painted with Vallejo
Gunmetal. For the paint chips, Ulf used a
bit of sponge (like the ones used in blister
pack or cast offs from battle foam)dipped
in black paint. Carefully press off the ex-
cess paint and then dab the sponge around
the edges of the model and those areas that
would have chipped paint like around hatch-
es and hand/foot holds.
Go back and lightly sponge on some Cita-
del Beastly Brown over the black. Finally,
sponge on a bit of Vallejo Platta Silver.
http://donulfo.tabletop-minis.de
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Step #5
For some additional rust effects, water down
a bit of Citadel Fiery Orange and paint into
recessed areas. Streak it downwards to sim-
ulate run off water that has rusted the paint.
If the metal parts are too stark for you, tone
em down with some Nuln Oil.
Step #6
Base the model to match your army and you
are all set.
There you have it folks, Axis walker from
box to Table top in 6 easy steps.
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from the front: warfare
to kill a platoon commander
200ap three player battle report
by patrick, sebastian & troy
With the release of the Zverograd campaign
book for Dust Warfare, we were treated to a
new way to play warfarethree player bat-
tles.
The book contained modified rules for de-
termining initiative and turn order and came
with 5 new scenarios that take advantage of
the new three player system.
the players
My friend Troy was eager to try out the new
SSU so since I was playing host and pro-
viding the armies (they both have armies
of their own but since I have all the models
that they have and more they saw no need in
dragging all the models over here when the
same models were here already) I handed
him my newly purchased SSU army. I had
not played Axis for some time and I wanted
to try out Grenadier X so I decided to play
Axis and my other friend Sebastian once
again went with the Allies.
Being the owner of an Axis army, Sebas-
tian plays my Allies every chance he gets to
change the pace. So we put together our 200
point lists and got ready to pick a scenario.
We rolled a D20 with every four numbers
representing one of the five scenarios and
we ended up with the scenario Standoff.
This scenario puts the players into the roles
of Attacker, defender and opportunist and
tasks us with eliminating our assigned VIP
unit target first.
We each declare a command unit to be our
VIP unit. The attacker must kill the defend-
ers VIP unit, the defender must kill the op-
portunists VIP unit, and the opportunist
must kill the attackers VIP unit. The first
team to kill their assigned VIP (or even if
the other player kills their assigned VIP for
them) wins the battle. Each player receives
25 points worth of fortifications.
Standoff deployment zones.
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the lists
The Attacker: Axis Yours truly, Patrick
Blutkreuz Platoon
Command section: Sturmpioniere (VIP)
1st section: Heavy Laser Grenadiers
2nd section: Heavy Flak Grenadiers
+ Lara (Hero)
3rd section: Axis Zombies
+ Grenadier X (Hero)
Support: Heinrich
Support: Hans =200AP
Fortifications: 2 tank traps, minefield (density 1)
The Defender: The Allies Sebastian
Elite Platoon Platoon upgrade: Air drop
Command section: Corps Officers (VIP)
1st section: The Hammers
2nd section: Red Devils
+ Action Jackson (Hero)
4th section: Tank Busters
Support: Blackhawk
Support: Wildfire =199AP
Fortifications: 2 tank traps, minefield (density 1)
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The Opportunists: SSU Troy
Defense Platoon Platoon upgrade: Political Importance
Command section: Koshka/Grandma (VIP)
1st section: Frontoviki
2nd section: Chinese Volunteers
3rd section: Chinese Volunteers
Support: MIL MI-45
Support: MIL MI-45
+ Sumarokov
+ Derzhavin =198 AP
Fortifications: 2 minefield markers + dummy marker (density 5 between them)
deployment
In this scenario, the defender (Allies) de-
ploys first, followed by the attacker (Axis),
and finally, the opportunist (SSU). Each
players fortifications are deployed with
their forces.
The Allies deployed on the right with their
VIP unit tucked behind the building.
The Allies keep Jackson and the Red Dev-
ils along with the Hammers in reserve.
The Axis forces can be seen on the left of
the picture with the Sturmpioniere VIPs
concealed by the building and walker.
The Axis forces keep the Hans in re-
serve.
Going last, the SSU deploys heavily on the
side closest to the Axis deployment with
Grandma(VIP) tucked behind the wall.
The SSU combine the Chinese volunteers
with a commissar leading them, and attach
the other commissar to the Frontoviki.
They line the left side of their deployment
zone with minefield markers.
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The three forces deploy for battle.
turn one priority:
command phase
axis, allies, ssu
Lara and the Heavy Flak grenadiers are or-
dered to open fire on the Chinese volunteers
and kill three of them and the Heavy Laser
grenadiers advance towards the Allies side
of the table.
The Allies order the Blackhawk to take a
move action which heads towards the Heavy
laser grenadiers. The Wildfire moves as well
and then turns 90 degrees to head towards
the SSU.
The SSU regroups the volunteers, removing
the suppression marker and gets ready to go
first in the unit phase.
An SSU chopper moves towards the Axis
forces provoking a reaction from the Hein-
rich walker during the choppers compulsory
move and the chopper suffers one point of
damage. Not having the proper angle or
space to attack the Axis VIPs this round, the
chopper turns and moves towards the Heavy
lasers and opens fire causing a hit that is
saved.
The volunteers and commissar advance and
the axis minefield detonates but doesnt hit
anyone. They open fire on Lara and the Flak
grenadiers that are in cover amongst the
tank traps and, amazingly, dont get a single
hit with 9 dice but with the UGL firing, they
suppress anyway.
The Frontoviki advance and take aim at Lara
and her squad and score 3 hits but they have
hard cover and make their saves so take no
damage but are suppressed again.
turn one priority:
unit phase
ssu, allies, axis
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The other chopper moves taking it past the
Axis VIPs and makes a 90 degree turn to
line up for next turn.
Grandma then march moves through the
woods towards the Axis side of the table.
The Red Devils and Jackson air drop be-
hind SSU lines, bypassing the minefields
and the Hammers follow suit dropping on
top of a building near the SSU forces.
The Blackhawk turns 90 degrees and
moves towards the SSU deployment zone.
The Wildfire then moves in the same di-
rection.
Then the Tankbusters make a flying
march move up to the top of the other build-
ing overlooking the Axis zombies and the
Corps officers march move into the tank
traps on the opposite side of their deploy-
ment zone.
The Hans walker comes in from reserve
just outside of 12 behind the Corps Offic-
ers deep behind enemy lines but, using a
march move to enter play, the walker can do
nothing else.
Grenadier X and the zombies make a fast
march move 18 towards the allies side in
the shadow of the building that the tank-
busters are perched upon.
With the choppers already past him, the
Heinrich chooses to fire upon the Chinese
volunteers killing one and suppressing them.
Lara cant shake the double suppression and
her unit cant act.
The Heavy lasers shake their suppression
and move behind the tank traps in the centre
of the table in an attempt to intercept the two
allied walkers heading towards Grandma.
After all, you need to make sure the neutral
VIP doesnt die either or you lose all the
same.
With Soviet choppers buzzing overhead,
the Sturmpioniere march move into the tank
traps and the round ends.
Since limited visibility and off target shell-
ing are in effect for this scenario, no sup-
pression markers are removed.
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turn two priority:
command phase
axis, allies, ssu (again!)
The Sturmpioniere unit leader moves out of
the tank traps leaving the rest of the unit in
cover to get within range of Laras squad to
give them a regroup order, taking off both
suppression markers.
Using their radio, Corps officers order
Jackson and the Devils to advance within
12 of Grandma and the paratroopers
stand menacingly in the woods in the walk-
ers flank. The Corps officers then move
around the corner of the building away from
the imposing Hans walker.
The Frontoviki are ordered to shoot at the
Red Devils, suppressing them and taking a
wound from Jackson.
turn two priority:
unit phase
ssu, allies, axis
The Chinese cant shake off their suppres-
sion. They open fire on Laras squad with
their single action and though cover saves
them, they are suppressed.
After that, the Frontoviki use their single
action to fire again at Jackson and though
cover and armour saves them, another sup-
pression marker is added.
The first chopper turns in hover mode and
opens fire on their assigned VIP unit in the
hard cover of the tank traps and kills one
Sturmpioniere. The next chopper pivots on
a hover and follows suit killing two more
Sturmpioniere. The SSU turn ends but they
draw first blood.
Action Jackson shakes off both suppression
markers but they are just out of range of
Grandma and take aim at the Frontoviki
instead, killing them all except for the com-
missar, Sumorokov. The Hammers drop
from the skies and finish off Sumorokov.
The Wildfire rushes across the table and
opens fire on the undamaged chopper pull-
ing off five big hits and doing 4 big damage,
and more importantly, destroying its only
weapon in the process.
Blackhawk goes All in one on the heavy
lasers and even with the hard cover and
their damage resilience, one of them dies.
The tankbusters drop down from the roof
and shoot at the Hans but only manage to
cause one damage and blind it.
The Corps officers put 6 more distance
between themselves and the Hans while
carefully avoiding the 6 range of the Soviet
minefields to their right and with that the
Allied turn ends.
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The Heinrich turns and fires at the only
chopper left with weapons and puts one
damage onto it but does no extra damage
on the damage chart. Lara shakes off both
suppression markers and they turn and open
fire on the same chopper and the Soviet helo
goes down in a blaze of fire.
The Sturmpioniere miraculously shake off
both of their suppression markers and put
more distance between themselves and the
Soviets.
Grenadier X and the zombies close in tight
with the tankbusters and the tank hunters
react but do not put down any of the undead
soldiers. The zombies roll poorly and only
kill a single tankbuster.
With no line of sight to the Corps officers
the Hans walker makes a march move to
clear the building in pursuit of the Allied
VIPs.
The Heavy laser grenadiers shake their sup-
pression and open fire with a sustained at-
tack on the Blackhawk. They score a hit,
re-roll the miss and score a hit on the second
try. They re-roll both hits for their laser spe-
cial rule and pull out two more hits! With
three damage for each hit, they do twelve
damage to the allied walker and turn it into
a melted pile of slag.
turn three priority:
command phase
ssu, allies, axis
The Chinese open fire on the Hammers
and kill two of them. Grandma backs up
and turns to face the British paratroopers.
The Corps officers use their radio to or-
der the tank hunters to escape the zombies
and they jump over the building in the al-
lied deployment zone into the rear arc of the
Hans walker.
Then the Allied command unit moves further
away from the Hans towards the middle
of the table in an attempt to enter the build-
ing to their right.
The Axis Sturmpioniere simply make a
move to put more distance between them-
selves and the SSU and prepare for their as-
sassination run in the unit phase.
turn three priority:
unit phase
axis, allies, ssu
The Hans advances behind the allied VIPs,
turns and fires. The walker scores two hits
and the command unit makes no saves and
2 of them die. The Heavy lasers move up
and fire on the lone commander and score a
single hit which is saved by intervening ter-
rain but places another suppression marker
on the VIP. The zombies make a fast march
move straight at the commander and though
they cannot attack, they are close enough to
the Platoon commander that he can smell
their rotting flesh.
Lara and the Heavy Flak grenadiers move
and attack the Wildfire scoring four hits.
Only one save is made and the allied walker
goes boom.
The Heinrich makes a march move to end
up beside the Sturmpioniere and turns to face
any would be attackers. The Axis assassina-
tion attempt came up one toe tag short and
their turn ends but the allied VIP is sur-
rounded and double suppressed.
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The Corps Officer cannot shake suppres-
sion and is unable to do anything to escape
the zombies. The tank hunters try to destroy
the Hans but shoot nothing but blanks.
Grandma can do nothing against the par-
atroopers and the Chinese can do nothing
against Laras unit and the round ends rather
uneventfully.
turn four priority:
command phase
axis, allies, ssu
With more units on the table than their op-
ponents, the Axis army scores more hits and
becomes the primary player.
Surrounded by zombies, Heavy laser grena-
diers and a Hans walker, the Allied VIP is
grateful that the Sturmpioniere dont have a
radio.
With only the Heinrich in command
range, the walker is ordered to open fire on
the crippled SSU chopper for no real reason
other than because he doesnt like the way
the pilot is staring at him. The walker only
manages one damage and the chopper stays
in the air with its last damage point intact
but it is impotent from losing its guns earlier
in the battle. The Sturmpioniere then move
behind the building on the table edge oppo-
site the SSUs deployment zone.
Grenadier X snarls and the zombies moan
and the VIP makes a phone call home to his
family in case no rescue arrives in time.
The allied commander hangs up on his fam-
ily and puts the call in to his tank hunting
allies and orders them to destroy the Hans
walker. They only manage one hit but that
is all they need as their bazookas deal out
two damage per hit and the walker only had
two damage points left. Being in the walk-
ers rear arc, the walker was deprived any
chance of an armour save. The allies could
see a tiny ray of hope.
The platoon commander opened fire on
Grenadier X and the zombies, threw 4 dice
and scored 3 big hits, but two were saved
and Grenadier X took a single wound with-
out taking a single step back and no zombies
fell.
The Chinese were ordered to kill the last
Hammer and they did not disobey.
The final hammer died and with him any se-
rious hope of the Hammer and the Devils
combining to destroy Grandma and then
kill Koshka before their own Platoon com-
mander became a brain buffet.
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turn four priority:
unit phase
ssu, allies, axis
Grandma advanced on Jackson and the
Red Devils and Koshka used her fighting
spirit ability. As luck would have it, when
he wanted to roll blanks, Troy rolled hits
on 4 out of 7 dice. The attack ignored cover
and one save was made so Jackson took two
wounds. Action Jackson was down to his
last wound but he was alive and so were all
his paratroopers.
The Chinese and Derzhavin shook off
their suppression and opened fire on the
only unit in range, Lara and the Heavy
flak grenadiers. They got the outcome that
Grandma wanted and rolled 6 blanks on
7 dice and Lara and her squad made the sin-
gle save they needed.
Not having any guns or offensive capabil-
ity, the crippled Soviet chopper tried to fly
away on a joy ride and was reacted to and
shot down by the Heinrich walker. When
Troy asked, It has no guns, why even both-
er shooting it? I replied, I dont like the
cut of his jib.
The tankbusters made a jump over the
structure they were behind to get them behind
the zombies threatening their commander,
but since they acted in the command phase
to destroy the Hans, they were unable to
fire on the zombies.
Jackson shakes the suppression and the par-
atroopers overcharge their phasers and open
up on Grandma and the Russian walker
is wrecked. Koshka is forced from her VK-
powered mount and forced to stare the para-
troopers down without the protection of her
giant metal protector.
But the allies have no other units in the area,
the allied platoon commander is in serious
trouble and Koshka still lives. The Corps of-
ficer cant get rid of his suppression mark-
er and so is unable to act he says a little
prayer, and the allied turn ends.
There is little point wasting any time by ac-
tivating other units so I go straight to Grena-
dier X and the zombies and in my best Ivan
Drago voice tell Sebastian, I must break
you. Grenadier X and the zombies attack,
five hits are scored and the game ends as the
allied VIP dies while his tank hunter com-
patriots can do nothing but watch the brain-
eating orgy of blood.
axis victory!
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conclusion
In the end, The Axis carried the day though
they did get a very early scare losing 3 out
of 5 soldiers from their VIP squad very early
on.
The early air superiority held by the SSU
was ended by Lara and the Heavy flak gren-
adiers and the SSU never were able to get
near the remaining 2 enemy VIPs.
Koshkas mount, Grandma, provided her
the protection she needed to stay alive just
long enough.
The Corps officers fell as they were chased
from safety by the outflanking Hans walk-
er and forced towards the middle of the table
as a string of Soviet minefields gave them
few other options. With the outside side-
line cut off to them, they were hunted down
by the lightning fast Blutkreuz zombies of
Grenadier X.
Victory for Patrick with the Axis and a great
time was had by all.
worldwide dust league
After the game Patrick went onto the inter-
net and the Dust-League.Com website to re-
port the result and earn everybody points for
the Dust Warfare Leaderboard.
If you want to take part in the Worldwide
Dust League then simply play games of
Dust Warfare or Tactics and fill in the re-
sults form after the game, the website does
the rest.
You earn two points for every win and one
point for every loss/draw.
Check out www.Dust-League.Com
for more details.
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how
2: make sw
amps
As Fall sets in and the rains come, the grounds
struggle to absorb the waters. Across the
battlefields of Europe, swamps spring up,
trapping infantry in their muds and making
movement for vehicles nearly impossible.
In the Everglades of Florida the SSU strug-
gle to keep from being pushed back into the
sea by the USMC. Below we take a look
at how to build swamps for your table top
games of Dust Warfare.
The Materials and Tools you will need:
thick MDF or similar wood board
1/2 thick FoamCore
Wood Glue
Playground/Modeling Sand
Paints
Brown
Golden Brown
Tan
Brown Ink
Static Grass (GW scortched grass)
Grass Clumps (army painters Swamp Tufts
and Highland Tufts)
Tall Grass (Woodland Scenics Green and
Yellow Tall Grass)
Box Cutter (the kind where you can have
about a 3 blade)
Large Brush
Two part resin for sealing Furniture
OPTIONAL:
Citadel Tree
Army Painters Poison Ivy
WoodLand Scenics fine clump foliage
Step #1
Cut an irregularly shaped base out of your
wood board, any size you like but I recom-
mend no longer than 12 by 8. Use the
wood base and trace out the shape on the
Foamcore. I recommend thick Foam-
Core but will work in a pinch.
Cut out wood base.
Trace out the shape onto foamcore.
Step #2
Cut out the center of the FoamCore, leaving
about a -1 border, so you have a weird
looking donut. Bevel the inner and out edg-
es of the donut. From the center cutout,
shape a few islands to place in the open area
of your swamp.
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Bevel the outer AND inner edges
of the border.
Step #3
Use some watered down wood glue to glue
the islands and border to the base. I use an
old large (tank brush?) to spread the glue.
Just make sure to clean the brush out when
youre done. Allow to dry overnight. I place
a large flat object, an old atlas on top of the
swamp and place a couple 5lb. weights on it
to keep it from curling up as it dries.
Glue it down.
Step #4
Once the base is dried, spread a layer of wa-
tered down glue all over the swamp. Use a
brush as described above. Dont water the
glue down too much. Spread your sand all
over the swamp and allow to dry.
Top Tip!:
Use playground sand. Buy it from the store,
the stuff from the actual playground may
have unwanted bonus items in it.
Step #5
Paint the swamp a medium brown color.
For this step and the two that follow, I used
craft store acrylic paints. No need to use
your expensive model paints on such a large
surface. You can use whatever colors you
want to match your table, these colors match
mine and are a pretty neutral choice.
The brown matches Citadels
Calthan Brown.
Step #6
Dry Brush with a golden yellow brown.
This color matches Citadels Iyanden.
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Step #7
Dry brush the edges but not the recessed
area with a tan color.
This color matches
Citadels Bleached Bone
Step #8
Once again using the large brush and slightly
watered down wood glue, paint some patch-
es of glue onto the islands and edges of the
swamp, sprinkle static grass onto the glue.
I used Citadels Scorched Grass
Step #9
To prep the tall grass for placement on the
swamp, pinch off a clump of grass and cut it
in half. Dip the evenly cut section in super
glue and allow to dry for about 15 minutes
or so. Make as many clumps as you like/
have patience for.
Clump of tall
grass. An equal
amount is hid-
den behind my
thumb, cut the
clump near the
thumb.
The cut.
Dab in super glue and allow to
dry. Try not to glue your fingers
to the grass.
Step #10
To place the tall grass on your swamp use
a cocktail stick or a pin vice drill bit to
poke holes in the FoamCore. Drop a bit of
glue into the hole and insert your tall grass
clump. This is also a good time to place the
Tundra and Swamp clumps onto the edge of
the swamp and onto the islands.
Tall Grass and clumps placed.
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Step #11
Totally optional. I wanted to add a bit of
character to the swamp so I added a sad look-
ing tree to the swamp. I painted it up like
the trees in this issues How2:Fall Forests. I
added some clump foliage to the base and a
bit of Ivy to a lower branch. The Ivy is from
The Army Painter. You can add anything
you want here. Spare tank turret? May as
well model in a tank that has been sucked
into the swamp. Otherwise, put some is-
lands and tall grass there.
Step #12
Seal your swamp with some dull sealer.
Once dry, comes the important and some-
what tricky part.
Use the two part resin furniture sealer to
make the swamp water. Mix it up as per
the instructions. Seriously, follow the in-
structions on the packaging. Do it outside
because you are sure to get some on the rug/
counter and your mom/wife/roommate
will not be entertained.
When mixing up the resin add a bit of brown
ink to the mix. Not too much otherwise it
will lose its transparent nature. Remember,
you can always add more ink but you cant
remove it once its in the mix.
Dullcoated and before the resin.
Be sure to let the resin dry fully and that
your swamp is on a level surface as it
does so.
Final Word
If you think the swamp looks a bit too pond
like add more of the little islands and reeds.
Just remember; youre going for form AND
function. It doesnt do us much good to
have terrain that is pretty but useless. If you
do want to make a pond, leave the islands
and flair out. Use some blue ink with the
resin and add some lily pads. You can make
great lily pads by hole punching some green
construction paper. Set em on your resin
when its nearly done curing.
I usually make swamps difficult terrain for
infantry and impassible for walkers. Soft
cover for units in the swamp, but no cover
for shooting through the swamp.
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The setting sun had turned the cold, winter
sky a deep violet, edged in fiery reds and
orange. The shadows in the streets, cast by
the tall, jagged ruins of the once impres-
sive buildings of Zverograds commercial
district, easily hid the five men in Sergeant
Millers Assault Squad, as they crouched
among the rubble across the street from the
site of such recent, violent, death.

The north section of the city was cold and
dead, abandoned weeks ago by the Russians
when the Axis assault rolled through, de-
stroying everything in reach. Eleven pairs
of eyes stared, unblinking at the fractured,
three storey ruin before them, looking in-
tently for even a hint of movement.
Finally, a low whistle sounded and at that
signal a figure dressed in dusty, filthy,
winter gear and scraped armor stood from
a stoop inhis concealment and ran for the
blasted entryway, shotgun held at the ready.
Private Malone, Manny to his friends, could
hear his own heavy breath like a bellows in
his ears in the silence of the deserted streets,
and he thought cynically to himself, Point
man, Im always point man! Teach me for
beating the Sarge at cards so often! The
thought caused him to snort with humour
as he came to a sliding halt alongside the
yawning, blackened doorway leading into
what used to be a large department store.
Not like its your fault, Manny-boy, the
Sarge plays like your gramma! Malone
took three deep, steadying breaths and then
swung into the yawning doorway, disap-
pearing into the black interior.
For almost five, tense minutes Sergeant
Miller and his men waited in silence across
the street. Finally, just as Millers anxiety
was about to get the better of him, he saw a
movement in the black doorway - Malone
entered, and a low whistle sounded the all
clear. All four men in the the squad got to
their feet, looking like rumpled vagabonds
covered in dirt and concrete dust, and jogged
quickly to the building and ducked inside.
Usually, good cover and concealment like
this would be greeted with sighs of released
tension; being in the open in a hostile battle-
field made the center of a soldiers back itch
like crazy! But already the men could smell
the sweet-coppery scent of spilled blood,
and any sense of safety was fleeting.
A very few hours ago the other twenty men
of their platoon fought futilely, and died
messily, in this dark ruin - leaving only one
survivor to witness the gory aftermath.

* * *
Across the intersection from the rally point,
concealed in a ruined, roofless, third floor
office, Specialist Marksman Mario Ramirez
watched with a dull foreboding as Miller
and his squad disappeared into the building.
Ramirez and his spotter, Sloan, had been
just a block away when the rest of the pla-
toon had been attacked, and the sounds of
the frantic shooting and screams had quick-
ly called them back to providesupport. As
the pair approached the building the last cry
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went silent, so the two of them entered cau-
tiously, only to find the men - their fellow
soldiers - all dead. And not just dead, but
destroyed, ripped apart like rag dolls in the
jaws of a vicious dog! The sight and smells
had made Ramirez sick all over the ground
at his feet, and as he was recovering his
partner had moved up to the second floor to
look for survivors,. Less than a minute later,
Sloan was dead, torn apart, and Ramirez was
running as fast as he could in a blind panic!
Ramirez felt his face go hot, remembering
his terrified flight. Eventually, he regained
control of himself, and moved to meet up
with Sergeant Millers Assault squad, who
had been acting as rear guard to distract and
way-lay Axis units that had been hunting
them all for the last day and a half. Ramirez
shook off the memories threatening to bring
the gnawing fear back, and turned his keen
eyes back to the scope of his Springfield
M1 sniper rifle, scanning up and down the
north-south rubble-strewn streets for signs
of movement.

* * *
Miller looked around the entryway in sick-
ened disbelief, even though he already
had some idea what to expect, both from
Ramirezs graphic description, and his own
nightmare memories, he still couldnt im-
agine this much blood! The walls and floor
were splashed with a heavy coating of gore,
and the torn remains of the squad who had
been guarding the entry lay scattered like
old cloths all over the large foyer. Miller
closed his eyes briefly as he caught sight of
his friend, Sergeant Perkins, laying crum-
pled at the foot of the stairs leading up to
the second floor. He was missing his left
arm, and hada twelve inch hole where his
stomach used to be. The rest of his squad
stood around him, equally as stunned by
the carnage, the sound of Private Pinski
puking in the corner loud in the silence.
Miller shook himself and gritted his teeth.
Alright! Round up! Ammo and water,
check for gear, and look for the LTs radio!
Come on men, hussle! The faster we work,
the sooner we leave!
The strength of his barked orders seem to
snap everyone out of their shock.
And stay together! Always in sight!
Malone and Kimble set about gathering
ammo, while Pinski and Bauer went through
torn packs looking for rations and water, and
Miller carefully moved the corpses looking
for dog tags in the human wreckage. Eve-
ryone was silent as they worked fast and
methodically, trying not to think about what
they were doing. Thankfully, the winter cold
had seeped into the ruin like a tomb, keep-
ing it below freezing, so the bodies hadnt
started to smell. Soon the entry was clear,
and the squad moved to the stairs to head
up. This time, the squad set their shotguns at
the ready, and went up together, staggered,
and covering each other about three or four
yards apart.
At the top of the single flight of stairs, the
floor was a large open space, littered with
fallen shelves and broken display cases. Ob-
viously this wasthe main sales floor. The
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squad spread out quickly, weapons sweeping
the piles and fallen walls. A few lone, naked
mannequins, covered in dust, stood mor-
bidly still among the wreckage, like ghosts.
Near the center of the room, the darker color
of blood and torn flesh broke the monochro-
matic grey of ash and concrete dust.
The squad quickly approached and discov-
ered the unmistakable signs of a violent last
stand. There were the shredded remains of
the Command squad and Recon squad two,
laying back to back, killed where they stood
fighting. The floor was heavily littered with
brass casings, attesting to the weight of fire
they were pouring in all directions. As the
men set about searching for supplies, Miller
crouched down and took a closer look at
the bodies, as he looked for dog tags. First
thing he noticed was that not a single AR 1
assault rifle was intact, every one had been
bashed to bits, or bent out of shape. The sec-
ond thing he saw was that almost every man
had died with a combat knife in his hands,
which told him the fighting got up close and
personal.
Miller had finished closing the staring, blank
eyes of Lt. Vitelli, his hand full of bloody
dog tags, when Kimble whisperedHey
Sarge, you gotta see this, from near the
back wall of the floor.
The Sergeant stood and headed over to
Kimble, who was standing in front of a short
hall leading off the back of the sales floor.
The entry to the hall was riddled with bullet
holes. It was obvious that the attack origi-
nated here, and the men of the platoon un-
leashed a blistering amount of fire right into
the oncoming rush. Kimble silently pointed
to the back wall, about ten feet down the
hall, where a steel fire door had been blown
off its hinges revealing a pitch black stair-
well leading down. Miller looked closer and
saw the walls around the door were covered
in black, oozing gore, and for the first time
noticed the stink. Like bleach and gasoline
mixed with rotten meat and human waste.

Millers eyes met Kimbles, as the Private
turned pale and forced a lump down his
throat. Kimble had been there, in the retreat
from France, the first time the Allies had en-
countered the horrible experimental sol-
diers the Axis only fielded at night. He had
heard the screams and tearing of flesh, the
unearthly hissing in the dark and confusion.
And he had smelled that smell - that horrid,
nauseating stench - of a man long dead, but
not allowed to rest by unholy science.
There was no question now, a bad situation
had just got worse.

* * *
Despite his high level of training, the ex-
haustion and the numbness from his fear
almost ruined everything! Ramirez didnt
know how long he had been watching the
huge machine walking purposefully down
the center of the street, but by the time the
urgent alarm ringing in the back of his mind
finaly made him actually SEE what he was
looking at, the Axis Scout walker was only
four blocks away! The grey and black cam-
ouflaged machine strutted like a hungry bird
of prey, its powerful reverse jointed legs
stepping high over rubble and wrecked cars,
effortlessly crushing anything too small to
bother avoiding. Its weapons pods hung
heavy with large, powerful rockets, both
troop scything fragmentation and tank de-
stroying, armor piercing. Its Kraut name
was some unpronounceable gobbledy-gook,
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but the Allied soldiers just called it a Hans,
and if it got close enough to use those heavy
rockets, it could wipe out an entire platoon!
Ramirez started to sweat, despite the cold,
as he quickly scanned the streets all around.
Behind the Hans scout walker, about a block
and a half back, the road was crawling with
Axis troops! He could even see six of the
hulking, armored Heavy Grenadiers. Not
good! Not good! he rattled in his head.

A sound to the north, opposite from the di-
rection the Axis approached, drew his at-
tention. He slowly swung his scope in that
direction, hoping the motion didnt give him
away, even that far away. Three blocks to
the north, another group of Axis troops were
steadily approaching. This group looked
like fast moving lighter infantry, but right
behind them stomped two much larger Axis
walking tanks! A Panzer 2-A Luther, and a
Panzer 2-B Ludwig, the massive machines
moving with aggressive speed, despite their
size.
Not good! Not good! had become a chant,
a mantra under his breath! Ramirez slowly
backed away from the window, and then
ran as fast as he could down the stairs to the
street. Then, muttering a Spanish prayer, he
sprinted as fast as he could at a low crouch
across the intersection and bolted into the
store front, his fear of the place forgotten.

* * *
The radios busted up, Sarge, and theres no
sign of the ASOCOM agent we were here to
meet, Malone reported, as the squad gath-
ered at the top of the stairs having finished
their salvage search. Every man of the pla-
toon was accounted for, all dead except Mill-
ers Assault squad and the Sniper, Ramirez.
The mood was subdued, and no one talked
among themselves.
Whats our ammo and ration situation?,
Miller asked, grim and focused.
About fifty rounds of 10 gauge shot for each
of us - none of the rifles were salvageable,
but Pinski got an extra tank for the flameth-
rower. A dozen frags, and five extra demo
charges, Bauer snorted in disgust. It was
Lt. Vitellis judicious use of the squads
demo charges that got them in this mess.
Miller shot Bauer a sharp look, and the Pri-
vate had the good grace to look away. Miller
might agree that Vitelli was an idiot, but you
dont disrespect a dead comrade.
Not as good on rations, only two unbroken
canteens, and about a dozen meal packs. It
should last us back to our lines, but well be
ready for a snack when we get there!
No one laughed at Kimbles weak joke.
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Alright, good work, considering. Lets dis-
tribute the gear, and then we can head out
and grab Ramirez.
Miller was just about to take his first step
back down to the entry foyer, when a boom
from a heavy cannon was immediately fol-
lowed by a six foot chunk of the front wall
vanishing in a deafening explosion, scatter-
ing broken concrete all over the entry! The
squad dove for what cover they could reach
as a second heavy round smashed in the wall
of the second floor above them. As the ring-
ing in Millers ears subsided, he could make
out someone yelling.
Sergeant! We got company! A lot of com-
pany! The Sniper, Ramirez, shouted as he
pulled himself from the pile of rubble in the
entry. He had literally just thrown himself
into the doorway, thinking he had made it
without being seen, when the Ludwig walk-
er fired its twin 88s, blasting apart the wall
just feet away!

Someone muttered, No shit! but Miller
was too busy to notice. Report! The Ser-
geant barked, as another round slammed
into the sidewalk just outside.
Two forces, steady approach, north and
south, at least reinforced platoon strength!
Ramirez paused as yet another 88 milimeter
shell blew a chunk off the buildings facade.
Mixed light and heavy infantry, with com-
bat Panzer support!

Miller thought furiously its like they knew
where we were going to be! He waved the
men to the back area of the sales floor, away
from the open front wall.
Malone! Check that fire escape in back!
Find us a back door! Ramirez, watch the
stairs, theyll send troops in when they real-
ize the shells wont cut it!

As a couple of minutes went by, and a
few more shells spent themselves nois-
ily on the concrete walls, Miller set his
men in the only cover available, all weap-
ons trained on the stairs. After a few sec-
onds the explosions stopped, and then the
crack of a rifle firing came from the stairs.
A second rifle shot rang out, instantly fol-
lowed by the hair raising buzz-saw sound
of an Axis MG 48 machinegun! Ramirezs
guille-suited shape came running up the
stairs as fast as he could go, as he flung him-
self under a table and trained his rifle on the
stairs.
Recon squad! He huffed quietly, winded,
I popped the Sergeant, but there are more
squads coming in behind!
Steady, Miller ordered quietly, holding
his shotgun to his shoulder. They could hear
movement on the steps, and what sounded
like a muted conversation.
Steady.... Miller whispered. Just then, a
German stick-grenade came sailing up the
stairs, spinning, and landed among a man-
nequin display, well away from the GIs
crouched at the back of the room. Everyone
closed their eyes as the grenade went off
with a tinny bang, and bits of shrapnel and
wooden mannequin rained down all over the
place. Before the explosion had finished,
a squad of lightly armored Axis troopers
came flooding up the stairs, assault rifles
and powerful machinegun blazing away! No
aiming was done, but enough lead was fly-
ing to be dangerous anyway. Miller felt the
heated wind as a bullet buzzed past his face
too close for comfort.
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FIRE! The Sergeant roared, blasting away
with his Remington. His squad instantly
complied, and soon hot lead and steel shot
were flying back and forth, filling the air
with cordite stink and deafening sound. Two
of the Germans were immediately pitched
off their feet, armor and helmet caved in by
the heavy shot. The other two, one clutching
his machinegun, dove to the sides, taking
cover behind the check-out counters. At the
top of the stairs, a second squad moved up
just enough to lay on their bellies, bracing
their assault rifles on the top step and adding
even more incoming fire!
Miller racked his last shot, took careful aim,
and shot the Axis machine gunner right in
the exposed right foot! The man screamed
and fell over, dropping his gun and clutching
his shredded foot, until another tight clus-
ter hit him square in the gas-mask shrouded
face, silencing him. As the Sergeant squat-
ted to reload, he finaly heard Malone shout-
ing from the short hall behind them.
Sergeant! Sarge! Its no good! The build-
ing behind collapsed into the alley - doors
blocked! Malone was firing from the cor-
ner, over the squads head.

Shit! Miller swore,are you sure? What
about the ground floor into the sales floor?
He slid the last shell into his gun and racked
a round.Around him, fewer shotguns fired,
as the weight of incoming fire forced them to
keep their heads down, as the meager cover
they had was slowly blasted away. Malones
gun clicked empty, and his practiced hands
quickly reloaded.
No go! The ground floors full of rubble.
Miller could see something in Malones
eyes -a reluctance, like there was something
he wasnt telling.
But, you found a way out. Millers state-
ment wasnt a question, as he realised what
Malone didnt want to suggest.
You could call it that, Sarge. Malones
face was bleak.The stairs keep going down
to the sub level, the basement. Therell be
sewer access. He brought up his Reming-
ton and pulled three fast shots.
Miller didnt like that option. He knew
thats how THEY got in and wiped out his
platoon. He spun back to the fire fight, and
saw that, under the heavy cover fire, anoth-
er Axis recon squad had made it onto this
level and hadtaken up position on the right
wing. At this rate, the Germans would have
a crossfire, and be able to negate the squads
weakening cover. Indecision tore at Millers
guts. As an assault squad Sergeant, he liked
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to think he and his boys could chew up nails
and spit bullets, but the numbers and fire-
power the Axis troops were piling into the
storefront was just too much! But if he lead
the men into the sewers, into the dark, he
might as well put a bullet in them himself,
he feared.

Just then, Pinski cried out as a German bul-
let smacked into his shoulder armor, denting
it badly and spinning him to his backside.
His cry seemed to encourage the Axis sol-
diers, and the fire intensified. A sharp rifle
crack accompanied one of the soldiers lay-
ing on the steps jerking as his head explod-
ed, and he slithered loose limbed back down
the stairs. Miller just raised his shotgun to
continue firing when a loud, mechanical-
whirr-clump! Whirr-clump! reverberated up
the stairs. Then, ascending like a titan, a trio
of massive Axis Heavy Battle Armor troop-
ers armed with twin shielded machineguns
slowly stomped their way up the steps!Well,
decision made! Miller thought.
FALL BACK! he shouted, standing
and blasting his shotgun from the hip.To
the stairs! Follow Malone! Move, move,
move!
He and Ramirez poured on the fire, as the
rest of the squad broke off one by one and
ran for the back door. The Germans sensed
their prey escaping and started moving in
less cautiously, giving Miller and the Sniper
ample targets. Two, then four dropped in
quick order, then the Heavy Recon troops
pushed forward, and opened up with the
twin MG 44s. Miller ran the last few steps to
the hall and threw himself into the doorway
just ahead of the line of machinegun bullets,
slamming painfully into the wall alongside
the broken door, landing on his knees. Ram-
irez came flying in behind him, but just as
he slid to a stop in front of Miller a pair of
high speed shots punched into his back and
blew out his chest in a spray of blood and
bits of lung.
Miller just stared in shock as Ramirez col-
lapsed to his knees, then in a burst of rage
spun around to sit on his backside and
brought his rifle to his shoulder. With blood
running from his mouth, he fired two shots
as fast as he could work the bolt, and the
machinegun fire suddenly stopped. Miller
leaned around the corner to drag him back
into the doorway, and saw the crumpled
body of the lead Heavy Recon trooper, his
head mostly gone. Once he got Ramirez
through the door, Miller pulled the demo
charge from his back, and pinched the fuse
at a mere six second delay. With one arm, he
hurled the charge as hard as he could out the
door, and into the sales room. With the oth-
er, he grabbed Ramirez by the collar of his
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armor, and threw himself tumbling down the
steps to land among his squad at the bottom.
Above, he could hear surprised shouts from
the Germans just before the charge went
off. The whole building shook, and a wall of
dust and grit exploded from the doorway. A
tearing roar of collapsing masonry signalled
the complete destruction of the open, central
floor of the store as the top two floors rained
down onto the first.

* * *
Miller knelt next to Specialist Ramirezs
body, draped in his rain poncho. He added
the soldiers tag to the growing collection in
his pack, and closed his eyes for a moment
of respect. The squad had found the access
to the citys modern sewers at the back of
the sub-basement and found the lock on the
gate already broken, as Miller recovered
from the explosion and took care of Rami-
rez. The sniper had already died while Miller
was setting the fuse. Finishing his goodbye
to a tough, brave soldier, Miller rose to his
feet on exhausted legs and set his shoulders.
Gotta stay strong, for them, for my boys.
Alright, men, we showed the Krauts whats
what! I know were all tired, but weve got
tomake some distance from this location be-
fore they find another access close by.
The squad were dead on their feet, every
one of them half comatose from fatigue and
adrenaline burn out, but they all nodded
slowly and hefted the heavy packs.

We head west, not strait south as theyll
expect that;five or six blocks. The Sergeant
spoke with a strong, confident tone as he got
out his flashlight and flicked it on, shining
it into the inky blackness of the under-city
entrance. Then we find a bolt hole to crawl
into and get a couple hours rest.

The squad perked up at the idea of rest, and
some food, and a sense of resolution re-
turned to the set of their jaws.

Malone... Miller started.

I know, I got point, Sarge. He muttered.
The rest of the squad quietly chuckled,
and Miller slapped Malone on the back as
he passed into the cold, black, under city.
One by one, the squad was swallowed
up by the darkness, with Miller bring-
ing up the rear. As he passed into the en-
trance he just noticed the faint stink of
the black gore on the broken gate and the
smear of wet, red, blood on the handle....

To be continued......
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how2: trench bases
Hello everyone, this month I would like to
do a cool, easy base tutorial and you get a
bonus as Ive recently made a purchase that
kind of enhances my Dust experience and
ease of bookkeeping.
I modeled my bases after a swampy, dirty,
trench style area. I thought this would make
the best of a Dust Warfare table, as between
the two versions, Warfare is my first game
of choice though I do still love Tactics.
With that in mind, I scoured the internet for
some good supplies. I wanted something
that didnt look like your run of the mill bal-
last + static grass bases. I came across this
kit from Secret Weapon:
This gave me great inspiration for my stuff
and I ordered a bunch of the kits. When it ar-
rived, I figured out what I was going to use.
The planking was a must. I wasnt going to
use the wire, only because it was somewhat
fiddly and with the amount of figures I have,
it would just take too much time. The ballast
I really liked, the particle size was perfect.
And then on the static grass, I passed on the
one above and went more with a straight
green. I wanted it to contrast slightly and not
just blend into the basing.

Here is your bonus material and will be used
in my tutorial because I needed to get some
heroes done. I just basically happened along
some of these Litko items when I was inter-
net browsing. Ive never used Litko stuff
before, but this just seemed too perfect not
to use and you get a set of 3 of them for a
decent price. What is it? It is the 30mm
combat dials that Litko does in 4 different
colors:
Im using these on all of my multiwound,
30mm characters and they make awesome
integrated wound counters that are the same
size base as the Dust models.
I ordered 2 sets of the green (because Im an
allied player) and once I get them in, I got
to work on some heroes. So without further
ado, here is our Trench Base tutorial:
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by jason mcfarland
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Step 1 Build the combat dial
When you get the combat dials from Litko,
you will get them in 4 pieces. You will get
the clear numbered dial, the colored top disc,
and two rare earth magnets.
The magnets simply go in the center of each
dial and then when you put the dial together,
they will allow you to spin them but still be
able to take them apart if needed.
They do move laterally a bit, so be care-
ful when you are spinning the dial. Also, I
had one batch that was slightly undercut on
the hole of the colored disc, and I ended up
breaking one piece trying to get the magnet
in there, but that was my only issue. They
are pretty cool when put together.
Make sure you get the polarity right when
inserting your magnets, so that they come
together with the right orientation
Step 2 Basecoat
The colored dial comes in a very glossy
acrylic plastic. This does not adhere paint
well at all. So I took all of my top discs
and basecoated them in a matte black, the
paint will give me a rougher surface to work
with.
Now, here are two VERY IMPORTANT
details. After you basecoat your color-
ed disc, double check your polarity to the
numbered disc on last time, the second de-
tail making sure your numbers on the clear
disc are flipped the right way. You dont
want to terrain the wrong side of the colored
disc, and you dont want your numbers to be
backwards. I almost did both!
Step 3 Lay down your first coat
I am doing a brown base on my bases for
my trench look. I used a Delta Ceramcoat
medium shade brown for this step.
If youd like, before you do this, you can
green stuff over the center magnet to smooth
it out. I didnt, as the two that you can
slightly see it on, you dont really notice on
the table. Let this completely dry.
Editors Note:
If you are interested in the Secret Weapon
kit used in this article then check out their
website at:
www.secretweaponminiatures.com
and now, back to Jason....
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Step 4 Plan your planking
At this point, I had to figure out exactly how
I wanted each base to look. I try to vary my
look for each base to give each troop a bit
of variety. For these 4, I decided two would
have planking and 2 would be bare ground,
one of those bare ground would have some
water as well.
I use super glue when I lay my planking.
Normally for basing, I use a white PVA
glue, but you really want these planks to sit
and it will allow you to work faster as well
to get them to adhere quickly.
When laying them, try to alternate your pat-
tern, dont lay them right on each other like
a back porch deck, give yourself some spac-
ing, give yourself some crooked pieces, etc.
This gives it a cool, old, beaten down, look
when the base is finished.
Step 5 Trim your bases
Once your glue is dry, and very dry, you
can now trim your base planks up. I use my
normal snips that I would use with a plas-
tic sprue to do this and just snip each board
carefully flush with the base.
I recycle all scraps no matter how long, they
can always be used again, so those all go
back in my little plastic plank tub. Dont
worry about smoothing up the edges, they
look more authentic with a rough cut finish.
Step 6 Lay your ballast
Now you can go lay your ballast down. I
use a paintbrush to lay my PVA glue down
in a set pattern. If there are any base sec-
tions that I need a water effect, Im leaving
those areas blank of glue.
Then, just lay your glued base upside down
in your ballast, blow off the excess, and
clean more excess off the sides of the base
(dont forget the little rounded indentation if
youre using the combat dials, you want that
nice and clean).
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Step 7 Final details
before water and static grass
This part, I just finish up a couple small de-
tails before I finish the bases up.
I use Citadel Castellan and Catachan green
on the spots where I will end up putting the
water. This will give an underlay for the wa-
ter that will contrast a bit with the ballast,
but still keep in the swampy trench theme.
So I paint those in a just a couple layers, the
lighter color dont take all the way to the
edge of the water section.
My secondary part of this step is to rough
up the planks. Take a hobby knife, and hit
the tops of the planks randomly slicing off
edges, scoring lines in the tops, chipping,
gouging, etc. Once this is done, take some
Devlan Mud or whatever Citadel is using
now (I still have a good amount of Devlan
thankfully), and liberally wash the boards.
My technique is to wash the boards with a
good amount of wash, and then rubbing the
excess off the top to give it an aged, dirty
look.
Step 8 Final details
Last few things I do to finish. First is stat-
ic grass. Again, I used a lighter green and
just put some patches here and there. Give
some to the edges between the planks for
some random growth and allow some more
aging.
Next, we lay down our water. I have been
using the water effect that comes in the Se-
cret Weapon basing kit, this seems to be
pretty solid stuff. It comes in a water drop-
per bottle, so it is ultra easy to apply. You
can apply to an edge that doesnt have bal-
last as edging, but you need to be very care-
ful and let the edges line allow the water to
stop on its own. If you are very careful, you
wont overrun the edge.
Then let dry for quite a long time, though if
you are careful, you can superglue the mini
on the base at this point if you arent putting
a foot on the water (though if you want a
foot in the water, this would be the spot to
do that if youve made a water effect deep
enough.
Step 9 Finish!
And here is your final look. If you are using
the combat dials, as you can see, you made
yourself an integrated wound tracker. Once
your mini is on the base, if youd like, you
can trim your top edge sides in black or an-
other color.
I usually trim it in the same brown that I use
as the same that I used to basecoat earlier.
You now have some pretty sweet looking
bases that were done fairly easy.
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operation: coldsnap
custom campaign for dust tactics
mission 2a: rapid departure
This mission is played if there was a winner
in Mission 1 - Down The Hole.
The winner of that mission will be the At-
tacker in Mission 2A - Rapid Departure.
Both players can choose up to 250AP.
special rules:
The player with the most Victory Points at
the end of Round 8 will be declared the win-
ner of this mission.
Each player has one ammo crate and one tank
trap to place anywhere on the board. Please
note that tank traps can NOT be placed on
any of the Objective squares.
objectives:
The Defender receives Victory Points for
each enemy unit destroyed.
The Attacker receives Victory Points x2 for
each unit on the Objective squares at the end
of Round 8.
If there is a winner at the end of the game
then proceed to Mission 3A, with the winner
becoming the Attacker.
If the game is a draw then proceed to Mis-
sion 3B and roll to see who is the Attacker.
Attacker Deployment
Defender Deployment
Objective Square
The underground base was full of supplies
and your men grab as much as they can car-
ry and the remainder is catalogued as fast
as possible so that the Higher-Ups can
decide if it is worth sending more men and
equipment to the base to retrieve more.
Getting in wasnt easy and you have no
doubt that getting out is going to be any eas-
ier. The sentries by the entrance to the base
are reporting on enemy movement and if
you dont give the order to move out quickly
then it will be to late.
It is time to go home to a hot shower and
some warm food.
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The underground base is full of supplies and
both forces quickly spread out amongst the
crates and containers.
It is important to secure the most usefull
pieces of equipment stored in the base be-
fore the enemy can get them. After that you
can start to plan how to flush the opposing
army out of the base and catalogue every-
thing so that the Higher-Ups can decide
if it is worth sending more men and equip-
ment to the base to retrieve more.
First things first.
Time to clear out the base.
mission 2b: grab & run
This mission is played if Mission 1 - Down
The Hole ended in a draw.
Roll Dice to see who will be the Attacker in
Mission 2B - Grab & Run.
Both players can choose up to 250AP.
special rules:
This mission is indoors and for that reason it
is not possible to use any Aircraft units.
The buildings on the map are walls that cre-
ate rooms. However for easy of play the nor-
mal rules apply for cover. This means that
the building squares provide soft and hard
cover as normal.
The player with the most Victory Points at
the end of Round 8 will be declared the win-
ner of this mission.
objectives:
Each player reveives one Victory Point for
every square he/she has a unit on. This is the
only way to score VP.
If there is a winner at the end of the game
then proceed to Mission 2A, with the winner
becoming the Attacker.
If the game is a draw then proceed to Mis-
sion 3B and roll to see who is the Attacker.
Attacker Deployment
Defender Deployment
Objective Square
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mission 3a: a lift home
This mission is played if Mission 2A - Rapid
Departure had a winner.
The winner of Mission 2A - Rapid Depar-
ture, will be the attacker in Mission 3A - A
Lift Home.
Both players can choose up to 250AP.
special rules:
Both players can place one ammo crate and
one tank trap anywhere on the board. Please
note that tank traps can NOT be placed in-
side buildings.
objectives:
The game keeps going untill only one player
has any models left. That player is declared
the winner of the game and also the winner
of Operation: Coldsnap.
Attacker Deployment
Defender Deployment
Objective Square
You managed to get some of the supplies that
you and your men found in the underground
base but the cost is getting to high.
It is time to call in a taxi and get out of here
as quickly as you can before the enemy at-
tack again.
destiny sure has a sick sense of humor. The
loacation chosen for your evacuation point
turns out to be the same building rooftop as
that chosen by the enemy.
So much for going home before you loose
any more men. First you will have to fight
your way out of here.
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mission 3b: night fighting
This mission is played if Mission 2A or 2B ended
in a draw.
Roll Dice to see who will be the attacker in Mission
3B - Night Fighting.
Both players can choose up to 120AP.
special rules:
This mission takes place during the night and for
that reason you can only shoot at infantry if they are
within 2 and all walkers/aircraft within 4 squares.
objectives:
The Attacker receives VP for killing enemy units
and the Defender will receive VP for each friendly
unit left on the board at the end of Round 8.
If there is a winner after 8 rounds then proceed to
mision 3A (roll to see who is the attacker).
If the game is a draw then proceed to Mission 4.
In order to secure much needed supplies
you order a nighttime raid on the enemy
camp.
Attacker Deployment
Defender Deployment
mission 4: total war
This mission is played if Mission
3B ended in a draw.
Roll Dice to see who will be the at-
tacker in Mission 4 - Total War.
Both players can choose up to
250AP.
special rules:
This mission takes place during the night
and for that reason you can only shoot at
infantry if they are within 2 and all walk-
ers/aircraft within 4 squares.
objectives:
The game keeps going untill only one player
has any models left. That player is declared
the winner of the game and also the winner
This mission has gone wrong on so many
levels. You didnt have enough men to take
on the enemy and not the right equipment to
retrieve the stored wargear from the under-
ground base.
You order your men to pack up and head
back to base, only to walk straight into the
enemy army who had the same idea.
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how2: quick and effective basing
Lazuli Miniatures Studio was re-
cently asked to rebase two entire
Dust Armies for a customer so
we decided to put a quick tutorial
together explaining how to do it.
Basing is not needed for game play
but it can greatly enhance the look
of your figures. (Note: The figure
in this article has been rebased onto
a Wargames Factory Base).
Step 1:
The first step is to liberally apply
wood glue or PVA glue on the base
of the model.
Step 2:
Next the model is dipped in sand.
For the painting, the first color I
used was Reaper Brown Earth; this
color is equivalent to Gameswork-
shops Khemri Brown color or
Tamiya JGSDF Brown. The color
you use is not too important; I went
to a local hardware store and had an
entire can of house paint to match
my color.
Step 3:
The base is dry brushed with Tami-
ya Buff (Citadel Bleached Bone,
Reaper Yellowed Bone). Dry
brushing is a technique that is em-
ployed to only touch on the raised
parts of a figure giving it a sense
of definition. When dry brushing,
wipe the majority of the paint off
the brush until the brush does not
color unless pressure is applied on
it. Take the brush and run it over
the surface of the sand.
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Step 4:
Next, use PVA or wood glue to
mark the areas where you will
want grass to be growing. I find
2 or 3 patches if great on a Dust
Tactics sized base.
Step 5:
Nest, dip the model in static
grass, I used Games workshop
Scorched Grass, but Army Paint-
er, Woodland Scenics and other
railroad companies sell the same
product.
Step 6:
Finally I glued on Woodland
Scenics Clump Foliage to make
the bases appear more three di-
mensional.
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from the front: dust tactics
operation coldsnap - mission 1
floris hussaarts v james mardle
When I started on Operation Cold-
snap the plan was to include one
mission in each issue of the Dust
Chronicles magazine. Within days
of issue #1 being available it became
clear that many Dust Tactics players
didnt want to wait for the next issue
to be able to play the next part of the
campaign.
That, and there was also the fact that
each issue is partly dedicated to a
certain theme (SSU for the first, Au-
tumn and Zombies for this issue).
The Coldsnap campaign doesnt fit
with any theme and with the request
to complete the campaign, it was
agreed to include the reamaining
missions in issue #2.
This did create one problem. Each
issue was going to have a single mis-
sion and now we had a whole bunch
of them in one go, apart from the
first mission.
Simply printing the page again felt
like we didnt have enough content
and needed to fill the page so that
was not an option.
. . . . Or was it?
When we publish a From The Front
battle report, we like to include the
details of the mission played. So the
only thing we needed to do was play
a game of Dust Tactics, take pictures
and write down what happened.
So there you have it, not only do you
get the remaining missions for the
Coldsnap campaign but you also get
the first mission again :-)
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1. the medvedi - 44ap
2. fakyeli - 28ap
3. chinese volunteers - 12ap
4. chinese volunteers - 12ap
5. frontoviki - 19ap
6. nikita - 40ap
7. airborne transport - 40ap
army total: 195ap
the ssu army
commanded by:
floris hussaarts
With the collection of SSU models I have,
one thing was clear from the start. It didnt
matter if James was taking Axis or Allies,
any walker was going to be a problem.
For this reason my first choice had to be a
Nikita, at least that way I could damage any
walker as soon as it came into line of sight.
To improve my chanches of getting line of
sight my second choice was the Medvedi.
Not only did this give me an extra pair of
eyes for the Nikita nortars but the command
squad also gave me access to some cool spe-
cial rules to try and bring units back into the
game (I tend to get over enthusiastic and get
units killed by moving them straight into en-
emy fire).
The Fakyeli are the SSU equivelant of the
Allied BBQ squad and anybody who has
ever played against me knows I love that
unit, also the Molotov Cocktails and Sulfur
Thrower whould give me another unit to
take on walkers (be it a close range).
I liked the idea of taking another Fakyeli
unit but with only 200AP to spend I had to
restrain myself and go for cheaper options.
The Frontoviki are no good against any of
the walkers but are great for taking on any
infantry unit (up to range 4).
That left me with enough points to take two
units of Chinese Volunteers. These guys are
cheap and pack an amazing amount of fire-
power against infantry (however, yet again,
they cant take on walkers).
My last unit was always going to be one of
the SSU Choppers. One of the Chinese Vol-
unteer squads got themselves an impressive
ride into battle. (Now I just need to keep
them back untill the end of te game and rush
them onto the objective.)
All that and 5 points change, not bad.
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1. lara walter - 21ap
2. heavy laser grenadiers - 30ap
3. sturmpioniere - 27ap
4. sturmpioniere - 27ap
5. battle grenadiers - 21ap
6. hans (hansel) - 24ap
7. hans (gretel) - 24ap
8. heavy flak grenadiers - 25ap
army total: 199ap
the axis army
commanded by:
james mardle
For this game I had the option between the
Axis and the Allies, not really much of an
option. The Axis have been my Dust Tactics
army from day one, so I was always going to
take them. My own army is in storage while
Im moving so while the troop choices I took
are the same as in my own force, the models
are from the collection of Floris Hussaarts.
I always like to have a named hero leading
my army so my first selection was just that.
Lara Walter has an insane number of dice
when shooting and her Assault skill means
I can move her to where she is needed that
bit faster. Then there is also the fact she can
shoot at the SSU Choppers, a nice bonus.
The Heavy Laser Grenadiers can damage
and destroy any target on the ground and
backed-up by Lara, the unit will be my main
hitting force.
The two units of Sturmpioniere are fast
enough to get anywhere on the board as and
when needed. This means I can wait with
grabbing the objective until late in the game
and not expose them to danger early on.
Seeing that the theme seemed to be fast
moving units I decided to take a pair of
Hans Light walkers. With their Scout spe-
cial rule I can get them close to the enemy
early in the game and shoot some SSU in-
fantry before it gets within range of my own
infantry.
A unit of Battle Grenadiers will give me an
extra activation and a fair number of dice
against both infantry and walkers. I know
they arent fast or anything but they have
goggles and so does the rest of the army, so
Ill make that the second theme.
That left me with 26AP and just as I was
going for a third Hans to join Hansel &
Gretel, I realised that my army was going
to strugle against SSU Choppers. I couldnt
expect Lara to do all the work. So the last
unit in the force is a unit of Heavy Flak
Grenadiers.
1 point left, that can go in the tip jar.
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depoyment
James: Both Floris and myself tend to de-
vise a plan before deployment has even
started and will try and stick to it.
This means that we both deployed our force
where we felt they had the most use for this
mission and we mostly ignored what our op-
ponent was placing where.
Floris deployed his force in two sepereate
sections, with the helicopter in the center to
be able to get to whatever part of the board
it was needed.
In contrast to the two seperate fronts Floris
was creating I had the intention of attacking
the enemy in force.
To do this I concentrated most of my army
around a single deployment area and took
advantage of the Fast, Scout and Assault
Special Rules most of my units had to get
further onto the board and into the nearest
building.
I placed two units on the other side of the
board to give me some protection on that
flank while my troops where advancing to-
wards the SSU.
Floris: My cunning plan to advance my
Medvedi commannd squad with mechanic
behind the Nikita KV47 was undone before
the game had even started when I realised
that the Hans could kill the walker with a
single shot.
Perhaps placing Nikita where I did was not a
good idea. Then again, it did have clear line
of sight to the objective to bombard it with
its mortar.
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round 2
With The Nikita and Hans standing opposite
each other, the roll for who was activating
first was very important. Luck was with the
Axis this time and James wasted no time to
move his Hans one square forward and into
range to shoot at Nikita.
James: There was no way I was going to let
Nikita stay on the board as it was the model
with the longest range and capapble of tak-
ing out any of my units. However, I had used
my luck for the round to win activation and I
rolled a MISS symbol.
Floris: I was tempted to activate the Nikita
and show the Axis how its done. There was
no need for it as the other Hans needed to
move round the first Hans to get into range
and in doing so had to use its entire activa-
tion.
Instead I moved all my other units forward
and waited till there was nothing else to ac-
tivate. After James activated his last unit I
fired on the Hans and blew it of the table,
without needing re-rolls. If I had known that
I could have moved after shooting, never
mind, at least I got the first kill.
round 3
This time the SSU got the initiative and there
was always only one option open to me. Ni-
kita took aim at the remaining Hans and like
before, did not dissapoint. I did need my re-
rolls this time.
James: With both my Hans walkers taken
out it was up to the Heavy Laser Grenadiers
to remove the Nikita so the objective was
safe to move onto. There was no other op-
tion than to move the unit out of the build-
ing and towards the Nikita (and hope I was
activating first next round). This was going
to be a big risk and I decided to activate as
many units as possible before moving Lara
and her men to cut down on the SSU target-
ing them as they emerged from hiding.
During this back and forth activating (Im
sure Floris knew what I was planning), Flo-
ris made a mistake that I could not believe.
Floris: I got carried away with activating
units and waiting for the Laser Grenadiers to
emerge that I moved my transport helicopter
over the building and onto the objective. As
I was moving it, I was thinking about how
the Lasers had no way of damaging it and
forggot about the unit of Heavy Flak Grena-
diers who hadnt activated yet.
This was a costly mistake as James rolled
the nine dice and after some re-rolls from
the Sustained Attack got a total of seven hits
and the helicopter crashed, taking two of
the Fakyeli onboard with it.
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round 4
James: At the start of the round it became
clear that there was still everything to play
for. Both of us still had plenty of units and
with both the Hans walkers destroyed and
now also the helicopter, the game became
about the infantry.
As I won the initiative I felt it only right to
show the Heavy Flak Grenadiers how grate-
full I was. So I used their first action to re-
load and the second to move them towards
the objective. The Chinese Volunteers tried
to take them out but failed.
This first activation was only a taste of
things to come for the rest of the round as I
used my Fast moving Sturmpioniere to kill
most of the SSU.
The only downside to this round was the
fact that Nikita and the remaining Fakyeli
managed to cut down my unit of Heavy La-
ser Grenadiers. I wanted to keep Lara alive
but in the end she had to go as the last Laser
Grenadier in the game was fast becoming
the only thing capable of damaging Floris
his Nikita that was still looming over the ob-
jective.
Floris: Despite killing a fair number of the
Axis troops I was running out of men and
unless I got the initiative the next round the
game was over.
round 5
Obviously I didnt get the initiative and the
Sturmpioniere aimed all their Panzerfausts
at Nikita and blew it up. I still had some
units to activate but none of them had more
than three models in them so the number of
dice I rolled compared to the fire they sus-
tained meant that by the end of the round I
had nothing left and the Axis managed to
get a lone Flak Grenadier onto the objective
to win the game.
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next issue:
1st of december 2012
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the waking bear part 3
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