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EDITORIAL

DUST MONTHLY - ISSUE 10


Welcome DUST Monthly Magazine,

Let me start by wishing you all a very happy new year


and I hope you have an amazing 2016.

The year will kick off with a bang when Dust enthusi-
asts from all over the world will gather in Arizona for
the Dust World Expo on the 6th of February. I’m sure
that after you read the three pages of details in this is-
sue you will agree with me that this event will set the
bar very high for the rest of the year.

Next issue will be my last as Editor for a while, I have to


join Sigrid for her surprise inspection of an Axis base.
No I’m not saying what base because I know some of
you have Axis forces and might warn the base com-
mander. Seeing that I’ll be out of the office for a few
months I want to use next issue to look back at the pre-
vious year and it also marks my one year as Editor of
DUST Monthly Magazine so that works out perfectly.

The new Editor will also introduce her/himself and is


going to take a look at what is coming up in 2016 both
for DUST Monthly Magazine and the game itself.

Ok, I will see you all one more time on the 1st of Feb-
ruary and then I’ll need to pack my wintercoats be-
cause it will be cold where I’m going.

Giselle.

If you want to ask Tactical Abby for help with your games of Dust Tac-
tics or Dust Tactics: Battlefield then you can contact her at the following
email address:
ABBY@DUST-MONTHLY.COM

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DUST MONTHLY- ISSUE 10

DUST MONTHLY - ISSUE 10


Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02
Table Of Contents . . . . . . . . . . . . . . . . . . . . . . . 03
Dust World Expo 2016 . . . . . . . . . . . . . . . . . . . 04
Dust Aircraft Tactics . . . . . . . . . . . . . . . . . . . . . 08
My Mercenary Force . . . . . . . . . . . . . . . . . . . . . 16
Cali’s Bandits Past: 2 . . . . . . . . . . . . . . . . . . . . . 18
Dust Warfare 1947 . . . . . . . . . . . . . . . . . . . . . . . 22
Dust Battlefield Battle Report . . . . . . . . . . . . . . 28
Kickstarter Update . . . . . . . . . . . . . . . . . . . . . . 34
Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

THE DUST CHRONICLES TEAM

Giselle Helga Fred Rosie

Bub Abby Floris


Special thanks to the following people for their support and enthusiasm with all things Dust:
Paolo Parente, Olivier Zamfirescu, Vincent Fontaine, Rick Ivansek, Joe McLaughlin, Bradley
Hicks, Gregory Withrow, DDI, and the UK Dust Knights

Names and artwork are © 2016 Dust Ltd. All Rights Reserved.
Dust Tactics, Dust Tactics: Battlefield & Dust Warfare and their logos are trademarks of Dust Ltd.
Images and trademarks used with permission.
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DUST WORLD EXPO 2016
DUST MONTHLY - ISSUE 10
Get ready for the 2016 Dust World Championships

Dust Tactics World Championships - Sponsored by DDI Post 01 - will be played with 100
point armies and each will be 3 rounds. Players should bring their minis, a current rule book,
current game cards, marker tokens, and templates. More details on the individual games will be
forthcoming. Proxy units for unreleased Babylon unit will be allowed providing they are good
representations of said units.

The Dust Battlefield World Championships - Sponsored by DDI Post 33 - will be played
with 100 point armies and each will be 3 rounds. Players should bring their minis, a current rule
book, current game cards, marker tokens, and templates. More details on the individual games
will be forthcoming. Proxy units for unreleased Babylon unit will be allowed providing they are
good representations of said units.

The Dust Warfare World Championships - Sponsored by DDI Post 06 - will be played with
300 point armies and each will be 3 rounds. Players should bring their minis, a current rule book,
current game cards, marker tokens, and templates. More details on the individual games will be
forthcoming. Proxy units for unreleased Babylon unit will be allowed providing they are good
representations of said units.

The Thing! Special Event - Sponsored by DDI Post 01 - will be played with a 50 point force.
Proxy units for unreleased Babylon unit will be allowed providing they are good representations
of said units. More details on this event in the weeks to come!
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WHERE IS DUST WORLD EXPO ?

DUST MONTHLY - ISSUE 10


Falcon Field in Mesa Arizona
Arizona Wing of the Commemorative Air Force Museum
2017 North Greenfield Road, Mesa, AZ 85215

Falcon Field got its start before World War II when Hollywood producer Leland Hay-
ward and pilot John H. “Jack” Connelly founded Southwest Airways with funding from
friends like Henry Fonda, Fred Astaire, Ginger Rogers, James Stewart, and others.
Southwest Airways operated two other airfields in Arizona, Thunderbird Field No. 1
and Thunderbird Field No. 2  training pilots from China, Russia and 24 other Allied na-
tions. Thunderbird Field III would train British pilots but the R.A.F. wanted the field to
be named after one of their birds. So Thunderbird Field III was dubbed Falcon Field and
the training facility opened as the No. 4 of the British Flying Training School of the 6
located in the USA receiving its first R.A.F. trainees in the fall of 1941.
Dust World Expo takes place inside a historical aircraft museum. so While participating
you will be surrounded by real WW2 exhibits as well as full scale Dust props and cos-
tumed characters playing your favorite Dust Heroes and Heroines. It is also home to the
famous Sentimental Journey B-17 and interior walk through tours of it will be offered.
Paolo Parente will be in attendance to chat with the fans and possibly other members of
Dust Studios will be with him as well.

HOW MUCH DOES IT COST TO ATTEND DUST WORLD EXPO?


- Only $25 per person for the weekend

There are a number of early releases available at Dust World Expo.

Blood and Thunder Dust Novel No. 1 and Limited Edition Resin Miniature Sets
It has been a long time coming but the first Dust novel is finally here! It comes with one set of res-
in cast figures (unassembled and unpainted) of your choice, Allied or Axis, for $50 to attendees!
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Historic Vehicle Card Sets
DUST MONTHLY - ISSUE 10
The historic vehicle cards are back!
This time with a few updates and addi-
tions as well as in the new style! Every
attendee will get a complete set of all
three factions just for registering and
showing up!

Limited Edition Patch


This limited addition patch will be avail-
able to the first thirty attendees  and is
provided to us by Gregory Withrow of
Post 6. Sign up soon to not miss out!

Where should I stay if I am from out of town?


Officially DWE has no hotel affiliations but the fol-
lowing hotels are fairly close and have decent reviews.
Automobile transport to and from site will be required.

Best Western Superstition Springs Inn


1342 S Power Rd, Mesa, AZ 85206 (480) 641-1164

Country Inn & Suites


6650 E Superstition Springs Blvd, Mesa, AZ 85206
(480) 641-8000

La Quinta Inn & Suites Mesa Superstition Springs


6530 E Superstition Springs Blvd, Mesa, AZ 85206 (480) 654-1970

Quality Inn
6347 E Southern Ave, Mesa, AZ 85206 (480) 807-7760

Some folks last year requested the cheapest hotel that was not in a bad neighborhood. This Motel
6 proved very popular and is in one of the ritziest neighborhoods in the Phoenix metro area but is
a ways from the event.

Motel 6
6848 E Camelback Rd Scottsdale, AZ (480) 946-2280

Model Competition:
Each attendee may enter once in each of the categories (Info to follow shortly). These models
should NOT be a part of the attendees army for any event in order for them to remain accessible
to the judges.

Cosplay Contest:
Each attendee may enter in the Cosplay Contest! Come to the event dressed as your favorite Dust
personality and you’re entered automatically! Please no real weapons.

http://www.dustworldexpo.com/index.html
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DUST MONTHLY - ISSUE 10

CONTACT@DUST-MONTHLY.COM
We are always looking for battle reports for Dust Tactics, Battlefield or Warfare, painting and
modeling articles, unit reviews and event reports. Really, we are looking for anything Dust related.
If you have ideas for submissions submit them. We’ll find a way to make ‘em fit.
Please submit your content at least 10 days prior to the date of publishing. The next issue will be
for February and so content needs to be submitted by the 20th of January 2015.
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DUST AIRCRAFT TACTICS
DUST MONTHLY - ISSUE 10
WRITTEN BY: JOE MCLAUGHLIN
We take to the skies look at Axis and Allied aircraft
INTRODUCTION
When I first started playing Dust Battlefield at our local game shop (Great Escape Games in Sac-
ramento) I noticed that no armies included aircraft in their lists. When I asked about this, I found
that most players had a very negative impression about aircraft in the game. As I played the game
more, however, I came to realize that aircraft, like any vehicle in the game, has their place. If you
understand their strengths and weaknesses, you can find them to be a valuable addition to your
army list.

AIRCRAFT TYPES
For the purposes of this article, I’ll limit the discussion to Allied and Axis aircraft, as their simi-
larities are so close that they are functionally equivalent. SSU Helicopters are so different that
they warrant their own discussion. For this article I will be discussing the following aircraft:
ALLIES
Thunderstrike (18 points) – Armed with 6 x .50 cal MG and 2 x 5.5 inch HVAR Rockets. My
favorite Allied aircraft. The rockets allow for more shots which make them more versatile against
both armor and infantry.

StormStrike (17 points) – Armed with 6 x .50 cal MG and 2 x 500 Kg Bombs. Bigger boom but
not so good against infantry.

AXIS
Falke (19 points) - Armed with 4 x 20mm MG47 and 6 x 150 kg Bomb. My favorite aircraft as
the 6 bombs allow you to do a massive alpha strike on a target you need to kill or conserve them
to attack multiple targets over time.

Moskito (16 points) – Armed with 4 x 20mm MG47 and 7.5 cm Bordcanone. My favorite if I’m
concerned about cost. Also good with an Air Ace to give you sustained attack with the cannon.

Adler (17 points) – Armed with 4 x 20mm MG47 and 2 x X-4 Missiles. My least favorite. I don’t
know anyone who uses it.

Blitz (25 points) - Armed with 4 x 20mm MG47 and twin Bord-Laserkanone. Another fan fa-
vorite, especially with an air ace, but extremely pricy.
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GENERAL PROS AND CONS

DUST MONTHLY - ISSUE 10


All of these aircraft have similar statistics. They all have 6 damage points. They all have Aircraft
2 armor. They all have a 12 move, 24 march move rate. None of these aircraft can hover. The
only real difference between these aircraft is their weapon loadout. The pros and cons of putting
any of these aircraft in your army list are essentially the same:
PROS
High mobility – Aircraft can ignore terrain and with their
high movement rates can safely move almost anywhere on
the board. This means they can reach that command squad
hiding out behind a hill in the enemy deployment zone.

Damage Points – Both of these aircraft have 6 damage


points. That’s the same number of damage points as a
pounder. That might not seem like much, but you need to
consider that most weapons shooting at you are not going to
do large amounts of damage per hit. It’s going to be weap-
ons that do lots of shooting that do one to two points of
damage per hit.

Targeting - Many units have limited or no attack values


against aircraft.

CONS
Aircraft’s first action must be a move. Note that it’s possible
for the aircraft to remain in place (doing a loop) as a result of
this move. This also means that aircraft cannot do sustained
attacks, unless they have an Air Ace Pilot.

You can’t use officer orders on an aircraft. That means no


“Get moving” to reactivate them, no rearm, and no reinforcement if they get destroyed.

Aircraft do not block enemy movement. Enemy can move under an aircraft.

Aircraft do not block line of sight.

Aircraft do not get cover saves. The aircraft is always considered to be flying “above” any terrain.
Therefore an aircraft that ends its move in a forest area is considered to be flying above the forest
and does not get cover save like a vehicle.

Aircraft do not create wrecks when they are eliminated.

Aircraft cannot be repaired.

Aircraft cannot take or hold objectives.

Aircraft cannot make reactive attacks.

Aircraft weapons are relatively short ranged. Therefore anyone that you shoot at can probably
shoot back at you.
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Aircraft are on the pricier side.
DUST MONTHLY - ISSUE 10
Aircraft are big models. This means they can be hard to hide in some maps.

Aircraft with expendable ammunition are not going to be effective against highly armored vehi-
cles once their ammunition is gone.

Summing all this up, aircraft are vehicles that are functionally equivalent to a medium size walker
with short range weapons that cannot be repaired, reactivated, rearmed, or replaced but have high
movement and can reach just about anywhere on the map.

GENERAL TACTICS
When I’ve added an aircraft to my army I first decide on which of two tactics I want to follow. I
generally call them “Alpha Strike” or “Assassin” and they basically differ in if I want to cause
maximum damage early in the game regardless or risk to the aircraft, or if I want to keep the air-
craft alive longer to kill targets of opportunity.

Regardless of tactic selected, there are a few general rules that should be followed. First, is
aircraft placement. I’m always amazed at those people who will draw a line from their current
aircraft location to their target and just place the aircraft in front of the target. You need to look
around at the other enemy units on the board. What is their range? Are they advancing or staying
stationary to defend a objective? What does the line of sight look like? If they move, how will
range and line of sight change?

Know your aircraft’s weapon range. Then look at the


board and find a space that is that distance from your
target(s) but maximum distance from other units that have
anti-aircraft capability. All things being equal, I also try
to pick a spot closer to the enemy’s deployment zone.
My theory is that the enemy would rather move his units
forward toward his objectives (on my side of the table)
than move back to try to shoot at my aircraft. If he does
reverse course to shoot at my aircraft, then I’ve delayed
his march on my objectives for one more turn.
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The second point is aircraft movement. Once you find the place where you want your aircraft to

DUST MONTHLY - ISSUE 10


be when you perform the attack, you want to consider the route to get you there. Why is this im-
portant? To avoid reactive fire. Find that route that threads the reactive fire range of enemy units
or fly past units that have already activated.

In the above illustration, the Falke makes some bad choices in Attack plan A. He flies right into
the reaction range of the Rattler. Even if the Rattler does not react, both the command squad and
the Rattler can return fire on their activations. Can you say “sustained attack?”

Attack plan B takes the Falke out of the Rattler’s reaction range and places him out of line of sight
of the Rattler and possibly out of weapon range. Assuming the right hand side of the diagram is
the defender’s deployment zone, the rattler will have to move back towards his deployment zone
to try to take a shot at the Falke.

Another point to consider is when to activate the aircraft. I prefer to move them last, especially
on turn one. If all goes well, by turn
two or three I will have performed an
attack on an enemy unit and may start
the turn in range of an enemy’s fire.
If I start the turn in range of an en-
emy’s return fire, I normally will ac-
tivate the aircraft early in the turn and
either perform a second attack on the
same unit or try to fly away to attack
a more vulnerable unit.

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ALPHA STRIKE TACTIC
DUST MONTHLY - ISSUE 10
The Alpha Strike tactics involves moving your aircraft rapidly and aggressively against the enemy
on turn one. Focus on taking out a key unit and drop all available ordinance on that target know-
ing you might not get to turn two. I find this is effective if you have an opponent that has a valued
unit that is key to their army list. It might be worth the sacrifice to blast in there in your Falke on
turn one and drop all six bombs on the enemy command squad, knowing that he heavily relies on
his command squad.

This tactic, of course, places your aircraft right in the middle of the enemy deployment zone on
turn one or two. Most enemy units will be in range to shoot at your aircraft, and may even have
no other targets to shoot at. Don’t count on being around too long.

The Alpha Strike tactic works very well for attackers on missions where the enemy has reserves
or delayed reserves, such as “No retreat” or “Pincer”. In these missions, the defender will have
half his forces in reserve. This means fewer forces in his deployment zone to shoot back at you.
Additionally, the defenders in these missions traditionally will start with a command squad and
several long range shooty units. These shooty units want to shoot at your advancing horde, not at
an aircraft. Each shot that you get focused on your aircraft is one less shot taken at your advancing
horde. They might eventually swat you out of the sky only to find themselves overrun by the rest
of your army on the next turn.

ASSASSIN TACTIC
The assassin tactic is much more conservative. Much
like an assassin, you are going to hold your aircraft
back or even in reserve early in the game. You want
to let the enemy army spread out a bit, allowing your
aircraft to thread through their reactive fire zones and
hit targets of opportunity. Hit targets that present mini-
mal risk to your aircraft and don’t volley all of your
ordinance. Try to make your expendable weapons last
longer as your goal is to stay alive longer to slowly chip
away at their forces.

This tactic is very effective in scenarios where you are acting as a defender. As the enemy forces
advance they will spread out because of difference in unit speed, terrain, etc. This will provide
gaps in their forces that you can use to find targets of opportunity that present minimal risk to your
aircraft.

I had played an encounter scenario one time that I thought I had won by turn three. Due to lucky
dice rolls, I had eliminated all of my opponent’s army except three units, one of which was a com-
mand squad and one of which was a Blitz. My army was largely intact. Over the next few turns,
my opponents Blitz took out one of my units after another finding spots where I was unable to
return fire. All the while his command squad replaced and reinforced lost units. The game went
down to a draw.

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AIR ACE

DUST MONTHLY - ISSUE 10


The only air ace currently in the game is the Axis Hero “The Bloody Baron”. The air ace ability
allows the player to roll a dice and when the aircraft activates. A result of a faction symbol or
crosshair gives the aircraft a third action. This can be significant as it allows the aircraft to per-
form a sustained attack after moving first.

The Bloody Baron costs eight points. Putting him into a Blitz gives him an offensive ability com-
parable to a flying Wotan. However, this will cost 33 points. That’s pretty expensive for a unit
that cannot be replaced. However, it is pretty awesome.

I have added him to a Moskito in the past to give me a higher chance to hit with the cannon and
guns. After all, the cannon does not use expendable ammunition, so it works well in the assassin
role. However, the point cost for a Baron piloted Moskito is 24 points. For an additional point,
you could have a Blitz at 25 points. Many people would rather have a non-Baron piloted Blitz at
that cost.

SHOULD I ADD AN AIRCRAFT TO MY LIST?


So, what should you consider if you are thinking of adding an aircraft to your army list?

First, you should consider your opponents list. Did he mention that he just got three rattlers for
Christmas? Is his list a heavy armor list that will barely feel the sting of your bombs and rockets?
That’s probably not a good time to bring out the aircraft.

Second, do you need a vehicle that can hit almost any unit on the board on the first or second turn?
Does your opponent always seem to rely on that command unit that he hides behind a hill in his
entry zone? Does he always keep one light infantry unit in reserve to protect his objectives? Kill
them with an aircraft.

Third, consider the terrain. Aircraft hate bit open tables. (Who doesn’t?) They like a lot of ter-
rain to hide in, like city maps. Did your opponent just post a picture of his cool new city table on
facebook? Bring over an aircraft.

Forth, consider the cost of the aircraft and the replacement value of the aircraft. The Axis Falke
(6 bomb aircraft) costs 19 points. For one more point , you could have purchased a Wotan at 20
points. Additionally, because I can use a replacement vehicle order on the Wotan, I can bring him
back if he gets destroyed. I cannot do this for the Falke. In theory, I’m potentially denying myself
of a second 20 point Wotan.

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CONCLUSIONS
DUST MONTHLY - ISSUE 10
Aircraft, like any unit in Dust, have their place. They can be a fun addition to any game and can
really throw off an opponent if he hasn’t planned his army list against one. Against such as op-
ponent, the aircraft can literally be shooting fish in a barrel. However, aircraft are expensive and
there are no “do overs” with aircraft. If you park your aircraft next to a bunch of enemy units,
there is no “Get Moving” to allow him to get out of dodge. If you drop all your bombs in a volley
and hit nothing but dirt, there is no rearming. If you fly a straight line toward your target, you are
going to get shot up by reactive fire. If you get shot down on turn one, there is no bringing him
back.

For this reason, aircraft take more planning and experience than normal units. New players might
find themselves frustrated with aircraft if they do not carefully plan their routes and unit place-
ment. Overall, I’m not sure if I’d include an aircraft in a competitive tournament list. I’ve just
seen too many times where my aircraft is gone on turn one and I’m instantly down 17 or 18 points.
However, for friendlier games, it can be quite satisfying to see your aircraft threading the enemy
defenses and taking out his hidden units.

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DUST MONTHLY - ISSUE 10

15
MY MERCENARY FORCE
DUST MONTHLY - ISSUE 10
A HOBBY PROJECT BY: HELGA
Helga is starting a new army for the new year
Seeing that it is almost 2016 (by the time you read this it will be 2016) it was decided that eve-
rybody in the DUST Monthly Magazine office would start a new army and write articles about
the development of each force. As I am away for most of January I started early and have already
chosen what army I want.

The easy option would be to go with an army I already collect and just paint some units I have
already started on but never finished. Instead I decided to go with a force I never have painted
anything for. So the options were Axis or Mercenaries. I did paint two Axis Horton aircraft for the
Dust Air Combat game we published back in issue two but they don’t count as an army. While
looking over the models for each army it dawned on me that currently the Mercenaries are rather
limited in their choices. That is when it hit me, I could paint an Axis army with all the units con-
verted to look like Mercenary units, include the available Mercenary units and a Captured walker.
That way I have a tournament legal Axis army with plenty of conversion opportunities and have a
force that visually differs from any other Axis army.

My Mercenary (Axis) force willconsist of the units from the new Dust Tactics Mercenary Starter
set and I have already decided that the Captured Vehicle will be a IS-48B Lavrentiy Beria. The rest
of the army will be chosen from the Axis units.

All those Axis units will have to be converted in some way. Looking over the models I have I can
combine the bodies of Devil Dogs with Sand Vipers weapons and create units with the soldiers
wearing a combination of clothing. For the unit leaders I’ll use the torso and head of Sisters of
Demolition, that will give me three mixed infantry units with weapons that match cards.
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When I mentioned my army idea to Rosie

DUST MONTHLY - ISSUE 10


and Giselle they liked it and Rosie sug-
gested that I make all the soldiers women.
She even had some heads from Crooked
Dice Miniatures she never found a use for.
So I went onto the Crooked Dice website
and ordered some more. They have a wide
range including the set shown on the right
that comes with six different heads. I also
ordered some other sets both male and fe-
male heads. I’m sure I’ll be able to use the
Doctor Who heads for a future project.

Instead of weating for my order, and during December deliveries can take a little longer as we all
know, I decided to put the few pieces I had to good use and started on the first unit.

As I’m using the Axis units the weapons are dic-


tated by the cards, the bodies can be a mixture.
For that reasonI chose to use Allies armor 3 sol-
dier torsos , Crooked Dice heads and Axis arms
and weapons. These girls have been buying their
equipment on the black marker and it shows.
When I’m back in the office I’ll start painting my
force and adding more units.

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CALI’S BANDITS - PART: 2
DUST MONTHLY - ISSUE 10
WRITTEN BY: FTYROSS
An exciting story set in the world of Dust
Heinrich heard the sudden rapport. It sounded like a gunshot, but had been oddly distorted. He
paced over to the window and glanced out. He looked toward the garrison and saw six shapes in
the gloom, prowling forwards, past the garrison. By their movements, he knew they weren’t up to
no good.

He glanced at his watch. It was 3.45am. ‘They are early’ he muttered to himself as he turned to-
ward the cupboard at the other end of the room, waking up Emily in the process. “What’s up?”
Emily asked, groggy from being woken up at this late hour. “Work” he said, reaching into a drawer
and pulling out a small revolver and a bible from the contents of the drawer.
“Just get back into bed when your done with work” she
said, turning back over to fall back asleep. Heinrich crept
down the stairs and entered his study. He walked over to
the radio transmitter. He flicked a few switches before lift-
ing the speaker horn to his lips, “das Kreuz ist gelandet.”
There was nothing but static on the line for a few more
seconds and he then switched off the radio as he habitually
did before leaving the house. The wind was bitingly cold
and he begun to wish he had worn the uniform with the
thicker cotton lining instead. He steeled himself against
the cold as he put the gun in his pocket after checking the
safety was on firmly, he stepped out into the night.

*****
The lanterns were still burning when Cali called for her
team to regroup. She had decided that the garrison was
as good a place as any to regroup and the team had as-
sembled in quick order. She took out a thin slip of paper
from her pocket. It was hand drawn in ink. On one side
had a map of the wider area, naming towns, outlining the
road network and other important landmarks. She placed
the map on the floor in the space between the two rows
of beds. “We are here now” she said, indicating the cove
they had just left. “We need to secure transport and make
for this settlement... here” she pointed to another village
not too far from there. “Rallenport has given us a contact
in the local vicinity. He should be able to source us some
transport for us” Perks interjected and Cali nodded.

“Who’s the contact?” asked Harken. He ignored the dirty looks from the others, as if he broke
some code of ethics he wasn’t aware of. “We won’t know until we get there” Perks interjected. “I
see. So how do we keep the op secure?” pressed Harken. “We have a code phrase to look for” said
Cali, her tone was gruff. Harken put his hands up, fainting defeat. “Usual meeting place?” asked
Perks. Cali nodded.

*****
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They had marched for forty minutes already, dodging the odd patrol and keeping away from the

DUST MONTHLY - ISSUE 10


beaten path. They kept off the main roads, moving through gardens in pairs, along different sides
of the same road. The rural houses had wide open gardens, bordered by wooden fencing were
were easy to clamber over, making progress relatively quick. “How much farther?” asked Goog-
les during a brief respite. “Probably another 5 minutes at most” said Gunthar. “I make it around
another 10 minutes” said Perks, drawing up to where had taken their rest Googles and Gunthar.
Harken was in tow, keeping his distance and watching out for any movement nearby. “How do you
know?” asked Gunthar. “I can see the steeple from here.”

“Not another church!” spat Googles. “Just because your a heathen, Googles” taunted Gunthar.
“Shut up Gunthar” snapped Harken before pulling out his canteen to take a drink. “You know
we’ve all passed the water your drinking right now, right?” said Perks, smiling. Harken spat the
water out suddenly and the rest of the soldiers sniggered. “The old jokes are always the best” Perks
said, holding his hand out for the others to slap. “Your the worst of us Perks” beamed Googles.
“Time to move out, lads” ordered Cali, appearing suddenly alongside Bails.

*****
The quiet serenity of the church was disturbed by a loud knock on the large, vaunted wooden
double doors. “Wer ist es?” the priest called, pulling on his robes as he walked the length of the
hall toward the door. “Nachtpatrouille! Mach auf!” came the reply, the voice was gruff and thick.
The priest slide the old bolts back and lifted the limber bar securing the doors before pulling the
heavy doors open. Outside, stood twelve infantry men, dressed in German uniforms. Each car-
ried a rifle and the one closest wore the stripes of their leader. The priest turned around to permit
the soldiers in. It was as common as clock work by now, particularly on cold nights for troopers
to seek refuge inside religious buildings, particularly when it was raining. The troopers moved
in through the doors with eager abandon, taking positions on the pews nearest the door. Some of
them produced cards from their pockets. Others pulled rations, others begun to drink from their
canteens and passing around cheap potato liquor in sealed silvered flasks. The priest knew better
than to interrupt the troops in their business - he risked a talking to, or a beating at worst. He would
have to tidy up in the morning, when the troopers had left for whatever posting they came from.
An hour later, another knock on the door awoke the priest who
had taken to dozing fitfully on a leather chair in the back of the
church. The troopers turned to the newcomer as the priest hur-
ried down the central isle. As he unlocked the bolts and opened
the door, he was greeted by a firm handshake and a smile. “Die
namen Heinrich. Ich bin ein Bote auf der Suche nach Zuflucht
für die Nacht” the stranger said, gesturing to a motorbike that
sat a few feet away. It looked official, he looked official so the
priest let him in without another word. The stranger and priest
made his way passed the throng of troopers making merry with
their own source of alcohol, taking care to not disturb them as he
did so. He followed the priest up into the back-room. Before the
priest could complain, Heinrich was upon him, a rag in his hand
smothering his mouth. He held it there whilst the priest breathed
deeply the ether on the rag and went limp. Letting him drop gen-
tly, he then looked around the back room. There was the usual collection of religious texts, spare
priestly robes and other artefacts of office. He then saw the case of communal wine sat against the
far wall and a smile flickered across his face.
19
Heinrich dragged the box out of the office and saw that a few of the troopers were watching him.
DUST MONTHLY - ISSUE 10
He took a small crowbar out from the back room, closed the door as he came out and levered the
box open gently. The other troopers had now noticed him and begun to watch Heinrich. Turning
to the troopers, “kostenlose wein!” he proclaimed loudly, pulling out a bottle for himself and pull-
ing off the stopper before taking a swig himself and taking it back into the room he had come out
from, closing it as he went. He spun around as the door shut firmly and pressed his ear to the door
and took out his revolver as he did so. He heard the troopers make their way up the church to par-
take of the gift Heinrich had given them. After a few minutes, he heard violent shouting and then
the sound of twelve bodies hitting the floor, like sacks of spuds. He ventured out into the church
proper and found the Axis troopers unconscious on the floor around the crate. Several of the bot-
tles had shattered on the floor where they had fallen from limp hands. Others had been knocked
over and were spilling their contents on the floor, soaking the limp bodies. He then allowed him-
self a brief smile at his quick thinking before he took out the bottle of ether he had “acquired” from
somewhere and then frowned. It had taken his entire supply of the precious chemical to poison
enough of the bottles, but that was the price of war, he thought to himself.

*****
The Bandits approached the church carefully, keeping low and moving in quick bursts in their
assigned fire teams. They could see a large cargo-8 truck parked outside the front of the church,
it’s previous occupants no where to be seen. A small-bore motorcycle was parked next to it. From
the look of the heavy baggage sacks on the sides of the rear wheel, they reasoned it belonged to a
courier or order messenger. “Perks, go up to the door and listen” ordered Cali. “The rest of you,
search for an alternative means of entry.” The group fanned out, whilst Perks skulked up to the
door. He saw it was slightly ajar, even at this early hour. He took it to be a good sign and pushed
it a little more open. He risked a brief look inside, keeping his head low just in case. He could
make out what looked to be several bodies at the head of the church, laying on the floor. From their
positions, they looked to have been killed or were unconscious. He slipped back to report to Cali
what he had seen. “There aren’t any other entrances” reported Harken after Perks had given his
report to the rest of the squad. After a few seconds, Cali said “we enter the church carefully. We
don’t know how many hostiles there may still be in the church. We don’t know if the contact was
amongst them or is still there, so take no chances.”

“What’s the pass phrase?” asked Harken. “Walking with giants. Expected response is ‘Ghost
Walker’” said Cali. Harken nodded. When the squad entered the church, they fanned out, keeping
their weapons up and ready. They searched the many alcoves, around the thick-set columns and
kept the corners tight. Cali reached the party of twelve bodies first. She felt for a pulse on the near-
est. “They’re alive, but it’s thready” she whispered to nobody in particular. “Ghost them?” asked
Gunthar, pulling a knife from it’s scabbard to emphasis the question. Cali nodded before slitting
the throat of the one she was knelt by first. The team worked methodically through the Germans
until a thick pool of blood stained the floor. They neared the door at the nearest the lectorn and
Cali skulked forward. She tried the handle lightly and found it open easily. She tried the door but
something was blocking the door. “Walking with giants?” she asked, loud enough to be heard by
whomever was in the room. “Ghost Walker” came the reply. She tried the door again and found
it swing open easily to reveal the sole occupant. He looked like a German bike messenger, but he
carried himself with the arrogance of an American. He took off his cap as he came out of the room.
“It’s good to see the Bandits again” said Heinrich.

*****
Continues Next Issue . . .
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21
DUST WARFARE 1947
DUST MONTHLY - ISSUE 10
A PROJECT BY: GREGORY WITHROW
The update for the Dust Warfare rules is gaining momentum

For months now Gregory and his team


of playtesters have been hard at work
updating the rules for Dust Warfare.
The new version has been named “Dust
Warfare 1947” and is almost ready. The
following pages show just some of the
many things Gregory has come up with.
If all goes to plan Warfare ‘47 will have
its first big day at Dust World Expo in
February 2016.

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KICKSTARTER UPDATE
DUST MONTHLY - ISSUE 10
WRITTEN BY: FLORIS HUSSAARTS
The latest developments surrounding the Babylon Kickstarter
We have had a number of months where the Babylon
Kickstarter news was really nothing more than a “We
are in talks” update. Then in November the first de-
liveries of Wave 2 started arriving in the USA and in
December it was the turn of the rest of the world.

Not all the deliveries were complete and many back-


ers wondered what was going to happen with the
items not included in the wave 2 deliveries. Then on
December 14, 2015 we got the best Kickstarter update
in a long time:
Dear backers,
Christmas is nearly upon us and it is the season to share good tidings.
We are very pleased to be able to tell you that we have reached complete agreement on all points
between our two companies.
The Kickstarter product will be produced and shipped to you fully (yes including all free incen-
tives from both parties). The final wave of items will be started straight away and as soon as
they are finished we will ship them out to you. This is a complex order so it will take 120 days to
produce. Once received into our UK warehouse all remaining products will be sent from there
to all outstanding backers.

We have also agreed terms on dissolving our business partnership and both parties plan to look
to their respective futures.

Thank you all for your patience.

William Yau – CEO DUST Studio


John-Paul Brisigotti – CEO Battlefront.

Good news indeed. Yes we will have to wait until May to receive the final models but hopefully it
means the community can get back to rolling dice and moving toy soldiers around the table.

It is doubtfull there will be many official Kickstarter updates between now and final fullfilment but
if there are any, you can be sure we will publish them in DUST Monthly Magazine.

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DUST MONTHLY - ISSUE 10
WE WILL SEE YOU NEXT ISSUE

ISSUE 11
AVAILABLE FROM
COVER SUBJECT TO CHANGE THE 31st OF JANUARY
35

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