You are on page 1of 49

Issue #1 Editorial

A word on submissions.

Welcome to our inaugural issue of Dust


Chronicles. First things first, I have to give a
big Thank You to the staff who helped make
this possible! Secondly, Thank You to all the
community members who have and will be
submitting articles, pictures, fiction or
whatever else strikes their fancy. (send
submissions to dustfanzine@hotmail.com).

We are planning to theme each issue towards new


releases (Operation: Zverograd, etc) and to
environments (winter, the desert, etc.). As we receive
submissions from you we will sort them into
immediately useable and future categories. So if you
send us an amazing FTF:Warfare report set in the desert
featuring the NDAK battling a desert themed Allied
army and we dont use it right away, its because were
hanging onto it for future inclusion.

So, what can you expect from Dust


Chronicles? Well we hope to bring you
everything you guys want to see in a Dust
Fanzine! Thats why we solicit you for
content. We want this to be a magazine by the
community, for the community.
This issue sees our first From the Front:
Tactics and Warfare reports. In FTF:Tactics
we see Larry White and Jason McFarland
playing out mission 3 The Hidden Lab from
Operation: Zverograd. In FTF:Warfare,
Michael Cefarrattis Allied Army dukes it out
in the ruins of Zverograd against my Axis
Fallschirmjager.
In How2 Viet Nguyen shows us how to paint
our SSU infantry and how to base them for the
ruins of Zverograd and Ill show you how I
modeled the Ruins for the Zverograd table in
the FTF:Warfare report.
We have a Heroes of the Month article from
Leutnant Manfred Hirtzel. Paolo Parente was
nice enough to answer some questions from
the community in an interview.
Rounding out our first issue we
have some Fan Fiction and
scenarios for Dust Tactics. We
hope you enjoy your first issue
of Dust Chronicles.

Well try to communicate with each of you as to the


status of you submissions but of course can not
guarantee it. To have your submissions included in a
certain issue, send it to us one month before the issue is
due. For example, to have something included in the
October Issue (Fall themed) send it to us by August
30th. That will give us a month to edit and assemble the
magazine.
We are looking for any content that relates to Dust
Tactics and Warfare, not just whats in this issue. So
send us your articles and pictures. Send your
submissions to dustfanzine@hotmail.com and type
submission and a couple of words as to what the
submission is in the subject bar. I will also read and
possibly answer your hate mail. Just type hate mail in
the subject bar.
So enjoy this issue. And if you dont, then send us stuff
that you think we need to include to make this YOUR
magazine, and the best version of your magazine
possible. After all, this is supposed to be a FANzine!
-Patrick Doty

Dust chronicles issue 1


table of contents:
Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02
Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03
Spotted!: Interview with Paolo Parente . . . . . . . . . 04
How2: Modelling Ruins . . . . . . . . . . . . . . . . . . . . 08
From The Front: Dust Warfare
Axis vs Allies In The Ruins Of Zverograd . . . . . 12
How2: Painting SSU Walkers . . . . . . . . . . . . . . . . 22
Fan Fiction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
How2: Making Urban Bases . . . . . . . . . . . . . . . . . 32
From The Front: Dust Tactics
Operation Zverograd - Mission Three . . . . . . . . 34
How2: Painting SSU Infantry . . . . . . . . . . . . . . . . 42
Operation Coldsnap - Dust Tactics Mission . . . . . 43
Tactical Corner: Damsels Causing Distress . . . . . . 44
Dust Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Dust Catalogue . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
The Medvedi: Patrick Doty
Fakyeli: Ignacio Brizzio, Vit Nguyn, Floris Hussaarts
Frontoviki: Jason McFarland, Lee Langston,
John Sisk, Rick Ivansek, Kenneth RB Chipman
Ohotniki: Paolo Parente, Olivier Zamfirescu
Cover Illustration by: Mauro Dal Bo
& Davide Fabbri
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.

Thank you for taking the time to answer a


few interview questions for us Mr. Parente.
Before we start, are there any confessions
you want to make, anything you need to get
off your chest?
Can you please refer to me as Paolo? Mr.
Parente doesnt sound like me. J
I will confess to you that l am having a blast..
Dust Tactics is giving me the best time of my
life, thank-you guys for welcoming it on your
gaming tables and for dedicating so much
passion to it. Its so good.
Do you play Tactics and/or Warfare? If so,
which faction(s)?
I play Dust Tactics, and I tried warfare in
January, played with Mack Martin, it was
fun.
As you can expect I have all factions, right?
And multiples of each model, plus some
crazy conversions... I play both Axis and
Allies, soon Ill start playing SSU.
What is your favorite Dust creation so far?
The Recon Mickey and the Axis Heavy
Walker amongst those already released, and
my favorite of all will be in the display
cabinet at Gencon cannot say more for
now, but youll spot it immediately.

Now that we can see tanks on the horizon, what are


the plans concerning armor 1 infantry?
All categories that you can find on the cards will be
present in the game one day. I have a concern about
Type 1 infantry, in my opinion with the rules that we
have today they dont stand a chance on the battlefield,
lets say in my opinion we need a second edition of
the game to really be able to display infantry 1 units.
Please note that infantry 1 does not necessarily mean
not
wearing
armor
it
mostly
means
Greens/Recruits where inf.2 means Battle-hardened
Veterans.
What are the future plans for the NNO? Will they be a
playable faction or will they remain in the
background?
OK I cannot actually disclose what will be released
in the future, but you need to know that at the
beginning of the year the release plan is discussed with
FFG in detail, thats the moment where l show my
ideas from my sketchbook and we organize them into
a release schedule . I am developing new armies as
well as sub-factions for each major army with Special
Characters. I think that this answers the next question
too.
Majestic 12 and Abenerbe, will we be seeing more/any
characters and models from these organizations?
[editor]: See above.

Vrill. Hollow-earth or outer space? Can we expect to


see them next year?
Vrill are both in my sketchbook, their release date has
not been decided yet, next year a 4 th army will be
released for sure. What makes this decision tricky is
that, as it seems, our audience is divided in two. One
part of the gamers would like to stick to WW2 quite
strictly while another more open minded part would
go more Pulp. Pulp is totally the spirit of Dust..
Any plans to do more comic books based in the Dust
world?
I wish! I wish that I had all the spare time to sit at my
desk and draw comic book pages J Preparing and
following-up all the Dust Models and figurines
actually absorbs all of my time, everyday. We have
been talking about having a new story entirely drawn
by Davide Fabbri, but hes busy with Dark Horse and
he has only drawn 3 pages so far.
On the other side, we have a trilogy of novels being
written by our good friend Matt Forbeck, and were
preparing an illustrated version of the first volume to
be released early next year.

Are you happy with the level of success Dust


has reached so far?
TOTALLY HAPPY, but we need more
players. Thanks to all of you guys who are
spreading the word every day we will get
those soon.
The company is healthy and self-sustaining,
unlike Rackham we are very well financially
managed, we are here to stay and to share
more than Dust.
Will Anastyr be played on the table top or
will it use the tiles and squares system of
Tactics?

What about branching out into other media? Like


video games or film.
I hate non disclosure agreements!! No movies for
now one video game under development.
What about a Dust RPG?
I would love the idea, one of our FaceBook friends has
started to work on it, hasnt he proposed to publish on
the fanzine yet?
[editor]: We are working with Christopher Barnhart,
keep your eyes on these pages.

Anastyr is not a game for now, but is one of


the 3 universes that were developing at the
moment, being Barbaric Fantasy we can
disclose the designs and start selling the minis
as High Quality Resin Figurines without
revealing much, we cannot do the same with
other WIP that we make grow locked in the
drawer everyday.
Anastyr will be a game when we will have
the technology to release hard plastic very
detailed minis like those new beautiful plastic
characters that GW is making for
Warhammer Battle. For now we cannot reach
that standard, so we will not have a game
soon.
Allow me to say that l refuse to battle with
figurines armed with bending PVC swords

Who do I need to talk to around here to get a


Fallschirmjager platoon list for Warfare?
And when do we get our Raketentruppe?

remind me too much of the AT43 Therians, and I am


looking for a much more Pulp take on the Vrill at the
moment.

Warfare is a licensed product of FFG, so u


need to talk to Mack but you might have
noticed that DW and DT go at the same pace,
those units that you are wishing for are in my
plans.

Since a lot of the traditional factions from the World


War II era have been combined to form the Allies, Axis,
and SSU, how much room is there for new factions to
expand the range of the game?
Factions and thematic sub-factions is, in my opinion, a
very interesting way of developing new armies.
British SAS units for example might play in any Allied
Army, but a Full SAS army list might access to special
exclusive SAS characters unavailable otherwise. This is
just my take, nothing g has been decided yet.

What conventions and shows will you be at


in the next 6 months or so?
Unfortunately I cannot travel much, my work
keep me so uber-busy I wish that I could
leave the Factory/Monastery more often.
For the moment I have been invited to
Sandiego Comicon but it`s not confirmed
yet, as it`s not sure for GenCon, for sure at
the moment is Tokyo Wonder Festival at the
end of July and Vulcon next year.
There's been speculation about what the
future of Dust might include based on
previous works (like the Japanese walkers
from the Dust Source book, and the Vrill
Hecaton). Are those previous works going to
be part of the Dust canon, or should we
expected changes and evolutions to the Dust
universe?
Some of those creations still make sense in
Dust today, others like the beautiful Hecaton

The game stats for the Dust Warfare/Tactics minis have


some unfilled holes (like Infantry 1 and 4, and vehicles
1, 2, 5, and 6). Do you see all those spots being filled
with models at some point in the development of the
game?
Absolutely yes, any category on the cards is meant to
be in the game.
Are there any future plans for AT-43? Is there any
chance that game would ever make a comeback in any
form?
SAD, SAD and SAD.. I have a lot of affection for
AT-43, but it does not belong to us. Besides, the actual
owners dont care for this game at all. And worse news
is that all the molds for the figurines and vehicles will
be melted by the end of the year since nobody has
serious intentions to make use of them, so sad. I know
this well, my bedroom at the Factory/Monastery is
located exactly above the warehouse where they are
stored.
Do you want to give us any hints about what is coming
our way in the future that hasnt been addressed by
other questions? (Hint, yes you do.)
I really have nothing to disclose here besides a new
faction at the beginning of next year.
Thank you for taking the time to answer our
questions, we look forward to seeing what the
future of Dust has in store for us.
Many thanks to all of you, your enthusiasm for
Dust gives me a better sense to my days.

In this How2 Im going to show you how I


made the buildings for the Zverograd table
featured in this months From The Front:
Warfare (page X).
First you need to gather your materials.
Youll need a 1/4 thick piece of wood (MDF
works well enough), super/plastic glue, wood
glue, sand, thin cardboard (the kind that
cereal or Cerberus come in work fantastic),
paints, Dust Building (from Zverograd,
Cerberus etc), and any extra bits you might
want to use (I used a crater and some large
bricks from Pegasus). Youll also need the
following tools: xacto knife, broad brush,
strong clippers/side cutters, and scissors.

Next, cut 1 square tiles out of card stock (the packing


box from Cerberus works real well for this). Water
down some wood glue and spread it around the base
of you building on the outside edge. This will be your
sidewalk.

The sidewalk taking shape.

Above you can see the materials we are going to use.

For our first step you need to glue your


building to the wood base. For my purposes a
12x14 base works best but any size will do.
You should dry fit your building first to
make sure you like the layout and that it fits
your base the way you need it to. Once you
are happy with the fit and layout, glue your
building together with plastic glue and glue it
to the base with either wood glue or super
glue.

Once your building is glued together and secured to


its base, use a strong pair of clippers to clip your
buildings edges into a jagged shape. You can clip it
before gluing but I always lose track of what parts are
supposed to go together and find it easier to do it like
this. Save any parts you clip off for later.

Now its time for the floors. I use the floors provided in
the kit but you can also use the Tactics tiles and
Squares or foam core. Fit (cut if need be) the floors into
the slots of the building walls as normal, once happy
with the fit and layout, cut the edges towards the inside
of the building in a jagged manner to simulate broken
flooring. I use strong kitchen scissors to cut through the
card stock. Dont tell the wife.

Once the glued sand has completely dried


(completely I said!), grab those building
clippings from the earlier and select a few
choice pieces. Super glue them to the base.
You can add as much rubble and clippings
as you like but I find that too much makes
the piece unplayable as models dont want to
stand up, there isnt enough room to get your
squad into the building, etc.

Make sure your floors get glued into the wall. Wood
glue works best. Once thats dry, water down some
wood glue and spread it on the floors, exterior (just
along the base of the wall, you dont want to cover the
whole sidewalk) and interior base of the building. Use
the broad brush from earlier to spread it around, and
dont water down the wood glue too much. I wish I
could give you a good ratio but am afraid trial and error
works best. When youve got the glue in the areas
described, pour some playground sand over all the
wood glue. If you have some bricks or some slightly
small pieces of rubble add that before the sand. Let this
dry for a couple hours or even overnight if youre that
patient.

Once everything is good and glued, trim the


sidewalk flush with your base.
Now comes the fun part; painting . . . . .

I recommend you primer the plastic bits


the same way you normally would any
plastic model. I use Citadels Chaos
Black Primer but any brand will do. For
the sandy parts; water down some black
paint (I recommend getting some wood
toll art paint or even having the local DIY
hardware store mixing you up a pint or
gallon for larger projects) and brush on a
thick layer of paint.

To paint your ruins I recommend a broad


brush, maybe even a house painting
brush. If you are doing a lot of buildings,
maybe even a whole city, I recommend
getting your paints matched at a DIY and
getting them by the pint or gallon.

What colors you use depends on your preference. I


did mine in a dark grey base with a lighter grey
highlight. Each coat was applied as a dry-brush. Ive
seen great results with rattle cans and airbrushes too.
The above method is quick, easy and above all,
cheap ;)! In order to break up the color a little bit, I
also dry-brushed a medium brown (Citadels
Graveyard Earth) along the bottom of the walls at the
base.
I also found a couple soviet WWII propaganda
posters on the internet (a simple Google image
search should suffice) and printed them out. I
glued them to an exterior wall with watered
down wood glue. Once everything was dry I
sprayed some sealer on it. First coat was Purity
Seal followed by Dullcote from Testors.

Our inaugural From the Front: Warfare report,


pits Mike Cefarratis Allies against Patrick
Dotys Axis amidst the ruins of Zverograd. As
all factions strive to claim the secret that lies
beneath its streets, Zverograd plays host to
battles from all factions.
We decided to use the Battle Builder to set
battlefield and victory conditions. We had the
terrain set up in a mutually agreed upon
manner rather than using competitive terrain
placement, as with the city terrain there is only
so much you can do anyway.
After dicing off we ended up with
Assassination, Advancing Lines and none for
our game parameters.
Patrick: I usually hope for key
objectives but I couldnt complain since
for once I wasnt facing an Allied army in
Force Collision!

If you are interested in building your own


terrain for Dust Warfare, then check out the
How2: Modeling Ruins article on page 8.
In it Patrick Doty explains how he went about
building the terrain used in this report.

1st Platoon: Sturmgrenadiere


Kommandotruppe
Recongrenadiers
Recongrenadiers
Recongrenadiers
Ludwig
Ludwig

25
17
17
17
40
40

Sub Total:

156

2nd Platoon: Blutkreuz


Sturmpioniere
Zombies
Panzerkillers
Zombies
Recongrenadiers
Sigrid Von Thaler
Grenadier X
Sub Total:

25
19
20
19
17
20
21
141

Total: 297

Patrick: My Fallschirmjager Army


has, for most of its existence, avoided
the weirder units available to it. It
has instead, relied on Recongrenadiers
and light walkers to give it that
Airborne feel.
It was always difficult for me to imagine
Luftwaffe personnel luring a troop of
Apes or a gaggle of Zombies onto a
plane. It was even harder for me to
imagine that same loading officer trying
to convincing them to jump from that
plane while airborne.

Then I got my hands on an AT-43 (RIP) cargo crate.


Why not make it into a meat locker, or some kind of special
Blutkreuz container? Well lure the Zombies into the
container with promises of fresh Blutwurst and Sauerkraut,
and then turn the temp down, making them slow and docile.
Load up the crate and parachute it down onto the
unsuspecting enemy Presto! Airborne Zombies!
Well see just how much screaming Mikes Eagles do

1st Platoon: Combat


Boss Squad
Sniper Team
Death Dealers
Recon Boys
Bazooka Joe
Pounder

25
12
20
16
15
40

Sub Total:

128

2nd Platoon: Assault


Hellboys
Observer Squad
Gunners
Reconboys
Airdrop
Red Devils
Action Jackson
Steel Rain
Sub Total:

25
8
17
16
5
32
24
45
167

Total:

295

Mike: With the recent anniversary of D-Day,


Ive been watching a lot of Band of Brothers. I
had four units for my allies that I hadnt
worked on yet, so I decided to paint my
remaining units as Easy Company.
Using the Separate-Head-System from
WestWindProductions.co.uk, I swapped out the
heads on those remaining units and printed out
some Screaming Eagles decals. Easy Co. forms
my Assault Platoon.
Death from Above!

deployment
Mike had spent the first SP and so deployed first. He
had ended up on the northern edge of the table and
immediately made use of the large three story
building. He placed his Observers, Snipers and Boss
Squads on the third, second and first floors
respectively.
Between the tall building and NKVD Headquarters
(the long building on the short edge of the table) Joe
and his attached Deathdealers prepared to hold down
the flank backed up by some Gunners. Steel Rain set
up in the ruined Propaganda printers shop, while
Pounder deployed between the Boss building and the
print shop.
The Hellboys and Reconboys set up in the ruins on
the far west flank taking advantage of cover as they
could.
Meanwhile, Patrick had been deploying into the ruins
across the board. Between the platform and the train
went a Recongrenadier squad while a Panzerkiller
squad took up position on the other side of the train.
Two squads of Recongrenadiers took up positions in
the central southern ruins and the Kommandotruppe
hid in the alley behind them. In the neighboring ruins
another Recongrenadier squad set up with Grenadier
X and a squad of Zombies in the street between the
ruins.
Both Ludwigs deployed into the southeastern corner,
supported by a squad of Zombies and the
Sturmpioniere with Sigrid Von Thaler attached.

Round 1
Mike won round 1 initiative with 3 total
commands to issue and Patrick with 9.

Command Phase
Mikes first order of business was to try and
call in a Long Tom artillery strike on the
Zombies by the Ludwigs. Not for the last
time he failed to call it in. Next up he used
the Assault Platoons ability to create a
smokescreen which went off without a
hitch. The Boss radioed the Gunners and
told them to move up 6 inches. Joe used
Black Ops to move his squad forward.
Patricks Kommandotruppe radioed a
Blitzkrieg order to the Ludwig to move it
closer to the Pounder. Sigrid and her
Sturmpioniere squad moved up along with
the nearby Zombies. Grenadier X and his
Zombies also moved up 6 inches.

Unit Phase
Mikes Pounder opened up on the eastern
most Ludwig with sustained fire causing 2
wounds and setting the hapless Ludwig on
fire! The Sniper positioned on the second
floor drew a bead on the zombies and
managed to put hole right through its head.
The Hellboys moved swiftly along the edge
of the western board in an effort to outflank
the axis positions.

Joe and his squad moved towards the


Ludwigs and Zombies. The well positioned
observers attempted to zero in on the
burning Ludwig but their radio message was
garbled and Steel Rains fire fell
ineffectively to the rear.
Patrick: The start of my 1st round and one
of the Ludwigs has already taken two hits
and is on fire? Clearly the only sensible
course of action is to sustain fire with the
blazing Ludwig right back at the Pounder!
The Gamble paid off as I scored 6 hits and
the Pounder only saved 2. Kaboom!

Round 2
Mike wins initiative again with a total of 3 commands
to issue while Patrick has 7.

Command Phase
Mikes Boss squad calls in a Long Tom strike on the
Zombies and the nearby Sturmpioniere killing one
zombie and suppressing Sigrids squad. The sniper
took aim at Grenadier X and wounded him. The
Gunners opened up on the nearby Zombie squad and
killed one. Joe and his boys, utilizing Black Ops and
not to be outdone by the Gunners, also opened up on
the Zombies and brought down one of the beasts.
Patricks Sturmpioniere Blitzed up 6 to
take cover behind some conveniently
placed barricades. The two remaining
zombies moved to protect Sigrids flank
from the approaching Allies. And the
Panzerkillers moved into the cargo area,
getting ever closer to Steel Rain

Unit Phase
Action Jackson and his attached Red
Devils took this opportunity to show
Easy Co. how air drops are executed in
1947 and moved into position behind
the Ludwig.
The Zombies and Sigrids squad surged 12
forwards. Grenadier Xs squad did likewise,
moving toward the Boss building. All other
squads held their positions except the
Panzerkiller who raced for the cargo
containers, trying to get closer to the Steel
Rain sheltering in the ruins.

Meanwhile, Joe and his aptly named Deathdealers


gunned down the remaining Zombies. This time they
would stay dead! The Gunners, clearly in competition
with Joe and his boys, fired into the Zombies around
Grenadier X, injuring him and killing another
Zombie.
The Observers manage to call in the correct coordinates to Steel Rain and the burning Ludwig,
already reduced to just one wound, explodes in
spectacular fashion. The Hellboys continue their
advance, secure in the knowledge that they havent
been spotted by the enemy. The Reconboys fire on
the advancing Panzerkillers but their armor manages
to absorb the incoming fire.
Sigrids squad is unable to remove their suppression
marker but manage to kill the entire Gunner squad in
a hail of Lasers, rifle fire, panzerfausts and insults.

There she is Boys!

Round 3
Mike again wins initiative with 2 commands
to issue and Patrick gets 3.

Command Phase
The Sniper squad takes careful aim at the
Sturmpioniere and kills one of its members.
The Boss tries to call in the Long Tom but
fails to get through again. Must be the
weather. Joe uses Black Ops to get his squad
firing at Sigrids squad, but they shelter
behind the barricades and suffer no hits.
One of the Panzerkillers rises unsteadily to
his feet as the Wiederbelebungsserum takes
effect. Meanwhile, the Ludwig receives radio
orders to Blitz up 6.

Unit Phase

Grenadier X and the remaining three zombies


Assault into the Boss building and manage to eat
the medic. The remaining Ludwig attempts to
avenge his wing-man by firing at the observers with
his 88s. He misses.

Joe and his Deathdealers reload their grenade


launchers. Next time Sigrid wont have the
benefit of cover The Sniper squad fires on
the Sigrid and her squad but manage to miss
their mark. The Observers also fire on her but
only hit the barricade.

The Panzerkillers move towards Steel Rain but lose


two members to reactive fire form the nearby
Reconboys.

The Recongrenadiers near Action Jackson fire on his


squad from the window and inflict two wounds on
him. All other units surged forwards.

The Boss squad shoots at Grenadier X and


his Zombies, killing the remainder of the
squad but allowing Grenadier X to get closer
by reacting to the shooting with a move.

Action
Jackson and his
British
Paratroopers advance and fire on the
Ludwig and the Recongrenadiers in the
ruins. They miss Ludwig and the
Recongrenadiers but take a wound and
lose a squad mate to reactive fire from the
Grenadiers!

The 101st Reconboys Airdrop into the alley the


Kommandotruppe recently occupied. They werent
about to let the Limeys show them up!

Steel Rains crew hurriedly reloads its


weapon and fires the Petard mortar at the
Panzerkillers hit several. Once again their
armor saves them from death. The
Hellboys break cover and move next to the
train, causing panic on the other side as
three squads react to their movement by
running away.

Grenadier X gets back to the important task of eating


the Boss squad and eats the mechanic. While choking
on a wrench, the Boss squad manages to stab
Grenadier X, taking his last wound and putting him
down. For now.

The Reconboys reload and fire on the newly risen


Zombie and the Panzerkillers, once again the
Panzerkillers suffer no wounds and the zombie is
missed.

Sigrid breaks cover with her squad and moves to


avenge Grenadier X, getting as close to the Boss
squads building as possible. Ludwig fires and
manages to kill one of the Spotters.
The Kommandotruppe and two Recongrenadier
squads move through the cargo container area seeking
safety from the Hellboys and the Airdropped 101st.
The Failsafe Zombie moves to attack the Reconboys
but they flee to the safety of the crater in the Rail line.
The remaining two Panzerkillers fire on and manage
to miss Steel Rain.
The Recongrenadiers that have been hiding from the
Hellboys in the southwestern corner move forward
and fire on the Hellboys, killing two of them.

Round 4
This time Patrick wins initiative with four total
commands to issue and Mike has five total.

Command Phase
The Sturmpioniere try to raise one of their fallen
comrades with the special serum but fail. The Failsafe
Zombie from the Panzerkiller squad attacks the
Reconboys but they manage to escape its clutching
claws. The Panzerkillers fire on the Steel Raina
HIT! That is negated by cover and armor saves

Meanwhile, across the board, the


Recongrenadiers who had previously killed
two members of the Hellboys squad open
fire and fell another one.
Joe and the Deathdealers move forward to
try and support the Boss. The Snipers also
descend to the bottom floor to lend their
support to the hard pressed Boss. The 101st
Observer meanwhile, moves to a better
vantage point, trying to spot the
Kommandotruppe in the rubble.

The Kommandotruppe Blitzes into the ruins, seeking


safety from Steel Rain.
The Boss tries to call in Long Tom but continued
interference from the weather, gremlins in the radio,
etc. ensure that the Long Tom is SNAFUed. Joe and
his squad pour fire into Sigrids squad, wounding her
twice and killing two Sturmpioniere.
Action Jackson and his Paratroopers Phasers
malfunction and were unable to hit anything yet
again.

Steel Rain fires on the Panzerkillers but,


incredibly, their armor saves them once
again.
The Hellboys climb over the railcar in order
to get closer to the Kommandotruppe. The
recently arrived 101st Reconboys fire on,
and kill, the entire Recongrenadier squad
that had been vexing Action Jackson for
most of the battle.
Joe and the Deathdealers punish Sigrid

Unit Phase
The Failsafe zombie lives up to its name and fails to
kill any of the Reconboys. The Recongrenadiers
closest to Steel Rain fire their Panzerfausts at her and
fail to score any damage against her.
The Kommandotruppe secure the perimeter of the
central building and sit tight.
Ludwig fires on but fails to hit the Boss squad still
sheltering in their bunke-uh, building, but manages to
kill one of the Red Devils with its turret mounted
MG. Using the cloud of dust thrown up by the impact
of the Ludwigs shells as cover, Sigrid and the
remaining Sturmpioniere storm the building. Sigrid
goes Bezerk and she and her squad kill two more
members of the Boss squad.

Round 5
Both players agreed this initiative roll could
be crucial. As who went first could mean the
difference between victory and defeat. Mike
won by rolling ALL blanks!
So he ends up with one command and
Patrick has a total of three.

The 13 Foxtrot Observer spots the


Kommandotruppe and calls in the Steel
Rains 4.2 rockets. The rockets miss
their target, reducing yet another
building to rubble.
Patrick: Having killed the Boss squad
I was now desperate to get at the
Hellboys. I was afraid that having
messed up the Command phase I
would now be wrong-footed. I should
have killed the Boss squad with Sigrid
first, then moved the Recongrenadiers
towards the Hellboys. Oh well.
The Panzerkillers activated first
removing both suppression markers,
and fired on steel Rain.

Command Phase
For Mikes one and only order he tried to call
in Long Tom. There was no response on the
radio. At this point it was assumed they had
been overrun by enemy forces. Joes Black
Ops rule allowed him and his squad to open
fire on Sigrid but all they managed to hit were
the walls of the building.
The Recongrenadiers received a Blitzkrieg
order and moved away from Steel Rain and
towards the Boss squad. Sigrid and the
remaining Sturmpioniere fired on and killed
the Boss. Finally.

They missed but elicited a reaction, taking fire from


Steel rains .30 cal. but suffering no wounds. This
meant the Recongrenadier squad was now free to
move back towards the Hellboys without being shot
at by the Steel rain in passing. Instead the
Recongrenadiers in the crater reacted to their
movement and fired on them but caused no wounds.
The Failsafe Zombie that was standing in front of
the crater and had not managed to do anything
useful so far was no free to act. It fast moved
towards the Hellboys who reacted by shooting at it
but missing. The Zombie swung with its combatknife-like claws andMISSED! With all four dice.
Failsafe Zombie was promptly renamed FailZombie.
The rest of the Axis squads stayed as they were.

Sigrid guns down The Boss


Lastly, the Recongrenadier squad that had
been securing the Kommandotruppes
southern flank moved to engage the
Hellboys.

Unit Phase
Action Jackson and his remaining Red Devil
work the bugs out of their Phasers and reduce
the remaining Ludwig to slag.

The FailZombie in all his... uhm?... glory?!

End Game
As that had been the last round, both players revealed
which command squads had been marked for
assassination. For the Axis, the Kommandotruppe
had been marked but was safely sheltered in some
ruins. For the Allies, the Boss squad. It took
Grenadier X, Sigrid Von Thaler and numerous
nameless lackeys to do it but in the end the Boss was
dead and the Axis could claim a victory.

AXIS VICTORY!
Afterword
Mike: Great Game! I should have made the Hellboys
my squad that needed to be assassinated. One would
not think that someone would rush their squad
forward, and with fast they would have had a better
chance to escape if things got dodgy.

Looking back on the game, I should have Airdropped


my second squad sooner and moved the Boss sooner
from his hole rather than having him stand his
ground. First time using Airdrop and its not too bad
aside from some bad dice rolls from Action Jackson
and the Red Devils phasers.

Patrick: Oh man, good game! I thought Id


really messed up in round fives command
phase when I Blitzed the Recongrenadiers
towards the Boss and away from the
Hellboys. I should have attacked the Boss
with Sigrid first and then moved the
Recongrenadiers closer if need be, or move
them towards the Hellboys if not.
Luckily it was the Boss squad that had
been marked for death! This was my first
time using the Zombies in Warfare, not a
stellar debut but they were fun and I like
the way they play. My only strategy had
been to protect my Kommandotruppe and
try to kill his command squads.

Sounds simple but half the time I lose sight


of the victory objective and become fixated
on killing one particular unit. That almost
happened to me again, but I managed to
resist the siren call of the Steel Rain.

As the SSUs primary combat walker


platform, the KV47 forms the backbone of
SSU defenses across Russia. Its durable
frame allows it to be outfitted with a variety
of armaments. Whether you want to
incinerate the enemy with Nadyas Sulfur
Jets, cut them apart with Natalyas Chainsaw
or root them out with Natashas Howitzer,
the KV47 is the right tool for the job. Here
were going to examine how to paint a
KV47, from primer to finish.

STEP #1
Primer your KV47 with War Paints British Armour
Late. Alternatively, brush or Airbrush the model with
Citadels Knarloc Green instead. Before priming, I
masked the light on the cockpit. Once the whole
model is finished, you can peel it off and youll
retain the clear plastic lens.

STEP #2
LIST OF MATERIALS USED
War Paint British Armour Late Primer
Citadel Paints:
Knarloc Green
Sunburst Yellow
Bleached Bone
Mechrite Red
Blood Red
Bolgun Metal
Nuln Oil
Graveyard Earth
Purity Seal
Vallejo Paints:
Black
Russian Green
German Grey
Secret Weapon Terracotta Earth
Secret Weapon Rust Brown
Isopropyl Alcohol
MicroScale Micro Set
MicroScale Micro Sol
The Army Painter Strong Tone Ink

Once your primer is dry, cover the KV in a nice, even


coat of Knarloc Green. If you sprayed Knarloc Green
onto the model in Step #1, then it is not usually
necessary to paint on more Knarloc. Just make sure
your color coverage is nice and even as this is going
to be your basecoat after all. Once youve got your
green on, paint all the cables, gun barrels, chainsaw
teeth and anything else youre going to paint metallic
with black. I used Vallejo Black for its matt finish
but any black acrylic model paint will work. In order
to add some color contrast I painted the fuel drums
and the ammo hoppers on the Howitzer Vallejo
Russian Green. The left shoulder armor plate
received a 75%/25% mix of Citadel Mechrite
Red/Blood Red.

STEP #3

STEP #5

The next step is to wash your whole model, you can


skip the black bits but the rest needs to be washed with
brown ink. I usually use Citadels Devlan Mud but
since thats pretty scarce Ive found an excellent
replacement that I used here, The Army Painter
Warpaints Quickshade Ink Strong Tone. The stuff in
the dropper bottle not the big can of dip! One even
coating does the trick.

Mix your Mechrite and Blood Red into 50/50


mix. Apply just around the edges of the plate
and a small amount to the top of the rivet.
Mix Knarloc Green and Sunburst Yellow
75/25 and dry brush all over the Knarloc
Green areas. Make sure to catch the raised
areas to highlight them but dont neglect the
centers of the large flat panels.
Add a bit more Bleached Bone to the Russian
Green and paint the edges of the fuel drums
and ammo hopper. Just the sharp edges as all
youre doing here is highlighting the drums.

STEP #4
Make sure your ink is completely dry before going on
with this next step. Dry brush all areas of Knarloc
Green with Knarloc Green. Be sure to keep out of the
recesses, you want that to be shaded.
Add a little Bleached Bone to Russian Green and
reapply the the raised areas of the fuel drums and
ammo hoppers, once again staying out of the cracks
and crevasses.
Paint red onto the shoulder plate just as in the first
step, being sure to get an even coverage and staying
out of the area around the rivet. Try several thinner
layers of paint if you are having streaking issues. Just
be sure to let each successive layer dry completely
before continuing with the next layer.

STEP #6
Add more Sunburst Yellow till you have about
a 60/40 mix (60 Knarloc Green) and apply to
the edges of all the Knarloc Green areas. You
can dry brush it on or use the flat side of a
standard type brush and run it along the edges.
This is the highlight of the Knarloc so make
sure to concentrate it on the edges and keep it
off the flat areas. You can always add more
Sunburst to your mix to get a stronger
highlight. Just remember that its a lot easier to
add paint than it is to remove it.

STEP #7

STEP #9

At this point I add decals. I used the SSU


decals from Dust-Models.com. Before
adhering them, I painted MicroScales Micro
Set onto the areas that would be receiving the
decals. Once they were set, I painted
MicroScales Micro Sol over the decals. Sol
helps the decals contour onto the model and I
find it helps to blend the decal into the paint
job once the sealer is sprayed on.

Dry brush some Graveyard Earth onto the lower legs


and knee armor. Also dry brush a bit onto the lower
halves of the armor plate. This is designed to add the
impression of dirt and dust. As with the chipping it is
up to you how heavy to do the dry brushing. Since this
particular KV47 will be operating in an urban
environment I decided to keep the dust pretty light.

STEP #10

STEP #8
Youll need a bit of packing foam for this step.
The kind often found in blister packs works
well but I find the best foam is the stuff from
the Battlefoam trays. Youll want a section
thats about inch square at the business end.
Put some German Grey onto your pallet and
dip the foam into it. Dab the foam onto your
pallet or a paper towel till the excess paint is
off. You want to have very little paint on your
foam, kinda like dry brushing. Remember, you
can always add more if need be. Carefully dab
the foam onto your model around the edges
that would normally have paint chipped off. So
around the lower legs, all outside edges, around
hatches and foot plates, handholds etc. Add as
much or as little as you like. Its not a bad idea
to dab just a little over the decals as this will
help them look less pristine.

With the model nearing completion, its time to get the


metal done. Paint Bolt Gun Metal onto all the areas
you previously painted black. Once dry, wash with
Nuln Oil. I like to do a second coat of Nuln once the
first is thoroughly dry.

STEP # 11
To get some rust onto this guy, I turned to Secret
Weapons weathering pigments. I mixed some
Isopropyl Alcohol with Terracotta Earth and carefully
washed it into the recessed areas around bolts and
rivets and any other areas I thought needed some rust.
Once that was dry, I repeated the process with Rust
Brown.

For more on weathering, keep a look out for an


article by Isaiah Burgess (winner of FFG/Dust
Studios Conversion Contest-Best Axis Model)
here in the pages of Dust Chronicles.

STEP # 12
To finish your model, apply several even coats of
Purity Sealer (or really any flat sealer you like)
allowing each layer to dry between coats. Peel the
glue/paint off the searchlight lens and give it a dab
of gloss varnish.
Base you walker to match you army or table. This
Kv47 was given an urban base to match both the
table and the army. See this issue for a How2 on
urban basing.

He squinted against the clouds of brick and


cement dust filling the air of the small alley he
crouched in, shaken loose by the cannon shells
exploding all around the mouth, and the
collapsing store-front across the rubble strewn
street beyond. As the pace of explosions began
to lessen, Nathan, gritted his teeth and
clutched his combat shotgun tighter to his
chest.
"Okay, boys, get ready! The krauts are on the
way!" He shouted past the last of the fading
artillery explosions. Behind him, the rest of
Nathans Assault Ranger squad, "the Stokers",
settled behind whatever light cover they could
find, crates, dumpsters, piles of the rubble left
over from the destruction of the buildings
forming the ally they waited in.
Pvt. Pinski crouch-ran forward to a spot right
beside his Sergeant, bringing his flamethrower to the front of the squad. Taking a
deep breath to settle his nerves, the 19 year old
from Queens lit his weapons pilot light.
Nathan patted Pinski lightly on the back to
reassure him, then perked his ringing ears up at
the tell tale sounds of boots sliding on broken
masonry out in the street beyond the ally.
He raised his massive Remmington 10 gauge
combat shotgun to his shoulder, just as the
first pair of Axis shocktroopers rounded the
corner into the alley at a trot. Nathan held his
fire and held still as the rest of the German
squad followed. The moment the
leading German noticed the Allied
troops hidden among the clutter in
the alley, was almost comical to
Nathan. While his gasmask hid the
surprise on his face, the shock was
written all over his body language,
as he skidded to a halt.
Nathan grinned, locking eyes with
the Germans red lenses, as he pulled
his weapons trigger. The boom of his
big gauge shotgun was deafening in
the enclosed alley, followed a split
second later by three more as his
squad opened up behind him.

The first three Germans


seemed to literally fly
apart in the storm of
heavy shot.
Body parts spraying
the men behind as well as the fractured walls to either
side. Recovering quickly, the two surviving
shocktroopers dove behind what little cover they had
in the mouth of the alley, Nathan, and his boys racking
the slides on their shotguns as fast as they could fire.
As the shotgun fire slowed due to a lack of visible
targets, Pinski stood up and with a searing woosh,
unleashed a three second, fanning burst of burning
napalm from his fearsome weapon.
A brief, agonized scream from the inferno at the alley
mouth marked the last of the shocktroopers terrible
deaths. Pinski panted and shook as he lowered his
weapon, pale and wide eyed, staring at the burning
bodies.
Nathan stood and layed a reassuring hand on his
shoulder, "Good job, soldier", squeezing until Pinski
finally tore his eyes from the fire and looked him in
the eye. Steeling himself, and nodding once.
"Okay, fall back, men! Lets head up the next block
and join the L.T. at the meet up point! Low and fast,
move out!" As his men stood from their cover, Nathan
could see the exhaustion etched in all of their faces,
and in the way they moved, like men carrying jeeps
on their backs.
Nothing in this mission had gone right so far, not
from day one, Nathan brooded as he and his men
hustled out the other end of the alley and headed
south along the ruined street.

***
Forty-eight hours ago, Sergeant Nathan Miller,
ASOCOM attached US Rangers, 3rd Squad, 2nd
Assault Platoon, Zverograd Expedition, was
sitting in his company commanders staff tent
with his fellow Section leaders and their CO, Lt.
Vitelli, on the captured dockside warf in south
Zverograd. The sound of distant shelling could
be heard on the north end of the shattered city,
the earth vibrating with every bass crump.
A loud cough drew his attention back to the
mission briefing, and his Company CO,
Captain Rice, "All right, boys, 2nd platoon is
going to handle the extraction."

He nodded to the LT, "and 1st and 4th will head up the
waterfront and make enough noise to hopefully draw
off some of the krauts from the commercial district,
here." His crop smacked into the city municipal map
on the wall with a snap Nathan felt unwarranted this
early in the morning, just shy of 0500.
"Its not an easy walk, at least 40 blocks," he
continued, "but, scouts report very light Axis
presence, and the Ruskies were pushed out by
Manfred weeks before we arrived. Just a couple of
rear supply dumps and motor pools." Cpt. Rice paused
and looked pointedly at Nathans LT, "And, no, you
cant make any side trips on this run, Vitelli." The
assembled men chuckled at the young Lieutenants
crestfallen look.
Nathan clenched his jaw at the humor
everyone saw in his eager Cos
reputation for getting
his men, Nathans men,
into glory hounding,
explosive situations.
Vitelli seemed to feel a Ranger
Assault Platoon had a certain
reputation to uphold, no matter
how stupid! And Nathans squad
had the replacement kid after the
last time to prove it!
The Captain continued. "Ok, Vitelli has the intel
packet ASOCOM sent for the meet up. Its got the pass
code and id packet for the asset your there to get." He
paced back to his desk and sat on the edge,"3rd
platoon will act as the cavalry. If things go bad for you
out there, Vitelli, call it in, and Carmicheal's platoon
will come to the rescue." Rice paused and ran his hand
over his eyes.
"This is extremely hush-hush, boys. I dont even know
whats in the intel in that packet. All radios are to be
locked on ASOCOM frequencies, and absolute
radio silence unless the mission is blown, or you
are on the hoof back here with the asset.
No exceptions." He stood and rolled the map up in
his hand, signalling the brief was almost over.
"One more thing, since this is supposed to be a quiet
little outing, Cahill and his 'Zippo' are staying behind.
But Im loaning you Ramirez and his spotter."
Nathan nodded in appreciation, Ramirez and Sloan
were the best sniper team in the company, normally
attached to Captain Rice's Command squad.
Although, he would miss the reassuring presence of
'Zippo' the platoons usual companion, stomping along
ahead of them.

There was something comforting about having


a M2-B flame tank between him and the
Krauts.
"All right, go time is 0600, good luck and godspeed out there, boys. Dismissed." The
gathered
section
leaders
snapped
a
disorganized salute and filed from the tent.
Outside Lt. Vitelli rounded up his men and
pulled them into a huddle, the breath fogging
in the sub-freezing January air.
"Right, you heard the Captain, have your
squads ready and assembled at the north
checkpoint at 0550." Vitelli looked far too
eager, Nathan thought sourly. "ASOCOM
orders are to open the packet once we clear the
ACA ( Allied Controlled Area), then we'll
know what we have to expect. Load up your
men, we might be out there longer than
anticipated, and we dont want to come up
short on ammo." Vitelli paused, going
over his mental check list. "Haines, you and
Miller make sure to pack up some demo
charges. Dismissed."
As Nathan headed to his squads bivoac in a
burned out dockside boarding house, he had a
sick feeling inside. The Captain said "no side
trips", but Vitelli just didnt want to hear it.
Demo charges? On a sneak mission? That
West Point cowboy was going to get people
killed. Nathans mood got worse the more he
thought about it.
Banging into the boarding house in a temper,
Nathans men were just coming awake, rubbing
sleep out of puffy eyes, stretching kinked
backs.
All but Private Pinski, the new
kid sent up a few days ago to
replace Madigan, the grizzled
old flame-thrower man who bought
the farm to a kraut snipers bullet in
the fight to take the docks ten days ago.
Pinski was wide awake, and pale, cleaning
and servicing his weapon, the dreaded M1-9,
man portable napalm fuelled flame gun. The
kid was a combat cherry, send here fresh from
Ranger school.
Nathan shook his head in disgust, god damn
Vitelli! "Al right, ladies, thirty minutes to
shave, eat, and load up, full kit. We got some
sneak'n to do today?" He shouted with false
bravado, to a corrus of groans and mumbled
'yessers'. Nathan winced when he saw Pinski
try to swallow, and fail. God damn Vitelli...

Nathan Miller was an old man in this


war, a veteran at 34, he served two
years as an instructor at Ranger school,
and taught survival courses to the
British in the early months of Americas
involvement in the war. He had a talent
for the "drill instructors stare".
As Nathans men trotted towards the north
checkpoint, through the bustle of the waking
base camp, each man veered over to the motor
pool to slap the armored side of the large, dirty
green, M2-B Medium Combat Walking tank.
The large yellow letters spelled 'Zippo'
extravagantly on the side of the hull, and the
huge, evil looking muzzle of the walkers M-4
heavy napalm thrower a stark contrast of
humor and unleashed horror.

"OK, we've done this before, so lets get to it." The Lt.
finished quietly, dismissing them with a nod.
Nathan motioned his men forward and smiled a
predators smile, "We've got point again, boys. Keep to
the faades, and the route is, north two blocks, west
one, repeat. And keep an eye out for Ramirez,"
Nathan nodded towards the two rangers dressed as
piles of grey newspapers, the Scottish guile suits
making them look like hairy beast men, "they're
gonna be our eyes for this one."

At the checkpoint, Lt. Vitelli and the rest of


2nd platoon had just finished assembling.
"Section leaders up!" Vitelli quietly ordered.
So close to no mans land everyone felt
compelled to whisper. The platoons four squad
leaders, including Nathan, gathered around
Vitelli, the young, lanky black haired LT,
looking comical in his Ranger plate and parka.

They waited as Ramirez and Sloan trotted silently into


the ruins and took up positions at the first intersection,
a block ahead. One of the barely discernible piles of
rubbish raised its arm and waved the go-ahead. One
by one, the sections of 2nd platoon moved quietly into
the city, disappearing into the rubble strewn streets.

"We'll head in north in the usual advance


order, 3rd section takes point, then 1st,
Command, 2nd, and 4th bringing up tail end.
Ramirez and his spotter will scout ahead, and
keep visual with Sgt. Millers men." Nathan
nodded. This was all old hat for the men,
Vitelli was just psyching himself up to go.
Vitelli pulled out his small copy of the city
map, and pointed out a curving route he had
marked in grease pencil. The route diverted to
the west about seven blocks from the strait
line to the meet point. Right towards the
reported depots, Nathan thought, barely
restraining himself from voicing his objection.
Instead, Nathan caught Vitellis eyes, and held
his gaze until the Lt. Looked away, with a
flash of guilt.

***
Two days, and no sleep later, Nathan lead his men
from the ambush in the alley, and moved as fast as
they could north along the wide, cratered street. The
rally point Lt. Vitelli pointed out a few hours ago
when he left Nathan's 3rd section to set a trap and bog
down pursuit, was another ten blocks north, well out
of the slowly tightening noose of Axis troops.
But ten blocks was a marathon to his exhausted men.
They had been running and gunning since the first
night of the mission, when, God damned Vitelli, had
ordered them to demo the supply dump they just
"happened" to run across. What their intel didnt
mention, was the full company of Axis Grenadiers
less than half a mile away heading for the depot to
resupply! Their only saving grace was that the Axis
troops were fresh from the front, tired and low on
everything, and with the destruction of the depot, they
had been playing it cautious, not wasting ammo while
chasing the platoon.

2nd platoon had been forced far off course to make the
meet, and once the hornets nest was kicked over,
Vitelli broke radio silence to call for help. But, lucky
them, the ASOCOM handler on the radio ordered them
to try to complete the mission! The rescue platoon was
dispatched to try to divert the Axis response to the
2nd, but the company chasing them would not be
drawn away, they wanted blood!
'The rest of the platoon should have made contact with
the asset and be at the rally point by now', Nathan
thought, as he jogged along next to Pinski. He had to
push himself hard, he had to be stronger than his men,
they had to be able to draw from him when all they
wanted to do was sit down for a while. Nathan
smirked as he thought, 'why oh why did I ever take the
chevrons!' Leadership was for suckers!
Pinski looked at his Sergeant when he heard him
faintly chuckle with a maniacal grin on his face, 'oh
my god!' The kid thought, 'he's actually ENJOYING
this!' His eyes widened as he started trotting faster to
keep up with his terrifying Sergeant.
Six blocks, and about an hour of cautious stop and go,
later, Manny Malone, the squads pointman, stopped in
his tracks as a figure dressed as a pile of garbage rose
from the rubble just ahead in a burned out store front.
Nathan hurried forward when Ramirez waived him up
and then fell to his knees on the broken sidewalk. The
first thing Nathan noticed, was the dust caked blood
all over Ramirezs ghillie suit, the second more telling
thing was that the Sniper was alone..

Nathan pulled out his canteen and helped


Ramirez sit back against the wall behind him,
quickly checking him over for wounds, but it
appeared that except for some scrapes and
bruises, the blood all over him was not his.
"Report, soldier." Nathan said softly, trying to
get Ramirez to focus on him. The rest of the
squad took up positions all along the street,
from one end to the other, keeping a look out
for pursuit.
"Yes, Sergeant." Ramirez gasped out. "We
linked up with the spook, Sarge, and made it to
the rally point about four hours ago, in the first
floor of an old department store." He paused to
drink from Nathan's canteen. "The LT was
getting impatient, and sent me and Sl...me and
my spotter, to get you and your men early for
the withdrawal." Ramirez stumbled when he
tried to say his long time spotter, and best
friends, name, "we hadnt made it two blocks
before all hell broke loose behind us! We high
tailed it back to the store, and all the way there
we could hear guns go'n off like fire crackers,
and screams. A lota screams, sarge." Ramirez
shuttered as he continued.
"The shoot'n died off as me an...my spotter
approached the front, we was in a hurry, but
we had ta be careful, see? You dont just run
into a firefight all willy-nilly, see?" He started
getting worked up, what he saw playing
behind his eyes, "we entered careful-like,
cover to cover, but didnt see nobody, not
even the sentry from 4th squad at the top of
the stairs."

Nathan's eyes stayed locked


on the Sniper's face, gauging
the truth versus the fear
induced panic he saw there, as
Ramirez continued.
"We got to the first floor lobby and
all we saw was....was... blood,
sarge, like paint! On the walls! On
the floor! And bits'a meat, and
broken shotguns lay'n everywhere!
Must'a been all of 4th squad,
tossed about up there! I..I tried real
hard not to puke, but..." he took a
series of deep breaths, even now
sickened by the memory.
Nathan laid a steady hand on
Ramirez's shoulder, lending him
strength, "We moved into the main
floor where everyone was gathered,
and it was a slaughter house, sarge!
Dead men everywhere! The...the
whole platoon, sarge! All of 'em!
Wiped out. They fought like cougars,
casings everywhere, one whole wall
was burnt, but it didnt matter, they
was all dead." Ramirez was shaking
now.
"I..I sent my spot..Sloan. I sent Sloan
to the second floor to check on 1st
squads lookouts." The snipers voice
started to break, "Not ten seconds later
I hear a shot and then a scream from up stairs,
so I take off up the steps to help Sloan. But
bye the time I got up there, he was gone, well
most of him. He looked like he'd been blown
if half, I looked everywhere, but no-one was
there, just him. I tried to stop the bleed'n, but
he was too bad off. He was...was already dead
when I got there."
Nathan squeezed Ramirez shoulder, all the
while the painful knot in his gut getting
tighter and tighter, 'please, god, dont do this
to us.' He prayed silently, the dread building
with every word the sniper said.

There was anguish in his voice when Ramirez


continued, "I ran, Sarge! I ran and I ran! It was
blocks away when I remembered our....my orders to
get you an your men, so I doubled back and started
working south, from cover to cover, when I spotted
you guys a few blocks down. So I just hunkered
down and waited for you."
The Sniper seamed to deflate as his story came to an
end, exhausted from the telling. Nathan needed
Ramirez ready to fight, especially now, he couldnt
let the shock and guilt get a hold on him, he would
have time for that later. If they faced what he thought
they faced, he needed every man ready!
"You did your job, soldier." Nathan told him firmly,
pride in his voice. "No man can expect more, against
an unknown force of that lethality, you did the best
thing, coming to get us, orders are orders." He
continued, purposefully glossing over Ramirez's
panicked flight. "I want you to attach yourself to my
squad for now, Ramirez, we need your
marksmanship to help cover us."
The Sniper looked up at Nathan's eyes, looking for
accusation, or pity, but saw only confidence and
expectation. "Yes, Sergeant." He said, more strength
in his voice. "Yes, of course, Sergeant"
Nathan clapped him on the back and stood, whistling
for his men to regroup. He filled the men in with a
brief, less graphic version of the Snipers report, but
even still, the fear on the mens faces was noticeable.
Oddly, the one who seamed to keep his morale best,
was Pinski, a look of stoic stubbornness locked like a
mask on his young face. 'Thats because he hasnt
guessed what the rest of us fear we are up against,
yet.' Nathan thought sourly.
"We need to go to the rally point and try to salvage
ammo and gear, especialy the radio from the
command section, and.... try to
gather tags, if we can."
Nathan reasoned, everyone
seamed to handle the news
okay, even Ramirez just
paled a bit.
"Lets rest up for ten,
then we move out."
Everyone moved
to comfortable
spots in the
rubble, still
keeping watch
as they rested.

Nathan sat tiredly against the store front and


quietly watched his boys, his men, readying their
weapons, checking their ammo, ready to do their
jobs, despite everything they had been through the
last two days. He closed his eyes and prayed to a
god he hasnt believed in since he was ten, 'Please
let me do right by my men, let me get them out of
here. And PLEASE let me be wrong about what
we've stepped into!'
Nathan shuttered as the memory of a smell filled
his mind, a rancid, rotten smell, a chemical,
unclean smell. Unconsciously, he clutched his
Remington tighter.
Pinski heard a creaking sound, and glanced over at
the Sarge, his knuckles white as he gripped his gun
like he was trying to wring the life out of it. A
cloud of disquiet passed over Pinski, a frown of
apprehension fluttering across his tired, but
youthful face. He went back to cleaning the muzzle
of his flame thrower, frowning.

With this issues focus on


Operation: Zverograd and the SSU,
we thought wed show you guys a
couple
simple
urban basing
schemes. First the materials youll
need: wood glue, plastic glue, some
plastic card, plastic rod, small bricks
from Pegasus. Youll also need an
xacto knife and a brush.
Carefully cut off a small section of
plastic card and snip off a small
section of plastic rod.

Carefully arrange some of the Pegasus bricks on the


base. You can even do several rows of bricks to do the
remnants of a small wall.
Bevel the edges of the small piece of plastic
card. That helps make it look more natural.
Attach the plastic card and pipe to the base
with some plastic glue.

Sprinkle some sand on the rest of the base.


Using your brush spread some slightly watered
down wood glue around the base.

Once the glues are completely dry its time to paint.


Primer your models as normal, if you plan to paint
over the primer thats already on the model youll
have to apply brush on primer. Point is, you want it to
be black.

Once the ink is dry, pick out the bolts with


some metallic. Stipple the the pipe with
some Solar Macharious Orange and then
wash it with a bit brown ink. Once the ink is
dry stipple it just a bit with Solar Macharious
again.

Over the black dry-brush a dark gray, I used Citadels


Adeptus Battle Gray. Paint the ring of the base a
blueish gray, I used Citadels Shadow Gray. Paint the
pipe metallic, Bolt Gun metal works well.

Thats it for the basic base but if you are


feeling especially ambitious you can pick out
the bricks in Mecharious Red. Once dry
wash it with brown ink. Highlight the edges
with more Mecharious.

Dry brush the dark gray with a lighter grey, Fortress


Gray in the example. Edge highlight the ring with a
lighter blue-gray, Spacewolf Gray in the example and
then wash it with black ink. Stipple the pipe with dark
brown.

In our inaugural From The Front: Tactics


battle report, Jason McFarland and Larry
White get to grips in scenario 3, The Hidden
Lab from the Operation Zverograd
Campaign expansion. Jasons allies will be
protecting the Lab against the counterattack
launched by Larrys SSU.
Each side will be fielding 200 points.

Jasons Allied List:


Bazooka Joe
Ozz 117
BBQ Squad
Recon Boys
Grim Reapers
Tank Busters
Crack Shots
Cobra

Larrys SSU List:


Koshka
Medvedi
Frontoviki
Fakyeli
3 Chinese Volunteer Squads
SSU Airborne Transport

Zverograd Today
When the strange discovery was made beneath the
city of Zverograd, The Soviet Union failed to keep its
secret secure, and soon their enemies became
interested as well. No one is really sure what lies
below, but all parties have their suspicions. Some say
its a large underground VK mine. Others, including
members of the Allies ASOCOM and the Axis
Blutkreuz Korps, think it could be
much more than that.
SMERSH has found what looks like
an entrance to the structure, but
have yet to gain access. Time is
running short, however, as all three
blocs are now fighting to control
Zverograds secret. The violently
executed interest of the enemy blocs
has reduced the city to rubble. On
the path of the invading Axis Army
as it made its way towards the petrol
fields of Grozny and Northern Iran,
the city was poorly located. Now it is
situated at a crossroads between all
three blocs, and the city has suffered
greatly.
Nearly half of the citys buildings
have been destroyed, most are
completely roofless, and nearly all
remaining windows stand empty and
glassless. The medieval town in the
city center has burned almost
entirely to the ground, the only
surviving structure is the sturdy
stone monastery. The fight for
control of the city is continuous; it
has been years since any force has
been able to claim it entirely.

Mission 3 the hidden lab


The industrial sections of Zverograd have seen
some of the heaviest fighting in the city, and
those buildings that still stand are key staging
grounds for resistance. Having narrowed down
the possible location of Winter Child's facility,
the last step is to scour the industrial quarter
located near the river docks.

Objective:
The Attacker is attempting to locate the
entrance to Winter Child's laboratory. If, at the
end of turn eight, the Attacker controls 2 of the
Attacker Objective spaces, he is the winner.
Otherwise, the Defender wins.

The Tank Busters shooting up some SSU

TURN #1
It was the allied job to protect the objective
points. The SSU split into 2 different flanks to
try to spread out a bit and make the allies
spread their forces thin for easier ways to the
objectives.
The allies went for the safety of the buildings
and then had the heavy hitters come up the
flanks to envelope. On the allied left flank, the
Tank Buster squad whittles down a Volunteer
squad a bit. The Recon Boys hit the upper point
in the field and were able to score hits on the
Frontoviki. Cobra comes in the allied right
flank and takes an opportunity on the Medvedi.
Turn 1 was very heavy on Allied activity.

The SSU sweep in to attack the Cobra

While the Recon Boys score hits on


the Battle Squad

The Cobra spits death at the Medvedi

TURN #2
The SSU took some heavy casualties
during the first turn, and were hoping
to gain a foothold in turn 2. The Grim
Reapers head out of the safety of the
building with Ozz and use their Heroic
Attack.
The SSU Battle Squad was able to take
some sweet revenge on the Recon
Boys and whittled them down to one
man. Tank Busters finished off the
Volunteer squad that they attacked in
turn 1.
Koshka and the Fakyeli do everything
they can to try to remove the Cobra.
Doing so would give them a huge
advantage on the right flank, but
completely miss with all their attacks
that mattered! The Cobra decides to
split its fire between the upper
Volunteer squad with machine guns,
and use the Phasers on Koshkas squad
in front. The Cobra manages to reduce
the Volunteer squad to one man, and
gets 2 wounds on Koshka.
The remaining Victory Machinegun
soldier from the Recon Boys squad
sustains fire on the 3 members left of
the Battle Squad and scores all 3 hits!
Turn 2 ends with a seemingly even
heavier Allied advantage.

Turn 2 ends with


the Allies enjoying
battlefield
supremacy

Koshka and the Fakyeli strike at


the Cobra ineffectually

The Recon MG takes revenge on the SSU

TURN #3
If the SSU are going to make a stand and get
those objectives, now would be the time!
The Allies get the initiative and try to take
out the biggest threat, Koshka and the
Fakyeli. The Cobra starts and scores some
great hits against the Fakyeli, killing Koshka.
The Fakyeli flamethrower tries to take out
the Cobra and whiffs again, furthering the
SSU's dismay.
Unbeknownst to the Crack Shots, the last
Volunteer of the upper squad sneaks into the
building and puts a shot to the back of the
sniper. The spotter regains control of himself
and puts the Chinese soldier down.

Koshkas sacrifice counts for


naught as the Fakyeli fail yet
again to take out the Cobra.

Turn 3 ends with the allies controlling the


left flank. The Grim Reapers heading for a
showdown with the Chopper, and the right
flank still uncontested, but the allies may be
stalling the SSU enough to keep them away
from the objectives.
The Sniper is eliminated by the
surviving Volunteer.

Turn 3 and things look down right grim for the SSU.

TURN #4
The SSU finally get a little going for
them with a round of fire from the
chopper taking out Ozz and 2 of the
Reapers!
That leaves the Allies free to try and mop
up the other parts of the right flank and
they do so with the Cobra taking out the
rest of the Fakyeli.

The Chopper opens up with Quad


Dshk and cuts down Ozz and a couple
of the Reapers.
The Medvedi remnants take advantage of
the distractions to enter the building and
try to head in and claim an objective.
Crack Shots swing and miss against them
in the low light.
The remaining Reaper tries his best and
gets a bit of damage on the SSU
Chopper. It's looking dismal for the SSU,
but they can still make a game of it...

Can the SSU do anything to


snatch victory from the jaws
of defeat?

The Medvedi maneuver towards an objective.

TURN #5
The Grim Reaper starts this turn by
sustaining fire on the Chopper, doing a bit
more damage but failing to bring it down.
Unfortunately, the Chopper claims the Reaper
on the return fireMeanwhile, the Crack
Shot spotter is able to make out where the
Medvedi is shooting from and is able to
inflict another casualty.
The commander tries an all out attack against
the Crack Shot spotter, misses, and ends up
perishing in close combat. At this point it's
looking like an allied route....

The Reaper and the Chopper exchange fire.

Turn 5 draws
to a close.

TURN #6
During all the firefighting, Bazooka Joe and the
BBQ Squad were going to camp on the objective
markers and lay in wait for the SSU.

Unfortunately the Chopper caught a bead


on them and decimated their numbers down
to two and eliminating Joe.

Joe is gunned down but it doesn't matter,


as there is little chance of an SSU victory
at this point.

TURN #7

AFTER ACTION REPORT

The Cobra comes around the building to


bring its 50cal to bear on the Chopper, but
failing to bring it down.

Jason: I felt my plan was pretty solid. The buildings


were very important to me and I tried taking
advantage of the somewhat random deployment area
to make sure he couldn't throw a lot on one flank.

Unphased by that, the Chopper ignores the


impenetrable Cobra and instead takes the
rest of the BBQ squad out of action.

I also thought I was going to lose the Cobra 2 or 3


times, but the dice gods were with me.

One turn left...


Larry: I had a lot just go wrong. I forgot
Grand'Ma, so ended up giving it a go with
everything I had.
I split myself up a bit too much, and should
have focused more, but the rolling was
atrocious on my side, I'm guessing there was
heavy vodka drinking the night before....

The Cobra swings round to down the chopper


but fails in its attempt. Meanwhile, the Chopper
guns down the last of the BBQ squad.

TURN #8
The last turn was an exercise in futility as
the Cobra 50 cal couldn't quite bring the
Chopper to bear. This left the end with the
Allies getting a pretty solid victory.

ALLIED VICTORY

Hello everyone. For the first issue of the


Dust Chronicles Magazine, I will cover how
to paint an SSU Army in a weekend.
I did this army as a commission piece and
the customer needed the models back pretty
fast. In this guide I will show the techniques
I used to get a tabletop quality army out in
record time.
Since I knew I would not get the chance to
add too many highlights to the figures, I used
Krylon Camouflage Khaki to add some
depth to the models.
I misted this spray paint from the top of the
miniatures only similar to highlighting
with an airbrush. Here is what the
models look like after this coat.

First I base-coated the infantry. I used Reaper


Master Series High Definition paints here to get
maximum coverage with only one coat.
The armor is painted with Reaper Master Series
High Definition Dark Olive. The brown on the
gloves, straps, and backpacks are done with RMS
HD Woodland Brown. The boots are painted Pure
Black and the Metal is painted with Blackened
Steel.
For the camouflage I painted a rough amoeba
pattern. If you take more time you can make it as
detailed as you would like. For a tabletop standard,
just the rough shape is fine.
The final step is to shade the model. I used Citadel
Agrax Earthshade to add definition to the uniform.
Reaper Black Wash was used on the metal and
Reaper Brown Wash was used on the browns. And
there you have a finished SSU infantry model.

Reports indicate that a base, north of Zverograd,


long thought abandoned has been receiving
supplies in the last few weeks. The derelict
buildings above ground are not being used. This
means there is an underground base. Perhaps you
will find more information about the secrets
beneath Zverograd inside that base.
It is important to get a team to the base, infiltrate
it and retrieve any secret research material hidden
underground, before anybody else does.

Mission 1 down the hole


Your force arrives early in the morning. As your
men make their way to the base parameter you
catch a glimpse of enemy troops. The race is on,
whoever gets into the base first can take
advantage of its cover. Out here, in the open you
are sitting ducks.

Special rules:
For this mission both forces have access to the
same number of points, we recommend 200ap.
Both players roll three dice and whoever rolls the
most HIT symbols becomes the attacker.
Each player has a total of two ammo crates that
can be placed anywhere on the map.
The time limit for this scenario is 8 rounds.

Attacker
Deployment
Defender
Deployment
Objective Area

objective:
Each player is trying to get into the
underground base before the other does.
The only way to win this game is by having
an unit standing on either of the Objective
Areas (doors leading down into the
underground base) at the end of round 8.
If neither player achieves the objective then
the game is a draw and will need to be
played again (sorry).
If only one player achieves the objective
then that players wins the first mission and
becomes the Attacker in Mission 2 (to be
published in the next issue of Dust
Chronicles).
If both players achieve the objective then
the game is a draw and both sides make it
into the underground base.
In this case play Mission 2B (also published
in the next issue of Dust Chronicles).

by Leutnant Manfred Hirtzel


This issue were going to look at three of the
thinnest and deadliest femme fatales in the Dust
Universe, and see just how *ahem* flexible they
can really be.

If youre feeling particularly bold, combine her with


Sturmpioniere. Frenzy works any time she is targeting
infantry, so her Mauser and melee attacks will add to
her deadliness.

Angela
The Natural Choice: Sniper Grenadiers
It only seems natural to pair a sniper with
another sniper, and the effect is devastating.
Giving Angela access to a spotter can make her
a squad killing machine, and the other Sniper
can act to pick off squads, or allow you to target
two different high-priority targets at once. The
down side is despite the Sniper Grenadiers
excellent cover saves, youre still spending 37
points on what is ultimately a 5 health squad.
Angela is certain to draw a lot of aggro, so
youll need to get the most out of her before
shes replaced with a very large crater.

Rosie
The Natural Choice: Gunners or Bot Hunters
Apples go with apples, and high-power anti-tank
rocket launchers go with other anti-tank rocket
launchers. Rosie is one of the strongest Anti-tank
heroes in the game, beat only by Action Jackson on a
good day with fair phaser weather. Combined with the
Bot Hunters, she can bring some nasty death down
upon even the heaviest of walkers, dealing a
maximum of 10 damage between three bazookas.
The Unusual Choice: Crack Shots or Solo

The Unusual Choice: Virtually any other squad


Take a lesson from the upcoming SSU Rifle
Squad and pair Angela with a full strength
squad. While she doesnt deal as much damage
without the aid of a spotter, your costly hero
investment will be better protected.
Combined with Battle Grenadiers or Tank
Killers, you can use her Solothurns range and
penetration power to wither down walkers so
that your Panzerschrecks can finish them off.
Combined with Recon Grenadiers, you can
create a deadly infantry-hunting squad. Your
enemy might think twice about charging this
powerhouse of firepower. She also increases the
squads ability to finish off walkers, her rifle
augmenting the short-ranged panzerfausts.

Spotter works on Bazookas too, and no bazooka is


deadlier than Rosies. This combo makes Rosie a
threatening ambush hunter against light and medium
walkers, and gives the Crack Shots some much needed
health points. It will also make your enemy think twice
about sending a walker to take out this sniper team.

Alternatively, you can make ample use of Rosies


Tank Head skill by fielding her without a squad. Just
place her behind your Heavy Walker of choice, and
have her advance with it (or in it, if theres room).
Once your costly investment
has taken a few hits, just
have her pop off tank head and
your walker is as good as new.
By fielding her alone while you
do this, you avoid tying up one
of your squads with chasing a
Fireball half way across the map,
or having your transported squad
expose themselves too early while
she jumps out for a quick patch job.
Plus you can confuse the enemy
by having her stand in one of the
walkers square, a perfectly legal
move when shes alone.

Koshka
The Natural Choice: GrandMa
Koshka is the first hero to be able to pilot a walker. So
why wouldnt you field her in this unique and versatile
walker. With an extra point of health over your normal
armor 4 walker, GrandMa makes a good closemedium range walker. In addition, her Fighting Spirit
skill can make GrandMas Sulfur Jet and Howitzer
extra deadly for when it counts the most. Should
GrandMa fall, Koshka will still be there to prove a
thorn in your enemys side.
The Unusual Choice:
Frontoviki, Fakyeli, or Chinese Volunteers

since SSU squads are outfitted with shortranged PPSH sub-machine guns rather than
your archetypal assault rifle.
Placing her in the Frontoviki gives them some
much needed health with which to advance into
SMG range, as well as some extra firepower
with her Grenade Pistol. In addition, since
Fighting Spirit transfers to squads, the result
can be devastating with this fully automatic
team.
Embedding her in the Fakyeli also causes no
issue with her range and gives her a potentially
even more devastating use of Fighting Spirit.
The Fakyeli could always benefit from her
health points as well, since they lack the fast
skill of their BBQ squad cousins.
Lastly, placing her in with the Chinese
Volunteers creates a hero-squad combo that is
very cheap at only 30 points, yet very high
firepower once in range. She easily transforms
this meat-shield into a squad your enemy
should never underestimate.

Wile it originally appeared that Koshka's Fighting


Spirit would only work while she piloted Grand'Ma,
the release of Operation Zverograd's rules stated that
any pilot skills were always useable both in and
outside of the walker. With this revelation, Koshka
becomes a valuable hero for embedding in squads,

Dust links
http://dust-models.com
Paolo Parentes main page. The place to get all your Dust Studio models, premium prepaints, swag, etc.

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://www.dust-league.com
The World Wide Dust League. Track your ranking among the worlds players. See which
faction holds the upper hand in the struggle for the worlds Vk resources.

http://radiodustinforma.blogspot.com
A Spanish Language Dust resource.

http://twc-dust-tactics.blogspot.com
A great blog with Homegrown rules for Historical vehicles and Super Heroes for Dust tactics.

http://homepage.mac.com/brentdietrich/companyB.htm
Has some good aftermarket bits for your walkers. IR lights and scope, tarps, sacks,
battlerattle, etc. Also has some vehicles but are a bit small in comparison to Dust models.
They have 28mm Gear Krieg.

http://www.warlordgames.com
28mm Historical WWII miniatures. Their plastic multi-part kits are a great source of bits for
upgrading your infantry models. They also have some vehicles and terrain you might find
useful.

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.)
Throughout the Dust Chronicles magazine you will find links to external websites. Although we make every effort to
ensure these links are accurate, up to date and relevant, the staff of the Dust Chronicles cannot take responsibility for
pages maintained by external providers.

Games and expansions part 1

dust tactics operation cyclone


contents:

dust tactics core set


contents:

Rulebook, Quick Start Rules, Blue Thunder Campaign book, 18 Two-sided


Terrain Squares, 12 Unit Cards, 9 Two-sided Terrain Tiles, 4 Ammo Crates, 2
Tank Traps, 12 Dice, 2 Allied Walkers (Hot Dog & Pounder), 3 Allied Infantry
Units (The Recon Boys, The Gunners & BBQ Squad), Captain Joseph Brown, 2
Axis Walkers (Ludwig & Luther), 3 Axis Infantry Units (Recon Grenadiers,
Battle Grenadiers & Laser Grenadiers) and Colonel Sigrid Von Thaler.
standard
premium

Rulebook including Cyclone Campaign Missions, 9 Two-sided Terrain Squares, 2


Unit Cards, 6 Two-sided Terrain Tiles, 4 Ammo Crates, 4 Tank Traps, Master
Sergeant Rosie Donovan and Oberleutnant Manfred Kreuzer.
standard
premium

dust tactics operation seelowe


contents:

Rulebook including SeeLowe Campaign Missions, 2 Unit Cards, 6 Two-sided


Terrain Tiles, 2 Ammo Crates, 2 Tank Traps, Ozz 117 and Markus.
standard
premium

dust tactics core set revised


contents:

Rulebook, Victory Bridge Campaign book, 9 Two-sided Terrain Squares, 10 Unit


Cards, 2 Double-sided Posters, 2 Ammo Crates, 2 Tank Traps, 6 Dice, 1 Plastic
Loaded Token, 1 Allied Walker (Blackhawk), 3 Allied Infantry Units (The
Hammers, Hell Boys & Death Dealers), William Rhino Springfield, 1 Axis
Walker (Hans), 3 Axis Infantry Units (Heavy Flak Grenadiers, Heavy Laser
Grenadiers & Sturmpioniere) and Feldwebel Lara Walter.
standard
premium
dust Dice pack
contents:

15 dust Dice
standard

dust tactics operation cerberus

contents:

Rulebook including Cerberus Campaign Missions, 1 Multi-part Building (three


levels), 2 Unit Cards, 1 Smoke Token, The Chef and Angela Wolf.
standard
premium

Games and expansions part 2

dust tactics terrain tile set


contents:

dust tactics operation zverograd


contents:

Rulebook including Zverograd Campaign missions, 1 Multi-part Building (one


level), 2 Double-sided Posters, 1 SSU Walker (Grand'Ma) and Koshka.
standard
premium

12 Double-sided Terrain Tiles, 2 Double-sided Structure Tiles, 9 Double-sided


Terrain Squares and the Operation Blue Thunder Scenario Book.
Standard
dust tactics unit card pack
contents:

Updated Unit cards for use with Dust Tactics.


Standard

dust tactics operation hades


contents:

To be confirmed.
standard
premium

dust warfare core rulebook


contents:

This book provides advanced rules for playing out tabletop miniatures battles
with the same Dust miniatures used in the Dust Tactics board game.
Standard

dust building accessory pack


contents:

1 Multi-part Building (two levels).


standard

dust warfare campaign book zverograd


contents:

This book the Dust Warfare rules for the SSU Dust miniatures used in the Dust
Tactics board game.
Standard

You might also like