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EDITORIAL

DUST MONTHLY - ISSUE 8


Welcome DUST Monthly Magazine,

The Dust Monthly Forum has been doing very


well and we have passed 75 active members and
there are plenty of topics being discussed to do
with all aspects of the Dust hobby. If you haven’t
checked it out yet then why not come over to
HTTP://WWW.FORUM.DUST-MONTHLY.COM

We had a move round in the DUST Monthly office in early September to make sure there was
enough space for everybody and while doing so I find a USB stick with the contents of what would
have been issue 9 of the original run of Dust Chronicles. This issue was planned for release in De-
cember of 2013. Most of the articles found their way onto the internet as blog posts or as articles
in the short lived web page version of Dust Chronicles.

However I found a few articles that I don’t believe ever


got published and for that reason decided to include them
in this very issue of DUST Monthly Magazine. There is
a “How2” article, experimental rules for Dust Warfare
and a battle report using the experimental rules. We hope
you will enjoy them and please let us know on the forum
what you think. That goes for the entire magazine, if you
want to let us know what you think then head on over to
the forum and join the conversations.

While we worked on this issue of DUST Monthly Maga-


zine we have also been hard at work with the prepera-
tions for our table at the UK Dust Off later in October
and we look forward to meeting fellow Dust enthusiasts
there to talk about all things Dust.

Giselle.

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DUST MONTHLY- ISSUE 8

DUST MONTHLY - ISSUE 8


Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02
Table Of Contents . . . . . . . . . . . . . . . . . . . . . . . 03
Dust News: Starter Sets . . . . . . . . . . . . . . . . . . 05
Dust News: Cards To Be Updated . . . . . . . . . . . 06
Tactical Abby: Dice . . . . . . . . . . . . . . . . . . . . . . 08
How2: Paint Not So Bad . . . . . . . . . . . . . . . . . . 10
Dust Movie Moments . . . . . . . . . . . . . . . . . . . . 16
War Of The Rats . . . . . . . . . . . . . . . . . . . . . . . 18 War of the Rats . . . . . 18
Dust Warfare Battle Report . . . . . . . . . . . . . . . . 20 Dust Warfare Underground
Do You Want Dip With That? . . . . . . . . . . . . . 30
Operation: Titan . . . . . . . . . . . . . . . . . . . . . . . . . 35
My Enemy’s Enemy - Scenarios . . . . . . . . . . . . 36
Kickstarter Update . . . . . . . . . . . . . . . . . . . . . . 38
Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Do You Want Dip With That . . 14
Using Army Painter Quickshade

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, Patrick Doty, Mike Caferatti, CS Barnhart,
Daniel Woodley, Victor Samonte, Gregory Withrow, DDI, and the UK Dust Knights

Names and artwork are © 2015 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 MONTHLY - ISSUE 8

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 November and so content needs to be submitted by the 20th of October 2015.
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DUST NEWS: STARTER SETS

DUST MONTHLY - ISSUE 8


INVESTIGATION BY: HELGA
The next Dust Tactics Starter Set is available to order
The Marines have landed in the Middle
East! With the mission of protecting a
region crucial for the Allied war effort,
the USMC now fights the Axis and the
SSU in this part of the world.

Dust Studio is very proud to intro-


duce this new starter set with slightly
revamped rules for Dust Tactics: the
very beginning of a new era starts now
with this amazing box full of treasures!
We are certain that it will appeal to new
players and veterans alike. Whether you
are new to the world of Dust or have been hanging out with us for some time now, you will love
the Marines Starter Set: Taskforce Diver.

Contents of the box:


- one hero: Tom “Diver” Derrick
- one squad of five Marines, the Firestarters
- one Bushmaster light antitank walker
- one booklet with the introduction rules to Dust Tactics
- twelve Dust dice
- one tank trap
- one ammo crate
- one gaming mat
- six terrain tiles
- one catalogue
- 3 unit cards
- and one introduction leaflet

This third set in the ever expanding series of Dust Tactics is available in both Primed and Perium
editions. The Premium Edition models are not just “pre-painted”: they are the exact replica of
Dust Studio’s Master Painter Vincent Fontaine’s work.
Taskforce Diver - USMC Starter Set can be
ordered direct from Dust Studio by going to
their website: www.dust-models.com and
the set is also available from retailers like
Questing Knight Games in the UK.

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DUST NEWS: CARDS TO BE UPDATED
DUST MONTHLY - ISSUE 8
A MESSAGE FROM: OLIVIER ZAMFIRESCU
Dust Studio will be releasing revised Dust unit cards
Hello everyone,

as you may have seen we have briefly put up all the cards of all the units in the game for download
on our website. This could have use an explanation then but we were eager to share these with you
so... I’m explaining now!

The 2014 card decks have been sold out for a few months now and it’s time to print new ones.
These cards had a few mistakes, or things that needed change. That’s what we are doing right
now. The first documents were not final and not
proofed so we still have a few bugs to clear.

We are also in the process of changing the whole


graphic design of the books and cards. Those of
you who have the new starter sets have seen
these changes already. But this will be for later
this year, or early next. More on that later.

So the next thing that will be printed, the 2015 decks (or early 2016...), will be the actual cards
but with the new layout. We have put this intermediate version for download because some people
might miss a card for the latest version of the game and we don’t want you to wait to long. They
can go on our website whenever they want and download what they need to play.
On another note, from now on game rules and cards will be free to download on our website, as
soon as released. More on that later as well.

So in a few days, I’ll write to you again then, you’ll be able to download all the updated 2014
card decks. Changes in this version will be intentional. Some of the things you might have spotted
could be mistakes, and they will be corrected by then, but the changes (like for the Babushka for
example) are here to stay.
I know we have changed some mi-
nor things lately, we always are try-
ing to improve the game and make
playing Dust the best experience
possible. In the future I hope to
have the whole community taking
a much more active role in game
changes, but that’s for another day.
I hope you’ll like the changes to a
few units, if not let us know, the
cards will be up for download on
our website in a few days.

Happy gaming!

Olivier..
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THE WAIT IS NEARLY OVER

DUST MONTHLY - ISSUE 8

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TACTICAL ABBY
DUST MONTHLY - ISSUE 8
WRITTEN BY: ABBY
Our own Agony Aunt rolls some dice
Dear Tactical Abby,

I have been playing a lot of games of Dust Tactics and Battlefield


lately and it is a lot of fun but I have a problem. Some of the units
use a lot of dice and I only have twelve of the new dice . Is there a
way to use the old dice because I have about thirty of them?

Signed , Can Old-timers be useful?


Dear Old-timer,
My first question would be, before telling you
to roll thirty of the old dice, how big are your
hands? Seriously though, other than size, there
is no reason you can’t use the old dice. I know
that some new gamers can get a little confused,
but there are only three times you need the new
dice. The medic’s Inject Stimulants ability re-
quires the new dice (or a normal d6 in a pinch),
as does randomly picking a scenario, and when
rolling for initiative the target faction is a tie
breaker (or you can just roll again). Other than
that, many experienced players would say the
old dice are easier.
For example, during an attack the new dice count your faction ( ) as hits and the
other two symbols as misses. So after you roll you have to look at the symbol on each die to see if
it’s a hit. With the old dice it’s simpler. A target ( ), the only symbol, hits and a blank ( )
misses. It makes counting the hits much faster, especially for those of us with bad eyesight, per-
haps from too many hours squinting at the tiny details we are painting. The same is true for any
action or ability that succeeds on only one of the symbols. If you’re using the old dice, targets are
successful.

The confusion comes when you start dealing with abilities that succeed on two icons. For ex-
ample, Expert allows you to count factions ( ) and targets ( ) as hits, whereas an infantry
save succeeds on a faction ( ) or a shield ( ). If I understand correctly, when originally play
testing the 2.0 rules they were using the old dice. Some players new to war gaming were confused
by how sometimes a blank die was successful. It seemed counter-intuitive. “How is blank good?”
The decision was made to put three different symbols on the dice, and have some abilities use two
of the symbols and others use only one.

How do you deal with that if you want to use the old dice? It’s actually just as simple as a normal
attack. Any time your ability/equipment is successful on any two factions, you simply count the
dice without a target (the blanks ) as a success.

So to sum it up, if you’re using the old dice and need to roll factions ( ) then count all the
8
targets ( ). If you need to roll factions ( ) and any other symbol ( or ), then

DUST MONTHLY - ISSUE 8


count the blank dice.

A couple of extra points I’d like to make are about the Inject Stimulants ability and standard num-
bered dice. I’ll preface this by saying that these are not official rules and should only be used with
the foreknowledge and consent of your opponent.

There are some players out there that do not have any of the new dice yet, but I would be amazed
if those players did not have at least a few standard d6’s on hand. If any of them are recovering
GW players, they probably have hundreds. There is no reason a standard numbered d6 could not
be used in place of the new Dust dice for those rare occasions the old dice won’t work. They could
even be used when the 42 Dust dice just aren’t enough. I’m looking at you, Lara and the Panzers.

1-2= shield symbol

3-4= target symbol

5-6= faction symbol

While answering this question it occurred to me that even the Inject Stimulants ability doesn’t re-
ally require the new dice. When you inject the stimulants you should have some idea of what you
want that unit to accomplish. For example, you inject the Grim Reapers because you want them
to jump 6 squares across the board and gun down the enemy command squad. You are trying for
a (. ..... = player chooses) or ( = Move Stimulates) because either one will give you the Move
Stimulants token you need. So 4 out of 6 results will give you what you want, which is the same
as rolling a blank result on the old dice. So if you simply declare before you roll which stimu-
lant token you are trying for, you can roll the old dice and on a blank ( ) you get what you
declared and on a target ( ) you get the other stimulant token. In our example, if you rolled a
target ( ) you would get the Attack Stimulants token, and on a blank ( ) you would get
the Move Stimulants token.

Tactical Abby will be back next issue with more advise.


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

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HOW2: PAINT NOT SO BAD
DUST MONTHLY - ISSUE 8

WRITTEN BY: CS BARNHART


Getting to grip with a paint brush
[EDITOR’S NOTE: This article was submitted back in 2013 for issue 9 of Dust chronicles, that issue never was
published so here finally for the first time is one of the long lost articles.]

I am a gamer. I play games. I pay way too much money to play with little toy soldiers or to pre-
tend I am a warrior in a fantasy setting chasing ghosts, goblins and dragons. I am not a painter.
Unfortunately, in our hobby being a painter is almost required. We paint little metal men, and more
recently, little plastic men.

So as someone who cannot paint well here is advice on how 2: paint not-so-bad.
I have been playing miniature wargames since the late 1980s, starting with Battle System for
Dungeons and Dragons and moving on to Warhammer Fantasy (Skaven, Empire and Bretonian),
Warhammer 40K (Imperial Guard), Necromunda and Blood Bowl. In the past few years I have
been overtaken by an addiction to Dust. It was in the past half decade with my Imperial Guard and
now my Dust forces that I have begun to understand painting. To be a not-so-bad painter I present
to you the following advice.

COLOR
To avoid your figures being one color game pieces that resemble a game of Sorry more than a
wargame, give your troops a little color. It is best to give them at least four distinct colors so the
troop and his gear stand out, but do not go overboard and give them more than seven colors, you
risk making them too colorful and too outgoing that way. No one wants an army of tie dye troops,
unless, of course, you want an army of tie dye troops.
I gave the troops on the right black boots, belts
and gloves, red jackets, blue trousers and brown
tactical gear. I followed up by giving them bolt
gun metal armor, helmets and weapons. This al-
lows you to see the detail of your troops while
standing above them when they are on the field of
battle and gives them a distinctive (or even uni-
formed) look.

You can also use color to tell squads apart. Per-


haps your army identifies its troops by their jack-
ets and your command squads wear red coats,
while the anti tank squads wear green and your
pilots wear brown.

Remember, I recommend no less than 4 colors but


try to avoid going above 7 or 8.

[Allied Grim Reapers models and picture by:


Eric Hein]

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DRYBRUSHING

DUST MONTHLY - ISSUE 8


Highlights and detail are easy to attain to a not-so-bad standard with the careful application of
drybrushing. When buying the paint for your forces based on the colors you have selected for
them, always buy a second similar yet lighter (or darker) vial of paint as well. Use this to quickly
drybrush the base paint to bring highlights, rises and details to life. Base your skin with orange and
highlight with a drybrush of flesh to give your faces and hands depth and feel.

Always base gear and weapons black when possible, follow these with drybrushing of your final
shades to add shadows and highlights quickly and effectively, creating the not-so-bad look and
feel.

When in doubt, a highlight drybrush of white almost always works on any base color it adds a
sense of wear and tear to clothing.

INKS AND WASH


A good ink or wash can make the dif-
ference. For my Axis I simply do a
drybrush of two different shades of
gray on the whole figure then use a
Citadel Asurmen Blue wash on the
clothing portion. This makes shad-
ows in the deep crevices of the uni-
form, creates separation between the
cloth and the armor and stains the
grey paint to give it a darker look.

A black ink on blue or red or brown


will create shadows and depth, quickly making your one dimensional paint job look not-so-bad.
Added with a highlight of drybrushing and the model almost springs to life.

A flesh wash over flesh, especially the eyes will bring out the detail work most of us gamers cannot
accomplish. The ink will settle in the deep parts of the model, like the eyes and mouth, and give
it almost the look like you tried to paint its mouth and eyes. (When in doubt, if you can, do head
swaps for ones wearing gas masks!)

A flesh wash over rucksacks and utility belts also adds the extra sense of “realism” and depth and
takes all of a minute or less per figure.

DECALS
The best kind of art is another person’s art! And decals are the best. Whether they are official Dust
Models decals or from Company B or even Games Workshop, they can make a blah model into
a not-so-bad model pretty fast. Unit insignias, ranks, flags, medic badges and more can easily be
obtained and added to your models.

Tanks with markings and numbers and battle slogans immediately catch your opponent’s eye
(which may distract from any not-so-bad paint jobs!) Using matching insignias, unit numbers and
identification can make a force seem uniform and professional. Allied models with French Flags
will immediately have a different feel and identity than your friend’s allies who wear Union Jacks
or Old Glory. Axis troops with skull signia or Japanese Flags bring their own menace to the table.
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BASES
DUST MONTHLY - ISSUE 8
Having bases that add to the battlefield environment go a long way. Whether they have debris and
rubble on them or static grass of snow they make the figures stand out more than just being on
green, gray or mustard yellow bases. There are a few simple ways to do this.

You can mix baking powder and glue (Elmer’s style) together and paint it on a base as snow.

You can mix water with glue (Elmer’s style, again)


paint it onto the base of the model and dip the base
into sand or another fine material to coat the base.

You can buy Citadel Texture Paint (or another com-


pany’s similar product) and paint it onto the base.
Use drybrushing and inking to make them stand
out a little more.

The various steps of painting up bases can be seen


in picture A to E on the next page. Picture B is a
normal base, picture C is a base with Citadel Texture Astrogranite applied while picture D is the
texture followed by a application of black ink. Finally picture E is the finished base with a light
drybrushing of Citadel Colour Codex Grey added.

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DUST MONTHLY - ISSUE 8
A

B C

D E

MASKING AND SPRAY PAINT


The final tip is a simple way to paint stripes and other patterns on a vehicle. Simply base the ve-
hicle its primary color (say
gray) and they use masking
tape to mark off sections
of the model. Go over the
model again with a second
color (say red) and when
dry remove the tape, viola
you have not-so-bad pat-
terns. Just ink, add decals
and kill your foe.

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CLEARS/SEALANTS/ARCOATS
DUST MONTHLY - ISSUE 8
Once you are finished don’t be afraid to cover the model in clearcoats. Clearcoats are a variety of
“paint” style liquids that are used to protect the model from chipping and other damage. However,
there are different varieties of clearcoats such as gloss and matte. These can be used to add extra
shine to portions of a model (metals, glasses, polished boots come to life with a dab of gloss clear-
coat) or to dull areas to create a worn and smudged look (using a matte clearcoat).

In addition clearcoats can be used over decals to protect them from scratches and folding edges.

BE ORIGINAL
Worried about your models being compared to another player’s carefully and skillfully painted
figures? Do something different with your figures to make them stand out and to reduce compari-
sons. I painted my zombies to look like the Red Skull and my Axis Apes to look like Bengal tigers
after my favorite football team and since no one else has figures that even look remotely like them,
no one draws comparisons. It also makes them fun to paint and lets you make your own back story
and fluff for your army as to why it is different.

My allies are a stranded force of French Foreign Legion. Left behind in Asia when France fell to
the Axis and refusing to follow the Vichy, the FFL are trying to survive and make their way home
to liberate France and Europe. Along the way they have picked up the aid of the 7th American
Volunteer Group (Flying Tigers) and their walkers.

In the picture above are two Axis


units that have been painted using
many of the tips given in this ar-
ticle. The red goggles, dark tones
and bases all tie the units together
and create a striking force with-
out taking up a lot of time.

The Allies on the right took a few


hours to paint and the scheme is
easy to copy when adding new
units to the force. The Pounder is
in need of decals as right now it
looks a bit bland.
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DUST MONTHLY - ISSUE 8
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We also stock a good selection of other wargaming products such as Perry, Victrix,
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WWW.STAFFORDGAMES.CO.UK
If you are having trouble placing your order via the website,
we accept orders by email and the post.

15
DUST MOVIE MOMENTS
DUST MONTHLY - ISSUE 8
WRITTEN BY: GISELLE

After a successful (and difficult) mission where Cap-


tain John Miller (Tom Hanks) takes control of a fort
occupied by the Germans on Omaha Beach (resulting
in a large number of his own soldiers being killed), he
is given an even more difficult mission: find a Private
Ryan (Matt Damon), who is the only surviving son in
a family that has already lost three children in World
War II.

Returning the son alive to his family would mean a


good public relations move for the armed forces, would
make the son’s mother happy, and for Captain Miller,
would finally allow him to return home.

Miller and a team of seven soldiers set out to track the


elusive Ryan who is lost somewhere in Normandy.
While the men are constantly under threat from the
Germans, they are not engaged in a key battle that will
help win the war. Without a major event to eclipse pro-
ceedings, a greater examination of each man’s personal
fears is allowed to shine through.

“The Statue of Liberty is kaput,


that’s disconcerting.”
- Captain Miller

16
Saving Private Ryan pulls no punches with its opening scenes of the D-Day landing. The movie

DUST MONTHLY - ISSUE 8


will always be remembered for those visuals so we might as well start there with coming up with
a scenario for your games of Dust. The very first expansion of Dust Tactics (Operation Cyclone)
came with three cardboard landing craft and these are ideal for fighting a beachhead invasion.
The campaign box included a mission where
the Attacker has to reach the Defender de-
ployment zone in order to win the game. With
the introduction of new units like aircraft and
changes in the core rules like movement speed
of units, the original mission will need changes
to work correctly. The map on the right has
been altered and to reign in Aircraft it is best
to not allow them to hold obejectives. The in-
creased speed of units will mean the game only
needs to last five rounds. Really the scenario
needs a lot more changes and not everybody
has access to the cardboard landing craft, so
lets take a different aproach. Instead of changing the mission I came up with a new scenario that
can be played using both Dust Tactics or Dust Tactics: Battlefield.

Set up your battlefield as you would for a normal game of Dust Tactics or Battlefield. The De-
fender chooses an army worth up to 100 points and the Attacker can take any units he wants (yes
that is right, any units). During the first round of the game the Defender deploys all his/her units
as normal. The Attacker can deploy a maximum of 60 points.
At the start of each round after the first the Defender can
deploy extra units from his/her deployment zone up to the
value of ground units that have succesfully moved off the
board via the Defender deployment zone. This means that
Aicraft and any other unit with the Flying skill do not give
you points to re-use.
When the Attacker has managed to move a total of 60
points off the table via the Defender deployment zone he/
she will win the game. When the Defender manages to
destroy a total of 50 points of Attacking units he/she wins
the game. There is no turn limit for this game.
Thinking about other scenes that make for interesting scenarios
I realised that Saving Private Ryan is an impressive movie with
an amazing cast and a moving story but it doesn’t translate
well into games of Dust. Most of the battle scenes would mean
small games involving one or two units on each side. A force
of only infantry taking on an Axis Konigsluther could repre-
sent one of the key battles from the movie but doesn’t make
much of a game to play. Thinking about it more and more I
came to the conclusion that the story of Saving Private Ryan
makes for a good campaign in the upcoming Dust Adventures
Roleplaying game instead of a miniature tabletop game.

I’ll need to look at my DVD collection and see if I can find a


movie that translates well onto the tabletop.

17
WAR OF THE RATS
DUST MONTHLY - ISSUE 8
WRITTEN BY: PATRICK DOTY
Experimental rules for taking Dust Warfare underground
[EDITOR’S NOTE:This article and the battle report that follows were originally submitted for issue 9 of Dust
Chronicles back in December of 2013.]

Playing games of Dust Warfar underground isn’t too different from playing them above ground.
With just a few War of the Rats Universal Rules and the new battle builder presented here you’ll
be ready to roll. It also helps to have an appropriately themed/modeled surface to play on, though
you can apply these rules to any tabletop.

War of the Rats Universal Rules


- No flying vehicles allowed. No Hortons, Pelicans
or Choppers. Infantry units and solo heroes that can
fly may be taken as normal and their movement is not
restricted.

- No Platoon upgrades that involve Aircraft such as


Der Schwarm, Ride of the Valkyries or Air Drop. The
point is; you’re underground. So don’t take anything that
would simulate airpower being deployed.

- Artillery weapons may not fire. At all. Not di-


rectly nor indirectly. This doesn’t mean you can’t take
artillery armed units, it just means you cannot fire their
‘A’ weapons. So you may not want to take arty
units…

- No Platoon upgrades that involve Artillery such


as Nebelwerfer Barrage may be taken. Also, you may not
issue special orders that involve artillery such as Fire for Effect!

- (Optional) It’s tight in here! Some tables may be modeled in such a way that heavy walk-
ers (or any vehicles) may not fit. In such circumstances players will have to agree beforehand not
to take any walkers/vehicles.

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WAR OF THE RATS BATTLE BUILDER

DUST MONTHLY - ISSUE 8


OBJECTIVES DEPLOYMENT CONDITIONS
0 Key Position Close Engagement Low Light
1 Break the Line Unprepared Collapsing Ceiling
2 VK Recovery Lost Flooding
3 Eliminate the Enemy Double Envelopment Pitch Black

OBJECTIVES:
Key Position: As per DWRB page 65
Break the Line: As per the DWRB page 65
Eliminate the Enemy: As per the DWRB page 65
VK Recovery: As per CB: Icarus page 49

DEPLOYMENT:
Close Engagement: As per DWRB page 66
Unprepared: As per DWRB page 66
Lost: Each player splits his army into two sections. In games where each player has two Pla-
toons, simply divide the Army into two sections, one Platoon per section, in all other games di-
vide the armies in half by points. Each player randomly selects one of his Platoons. The selected
Platoon is deployed as normal into the Close Engagement set up. The other Platoon is ‘lost’ and
starts in Reserve. The units held in Reserve are deployed as per the Reserves rule in DWRB page
56 beginning with the second round.
Double Envelopment: As per CB: Icarus page 50

CONDITIONS:
Low Light: As lights flicker and shadows dance along the walls, finding targets in the gloom
becomes problematic. Use the Limited Visibility rules from DWRB page 67
Collapsing Ceiling: Whether from structural instability or from the relentless bombardment,
pieces of the ceiling begin showering the combatants. At the beginning of every round, before
rolling for initiative, each player rolls a single dice for each of his infantry units. On a ‘blank’,
nothing happens to the unit. On a ‘hit’ the unit is struck by falling bits of ceiling. The unit receives
a Suppression marker. Vehicles, solo heroes and units that ignore suppression (like zombies) are
not rolled for.
Flooding: There’s a leak down here, I just
hope that’s rainwater and not sewage…
Units that make a March Move receive a Re-
action marker after their move. Amphibious
and flying units are unaffected. Note that
Jump Units ARE affected by this rule.
Pitch Black: Lights out! Time to see if these
Vampyr scopes work.
Miniatures cannot draw line of sight to any
other miniature (including Walkers) more
than 16” away.

19
DUST WARFARE BATTLE REPORT
DUST MONTHLY - ISSUE 8
BY: MIKE CEFARATTI & PATRICK DOTY
Taking the War of the Rats rules for a spin

In this battle report fresh From the Front we have Mike Cefaratti’s SSU facing Patrick Doty’s Axis
deep in the bowels of a submarine base. First thing we decided was that we would use the War of
the Rats underground rules and Battle Builder found in this issue of DUST Monthly Magazine. So,
with those rules in hand we built our 300 point forces and rolled up the VK Recovery objective,
Lost deployment and Low Light condition.

MIKE CEFARATTI HIS SSU ARMY:


Mike- So after taking part in a tournament I made a few adjustments. With no aircraft or artillery
allowed underground I decided to go with the following:

Winter Child
Red Guard Command
Red Guard Assault Squad
Red Guard Assault Squad
Babushka
Mao Zedong
Snipers

Since the Lost deployment was in effect I decided to split my force into the Red Command, both
Assault squads Mao in one half and Winter Child Babushka and Snipers in the second. After ran-
dom determination, it turned out that the 1st half would be deploying onto the table first while the
remainder would be held in reserve.

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DUST MONTHLY - ISSUE 8
PATRICK DOTY HIS AXIS FORCE:
I decided to go all infantry. Why? I have no idea, and once I saw Winter Child I got a bit worried,
not to mention the Mao and babushka. Luckily I was able to avoid the Collapsing Ceiling and
Flooding conditions and Low Light might help a bit
To meet the Lost deployment criteria I divided my force by platoons and ended up with the
Schwere platoon on the board

Patrick- Here’s the army I went with:

1st platoon (Schwere)


Heavy Kommandtrupp
Heavy Flak Grenadiers x2
Heavy Recon Grenadiers
Heavy Laser Grenadiers w/ High Visability Lasers

2nd platoon (Blutkreuz)


Sturm Pioniere
Brain Eaters x2
Axis Zombies x3
Snipers

The battlefield awaits...


21
ROUND 1
DUST MONTHLY - ISSUE 8
Mike deployed his Mao and Command Squad in the center of his deployment zone while the As-
sault Squads took position on the flanks, one behind the green cargo container and one near the
corner VK marker.

Mike’s SSU dominate the center of the board. While the Assault squad takes cover.

Patrick deployed his Heavy Recon Grenadiers and Flak Grenadiers on the Rail platform close to
two VK markers while the other Flak Grenadier squad set up near the gantry steps. The Kom-
mandotrupp deployed behind the yellow crate and the Heavy Laser Grenadiers deployed in the
submarine slip with an eye towards putting a dent in the Mao.

The Grenadiers are well positioned to grab a The Heavy Command Squad hides from the
couple VK markers early on. Mao and the Assault squad.

On the first round Patrick won initiative and moved up his Heavy Recon Grenadiers towards a VK
marker in the command phase.

Mike spent no command points.

In the Unit phase Patrick moved up his Heavy


Laser Grenadiers and fired at the Mao. They
didn’t so much as scorch the paint. Not a great
start. Meanwhile the Heavy grenadiers on the
rail platform grabbed 2 VK markers.

The Heavy Command squad moved into the


cargo crate and grabbed the VK marker. Not very heroic!

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DUST MONTHLY - ISSUE 8
The Laser Grenadiers tell the Mao where they
are... by shooting at it.

Mike ran his Assault squad into the corner with the aim of picking up a VK marker while the As-
sault squad behind the container moved up to ambush the Heavy Recon Grenadiers. The Mao
opened fire on the Heavy Laser Grenadiers killing one.

Mao and the Red Command score a kill


against the Heavy Laser Grenadiers.

SSU Assault squad ready to ambush.


23
ROUND 2
DUST MONTHLY - ISSUE 8
Patrick won initiative again and fired at the Mao with the Heavy Laser Grenadiers and missing
again. Mike spent one command point to grab the corner VK objective.

The Mao watches the light show in the Low With the sound of laser fire bouncing of armor
Light…. in the distance, the SSU capture some VK..

In the Unit Phase the Heavy Kommandotrupp


stepped out of the cargo container and gunned
down the exposed Assault Squad killing them
to a man.

Some Axis Zombies entered the board via the rail tunnel (we had agreed before hand that only the
tunnel entrances could be used to bring on the reinforcements) while more Axis Zombies swam
in through the other tunnel. The Heavy Flak Grenadiers moved up the red gantry towards a VK
marker.

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DUST MONTHLY - ISSUE 8
The Zombies arrive.

Flak Grenadiers go for VK.

Mike brought on Winter Child via the water tunnel and Babushka and the Snipers came on via the
rail tunnel.

The Red Command opened fire on the heavy Laser Grenadiers and killed off the two remaining
troopers while the Mao moved along the waterfront towards the Heavy Kommandotrupp.

Red Command kills off the heavy Laser gren-


adiers and a VK marker is in reach!

The Mao lines up on the Kommandotrupp.

ROUND 3
Patrick won initiative again and moved the Aquatic Axis Zombies towards the Assault squad in the
corner, ignoring Winter’s Child.

Mike fired on the Heavy Kommandotrupp with Mao and managed to kill the entire squad! Uhraah-
hhh! Winter Child zapped 3 of the Zombies trying to sneak by.

The Flak grenadiers on the red gantry grabbed the VK marker and moved as fast as they could
away from Winter Child.

The Heavy Recon grenadiers moved away from the Babushka while the newly arrived Zombies
moved towards the crate and it’s VK marker.
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DUST MONTHLY - ISSUE 8

Chain Zombies arrived via the rail tunnel and


Braineaters swam up the tunnel. The zombies
that had been zapped by Winter Child moved
away from him and the Assault Squad.

Mike’s Assault squad moved out from the cor-


ner and gunned down the last of the remaining zombies. Winter Child, seeing the zombie threat
eliminated moved towards the Heavy Flak Grenadiers in pursuit.

Winter Child sets off after the Flak Grena-


The Zombies get gunned down. diers.

The Babushka and the Snipers moved down


the tunnel looking for targets but finding
none. The Red Command with their VK
move into the cover of the crates.

26
ROUND 4

DUST MONTHLY - ISSUE 8


Mike won initiative this round and used it to zap the Flak grenadiers suppressing them.
The Red Command picks up the VK marker next to them, having forgotten to do it the previous
round.

Patrick ordered his Axis Zombies into the crate. Mostly to keep them from eating the bodies of
the fallen Kommandotrupp rather than for any practical tactical purpose.
In the Unit Phase Winter Child killed one Flak
Grenadier. The Babushka and Mao moved up
to engage anyone foolish enough to show them-
selves.

The Braineaters opened up with Panzerfausts at


Winter Child but managed to miss as did the Flak
Grenadiers.

The Chain Gang Zombies moved towards the


crate and it’s VK marker. Round five would sure-
ly see a lot of activity around this objective. The
Heavy Recon Grenadiers and Flak Grenadiers
near the rail platform moved away from the Babushka and Mao.

Sturmpioniere and Braineaters come onto the board via the rail tunnel.

Positioning for round 5.

27
ROUND 5
DUST MONTHLY - ISSUE 8
Mike won the final round’s initiative and moved up his Snipers.

Patrick Fast moved his Sturmpioniere and Zombies towards the VK marker and Mao.

In the unit phase Winter Child fired on the remaining Heavy Flak Grenadiers but killed only one,
leaving him holding the VK marker. The Red Command moved up to finish off the last Flak
Grenadier but came up short.

The Babushka moved up and unleashed hell on the exposed Heavy Recon Grenadiers. Before the
shooting was resolved the Zombies in the container reacted by moving towards the VK mark-
er. The lighting must have been worse than we
thought because not a single Grenadier fell to the
fusillade of bullets. The Assault Squad moved up
the gantry steps but was out of range of the Flak
Grenadier.

The Snipers fired at the Zombies and missed.

The Mao now opened up with it’s 85mm AA guns


at the nearest Zombie squad and it’s machine
guns at the second Zombie squad. It reduced
each squad to just one Zombie each.

A heap of corpses lies at the feet of Mao but there


are still Zombies left to pick up the VK.

In Patrick’s unit phase a Zombie picks up the VK


marker at it’s feet and does nothing else. That’s 4
VK markers for Patrick and 2 for Mike.

Victory for the Axis!


28
PARTING SHOTS

DUST MONTHLY - ISSUE 8


Mike- I had some good units and only lost 1. The downside is/was not enough units to spread out
among the board. Should have tried to push the Battle Builder to an Elimination style objective
rather than snatch and grab.

Patrick- So despite taking a bucket load of casualties I managed to squeeze out a win. Games
like this remind me why I love Warfare- it’s not just body counts, you have to play to the scenario.
Of course having that last Heavy Flak Grenadier survive was pretty clutch, as was having zom-
bies around to grab that last VK marker. If Mike would have had a bit more luck with shooting I
would have ended up with only 2 VK markers and the body count tie breaker would have been in
his favor as I only managed to kill one squad.

This is what a bucket load of casualties


looks like.

29
DO YOU WANT DIP WITH THAT?
DUST MONTHLY - ISSUE 8
WRITTEN BY: FLORIS HUSSAARTS
Speed painting with the help of Army Painter
When this years Dust Tactics Tournament in Poland was announced I really wanted to go and be
part of the weekend, the only question was: what army do I take? So with my plane ticket booked
and hotel arranged I sat down and looked over my armies. Axis or Allies? Allies or Axis? Then
I got an idea, instead of taking an army based on what I had painted up already, I would take the
army that was represented the least at the tournament.

Every contestent had to hand in their list two weeks before the tournament so even if I didn’t
know what units my opponents would be fielding I could find out what forces would be there.
So I had to wait for the day of the deadline to find out my force would be the SSU. With my new
knowledge I went back to my Dust units and realised I only had three units painted up, not enough
for a 100 point army. Time to plan an army and try to paint it as quick as I can..

I was never going to win many games as I don’t get enough


paractice playing competitive games of Dust Tactics so I
decided on a nice mix of units to give my opponents some
variation in the force they would be facing. The Fakyeli,
Frontoviki and Command squad would be the bulk of the
force, backed up by two Steel Guard units (Steel Tornado
and Steel Death). I also wanted a bigger model in the force
and a Matrioshka was just the ticket.

The last unit to be decided on was Koshka with Grand’Ma.


This also gave me the opportunity to create a model I had
been planning for a while.

So army chosen, list emailed to the organisers in Poland


and time to paint . . . OH! . . . I’ve only got two weeks!?!

30
After an hour of panicking and thinking that perhaps I could just use an unpainted force at the tour-

DUST MONTHLY - ISSUE 8


nament (yeah right!) I remembered my tin of Army Painter Quickshade. I bought it a few months
earlier with the intention of trying it out on a few models to see if I like using it. Decision made,
time to read the instructions.

With so many other things to do before the tournament I came up with an insane
plan. Paint the entire army during a movie. Seeing that Saving Private Ryan was
going to be an upcoming Dust Movie Moments the choice was simple.

So with everything set out on the table in front of me I pressed play on the DVD
player and got to work.

I sprayed all the models with Desert Yellow and by the time I finished the last one
the first few units had enough time to dry so I could paint detail on them. I walked
back into the house to realise that I managed to miss the entire D-Day landing.

31
The Army Painter website has some helpfull tips and
DUST MONTHLY - ISSUE 8
PDF painting guides so I followed the instructions
given there to simply paint on the base colours for
the details of the miniatures. So guns and helmets
I painted silver, boots, gas masks, backpacks and
gloves a coat of brown and the faces on the command
squad with a flesh tone. I had replaced the heads on
the Frontoviki with those from a spare Fakyeli unit
before I decided on using the Quickshade method as
I hoped it would speed things up not having to worry
about the faces.

To add a little colour to the army I painted the lights


on the Steel Guard with Ice Blue and did the same for
the bottles some of the Fakyeli carry. Then I painted
the chest armor on the armor two infantry with red
and some of the cables on models red or green. This
was mainly on the walkers and Steel Guard units but
also the command squad.

By limiting myself to a small selection of colours the


units would look like an unified force, well I like to
think so anyway. The last thing I did was paint the
bag the medic carries in white and did the same for
his mask and headwear.

While painting all these details I managed to miss


yet more of the movie but at least there was still time
before the end of the movie. While the soldiers on the
tv prepared to defend the bridge against the Germans
I prepared myself to use Army Painter Quickshade.

32
DUST MONTHLY - ISSUE 8
I’m glad I read the instructions because Quickshade is a nightmare to clean off your hands and it
smells really strong. Standing outside and using gloves was certainly a good idea.

Each of the infantry models got a swim inside the tin of Quickshade and after shaking off the ecc-
cess I stood them up to dry. For the two walkers I had to use another method as I was never going
to fit them inside the tin. So I used an old brush to cover the models and then used another brush
to remove any Quickshade that had pooled together.

What I hadn’t taken into account was how long it would take for the Quickshade to dry. Army
Painter advise to leave the models to dry for 48 hours. So much for finishing the army before the
movie did. At least I just had to leave the models to dry and paint the bases.

33
DUST MONTHLY - ISSUE 8

When I went back to the army the next morning I found out just how important it is to give the
models time to dry. I picked one of the Frontoviki up and because the Quickshade wasn’t dry yet
you can now still see my fingerprint on the model. Another thing I learned was that shaking the
models after applying Quickshade is very important. Leaving to much on will result in some ugly
looking pools of dried up Quickshade on the models. It doesn’t really matter for the bases but I
will pay more attention next time when shaking the models after their swim. The above picture
shows a good example of the Quickshade pooling.(the Steel Guard model).

When the models had fully dried I brushed some glue onto their bases and dunked them into a
bowl of brown flock from a train and hobby store. The models didn’t turn out as well as I would
have liked but the unified look of the colors and the bases has helped to create a fast and reason-
able end result that I was happy to take with me to the tournament.

I have learned some valuable lessons from my first attempt at using Army Painter Quickshade and
with my newe knowledge will certainly have another go and see if I can get better results.

34
OPERATION: TITAN

DUST MONTHLY - ISSUE 8


CREATED BY: VICTOR SAMONTE
Rules for a Tank Warfare Tournament
The Dust enthusiasts at Dust Devils Post
52 in the Philippines have organised
some very interesting and fun tourna-
ments in the past and their last tourna-
ment was no exception.

Operation Titan encourages players to


take as many walkers and tanks as they
can fit intheir 100 point list. The special
objectives used during the game all re-
ward players for using and destroying
armored vehicles.

If you are in the area and you have nev-


er been to Neutral Grounds and played
Dust Tactics with the guys from Post 52
then you are missing out.

35
MY ENEMY’S ENEMY
DUST MONTHLY - ISSUE 8
WRITTEN BY: GRAYSTOAK
Multi-player Scenarios for games of Dust
This is a special Battlefield scenario that allows up to four players to play against one another.
Recommended AP: 50-100

SPECIAL RULES:
Meeting Engagement
Objectives
Multiplay*

Setting up:
This mission is played on a 120cm/48” square board.
Scenery is placed in any mutually agreeable manner before each player places one objective
within range 3 of the table centre.

Deployment:
Players roll off to determine deployment area, choosing a corner of the board as their entry point.
Units enter play within range 3 of their table corner.

Winning the game:


Players gain 1 objective point for each objective under their control at the end of a game turn. Each
unit may only control a single objective at a time.
The game is won when any player reaches 4 OP’s.

*Multiplay
This mission is designed to
work with up to four players.
Instead of rolling for Initiative,
order of play is determined
each turn by rolling off using
three dice. (Armies with ‘Black
ops’ may roll four dice).

Players should resolve ties


based on the tied results, ie;
if two players roll more sym-
bols than the others, those two
players would then roll against
each other for 1st and 2nd turn.
Players may only Pass in a mul-
tiplayer if every other player
has more units left to activate
than the passing player.

36
This is a special Dust Tactics mission that allows up to four players to play against one another.

DUST MONTHLY - ISSUE 8


Recomended AP: 50-100

SPECIAL RULES:
Multiplay*

Setting up:
This mission is played on a square board with 9 tiles to a side. (You can achieve this by overlap-
ping your gaming mats).
Scenery is placed in any mutually agreeable manner. Players roll off to determine initiative order
(see multiplay below). Each player places one objective within range 2 of the square at the centre
of the table. Once all objectives are placed players choose a corner of the board as their entry point
and place a single terrain item in initiative order.

Deployment:
Units enter play from their table corner square or within range 2 of it.

Winning the game:


Players gain 1 Objective Point for each objective square under their control at the end of a game
turn.

An Objective is controlled by having a friendly unit in the objective square and no enemy units
within range two of that square.
The game is won when any player reaches 4 OP’s.

*Multiplay
This mission is designed to
work with up to four players.
Instead of rolling for Initiative,
order of play is determined
each turn by rolling off using
three dice. (Armies with ‘Black
ops’ may roll four dice).

Players should resolve ties


based on the tied results, ie;
if two players roll more sym-
bols than the others, those two
players would then roll against
each other for 1st and 2nd turn.
Players may only Pass in a mul-
tiplayer if every other player
has more units left to activate
than the passing player.

37
KICKSTARTER UPDATE
DUST MONTHLY - ISSUE 8
WRITTEN BY: FLORIS HUSSAARTS
The latest developments surrounding the Babylon Kickstarter
Since the last issue of the magazine there has been
no official update on the Kickstarter project page.
Parcels have started to arrive and backers are un-
happy with what they are receiving, or more to the
point with what they are not receiving.

Battlefront Miniatures ordered product from Dust


Studio and they provided what was ordered in the
quantities specified. Instead of fullfilling the orders
Battlefront decided to only give backers certain
items and remove other items from orders. There
has been no concistency with what has been re-
moved. To make matters worse, there are still people waiting for basic things like their original
pledge level army deals. Battlefront are not telling anybody what they are doing and why so with
no information the backers have no idea what is going to happen next and if their missing items
will be in a Wave 3.

The last months things have been going downhill when it comes to the way people with an interest
in the Kickstarter have been talking to and about each other. The last month has been no ecception.
recently the attacks aimed at Paolo Parente have reached a new low. Paolo has been backed into a
corner where if he doesn’t say anything he is accused of not having the interest of the backers at
heart and when he does post a comment he is accused of lying and causing delays.

Last issue we published an oppinion piece that was critical of Dust Studio and Paolo Parente, did
Paolo contact us about this? Yes he did. He wanted us to know he was dissapointed in the piece
and did not agree with it. Did he tell us to remove the article? No he didn’t because he understands
people want to express their oppinion. Did he tell us we can no longer use the Dust artwork? No
he didn’t. Paolo Parente is a very enthusiastic hobbyist who wants to share his vision for Dust with
as many people as possible.

People who have met Paolo Parente will agree with me that the man is always full of energy and
willing to listen to comments. He is happy to provide answers when able takes critisism on board.
He is not the person he is made out to be by some of the Dust community. I suggest if you ever get
the opportunity that you talk to the man. Have a conversation instead of an anger venting session.

I think we need to stop the name calling, the snide remarks and disrespect. Not just for Paolo
Parente but for everybody involved in this. I’m sure we can all talk about the Babylon Kickstarter
like adults instead of playground bullies.

I never wanted Dust Monthly Magazine to get involved in the arguments but when I published my
opponion I had to let others do the same. That time was last issue and future issues of the magazine
will be about the Dust hobby and nothing else. After all that is what we are here for, moving badly
painted miniatures round a table and rolling dice.

38
WE WILL SEE YOU NEXT ISSUE

DUST MONTHLY - ISSUE 8


IES
M B
ZO
O R T
E R EP
TT L
T B A
ER SE
R T
S TA

R A G E
T C OVE
E N
FULL EV

AND MUCH
MORE!

ISSUE 9
AVAILABLE FROM
COVER SUBJECT TO CHANGE THE 31st OF OCTOBER
39

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