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editorial you are free to post it wherever you like, though
When I took over as Editor-in-chief I didn’t think
it was going to be hard. I mean we are constantly we would appreciate it if you wait till the 10th of
getting content emailed to us and it is just a case the month to do so.
of choosing what will go into the magazine that
month. We are always looking for reports From The
Front for either Tactics or Warfare. We have no
As it turns out, there is a lot more to it. We get set format for these reports at this time, just be
content but a lot of it has already been published sure to include both text and photos.
on the internet on blogs and forums. This means
we can’t use it (see below). Then there are sub- For painting and modeling How2 articles, use
missions that have nothing to do with Dust and the format that has been established here and is
people who say they will write something but universal to the subject (i.e. step-by-step with ac-
just never get the time to sit down and do so. companying pictures). If you have ideas for sub-
missions that don’t ‘fit’ the current layout of the
The last issue was my first as Editor-in-chief and magazine submit them anyway. If they are good,
I ended up making some mistakes that I can’t we’ll find a way to make ‘em fit.
blame on anybody but myself. I forgot to credit
the correct people and left out a crucial article Due to the time it takes to edit and layout the
(the From The Front makes much more sense content of the magazine, please submit your con-
with it). I corrected as many of the mistakes as I tent 30 days prior to the date of publishing. The
could by changing the PDF but the readers who next issue will be October and so content needs
already had a copy would have missed out on to be submitted by the 1st of September.
various things and for that reason I have includ-
Submit articles, communications and complaints
ed the missing article from last month in this is-
to dustfanzine@hotmail.com
sue (Mechanized Infantry for Dust Warfare) and
I have also included the revised version of the Temp. Editor-in-chief
How2: Paint NDAK armor. Both articles are by Floris Hussaarts
Patrick Doty.
Issue 6 Rectification
I have learned some lessons from last issue and Last issue we featured this “Hell Raiser” Fireball
I’m sure I will be learning many more lessons model. We forgot to credit Bill Stanchfield with con-
going forward. This issue marks our first birth- verting and painting this outstanding model.
day and later in this issue I will be talking more
about the past and future of Dust Chronicles.

Submissions
We have received many submissions, many of
which are better than what we were coming up
with ourselves. We must ask that if you submit
something to us and we tell you we want to use
it, that you not post it elsewhere prior to publish-
ing in Dust Chronicles. Doing so will disqualify
it from inclusion, of course once it’s published


dust chronicles - issue 7
Table of contents:
Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02
Table Of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03
News From The World Of Dust . . . . . . . . . . . . . . . . . . . 04
Inside Dust Studio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 05
How2: Paint NDAK Armor . . . . . . . . . . . . . . . . . . . . . . . 08
The Art Of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Dust Warfare: Mechanized Infantry . . . . . . . . . . . . . . . . 21
Wargames Illustrated . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Short Story - Operation Icemelt . . . . . . . . . . . . . . . . . . . 25
Dust Tactics - Crashed Pelican . . . . . . . . . . . . . . . . . . . . 27
Dust Tactics - Scenario: The Long Haul . . . . . . . . . . . . . 28
Waffenfarbe - Part one . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Rosie’s Vehicle Showcase . . . . . . . . . . . . . . . . . . . . . . . . 42
Dust Tactics - Operation: G.H.I. (German Content) . . . . 45
Dust Warfare In Hamburg . . . . . . . . . . . . . . . . . . . . . . . . 49
Dust Warfare - Campaign: Encirclement . . . . . . . . . . . . 53
Dust Devils International . . . . . . . . . . . . . . . . . . . . . . . . 56
How2: Paint NDAK Infantry . . . . . . . . . . . . . . . . . . . . . 60
Happy Birthday . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Competition Time! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Floris Hussaarts as Captain Miller
Patrick Doty as General Marshall
Rick Ivansek as Ted Danson
Paolo Parente as Private Caparzo
Olivier Zamfirescu as Private Reiben
Vincent Fontaine as Private Jackson
Jason McFarland, Lee Langston, Ignacio Brizzio, John Sisk, Roger Gerrish, Michael Stacy, Clement
Boen, CS Barnhart, Steve Kenniff, Will Wkm and Rob Hearn as the D-Day soldiers.
Cover by: Vincent Fontaine
Names and artwork are © 2013 Dust Ltd. and/or Battlefront Miniatures. All Rights Reserved.
Dust Tactics & Dust Warfare and their logos are trademarks of Dust Ltd.
Images and trademarks used with permission.
We do our best to ensure www. links are correct but do not take responsibillity for the content of web pages this magazine links to.


incoming!
news from the world of dust
Warfare Rulebooks
Operation: Babylon will also mean the end of stand
alone books for Dust Warfare. Expansions for Dust
will contain both a Dust Tactics and Dust Warfare
book with rules, scenario and background info.

Player/Club Database
The Dust Devils International now offer a searchable
database for Dust players, clubs and retailers. If you
There has been a lot going on in the world of Dust
haven’t put your name in then head over to www.
over the last few weeks. Lets recap shall we. . . . .
dust-devils.com.

Wave 8 previews tournaments


Battlefront have started to preview the releases that
make up wave 8. For now they have been doing this
via their www.gf9.com website but soon there will
and World Championships
There are Dust tournaments taking place around the
be a new official website dedicated to Dust.
world (many advertised in this very issue of Dust
Chronicles) Some people have expressed concern
about the Dust Regional tournaments and the World
Warfare cards Championship ticket for the winners.
Paolo Parente has announced that official Warfare
cards will soon be a reality. These will be packed Dust Devils International will be hosting the World
together with cards for Dust Tactics into unit boxes, Championships early next year and any tickets won
starting with Operation: Babylon. in the FFG Regionals will be honored at this event.





how2:
By Patrick Doty
paint ndak armor
Last issue Patrick Doty gave us an impressive article
about Painting NDAK Armor. Being the perfection-
ist that he is, he made changes and additions to the
article that he handed over. However, during produc-
tion of the magazine the original article was used in-
stead of the revised version.

What follows is the updated article, how it should


have been printed. Apologies to Patrick Doty for the
mistake and also to the readers for not giving you
what you deserve.

HOW2: PAINT NDAK ARMOR


Before we dive in let me say a quick word about
color. As even a quick google search will reveal,
the colors of the panzers serving in Northern Africa
during WWII varied widely. From grey, light tan
or yellow all the way through shades of brown and
green. Trying to nail down an exact shade of DAK is
like trying to get an exact shade of dunkelgelb. The
nice thing about playing an alternate history WWII
game is that we can play a bit fast and loose with our
colors. Here we’ll be taking a look at painting up A ‘yellow’ DAK 88mm gun at the Military Vehicle
a SturmLuther in a dark tan, almost brown scheme, Institute in California.
and a Medium Walker in a more yellow color.

A pinkish tan DAK 223 at the MVI.

A dark tan/light brown DAK Nebelwerfer at MVI.


For those not familiar with Nebelwerfers, they are
devices that werf nebels.


Step 2
For the SturmLuther use War Paint German Armor
(Desert), I sprayed all the armor, the hull and the
turret in several thin coats, allowing each layer to
dry completely before the next coat. If you are go-
ing for a lighter or yellow look, spray your compo-
nents the appropriate color at this stage. The rest of
the article can still be used with these other colors.
Take a look at Army Painter, Model Master and
Tamiya sprays for alternate colors.
Here’s what we’ll be going for. For the Medium Walker I used War Painter Italian
Armor (Desert).

Step 1
To begin with, carefully remove the armored cowl-
ings from around the legs, the side armor around the
hull and the armor plate in front of the glacis plate.
I used gentle wiggling and an xacto knife coupled
with mild profanity to separate the armor. Be careful
not to damage the components. The leg’s tabs for
the armor broke off when I was removing them, not
a big deal.

You don’t need to remove anything from the medium


walker. Just separate the parts and get them ready for
spraying.

Sprayed.

The components.


Step 4
On the legs and combat claw paint the piston arms,
cables and anything that will become metallic with a
black undercoat.

Leave the legs gray. It’ll create a nice contrast later.

Step 3
Use a medium brush and apply a bit of Vallejo Buff
to the corners and along seams in just a few spots.
This highlight helps to define details. Add your de-
cals.

Any brand will do, just cover it completely.

Sometimes also referred to as ‘extreme highlights’.

10
Step 5 Step 6
Returning to the parts that will become metallic, Alright, here’s the weird bit. You’ll need the Flory
paint them with an appropriate metal color like Cita- Wash. You can find it here; http://www.florymod-
del’s Boltgun Metal. els.co.uk/washes/ There is also a great video tutorial
there that I’ll break down for you here. Seal your
model with either Dullcoate, semi gloss or gloss
sealer. If you use Dullcoat there will be a significant
color shift towards brown when you are done. Semi
gloss will have a little color shift and gloss will have
none. I used Semi gloss to darken the models a bit.
Wash the entire model (except the legs on the Sturm-
Luther) with Flory Dark Dirt, make sure you get it in
all the nooks and crannies. Don’t worry about pool-
ing as you normally would with inks and washes.

Note the bare metal at the tip of the ‘spike’ leg.

Wash in place, you can see it ‘pooled’ on the armor


skirt, don’t sweat it.

Be sure to get around rivets and into all the seams.

11
On the left is the before and on the right is the after.
There is a bit of color change and the seams are nice
and dark.
Step 6
Once the wash is completely dry, get a bit of paper
towel. Moisten it just a bit, I dab it on my tongue, and
carefully wipe away the dried wash from wherever
you don’t want it. Obviously leave it in the recesses
and seams. Use a good quality paper towel and get
a fresh section as it starts to get worn. You don’t
want a bunch of fibers all over your model. Careful
around protrusions like rivet and bolt heads.

The bolts pop out now.

12
Step 7
Time to do a bit of chipping. Use some of the pack-
ing foam you commonly find in blister packages or
in your foam army transporter trays. Place a bit of
Vallejo German Grey on your palette and dab your
foam in it. Wipe off the excess and dab the sponge
onto your model where you think paint chipping
would naturally occur.

The rubbing of the leg’s cables and thrown up rocks


take a toll on the lower section of the skirts.

You can add a bit of light gray to the centers of the


dark gray to add a little depth.

13
Step 8
Since I didn’t want to change the color of the legs
too much, I sealed them with gloss and then applied
Flory Wash Black. Once it was dry I wiped away
the excess.

I figure the legs would get lots of dust on ‘em.

Washed and then whiped clean.

Step 9
Next I did some light dusty weathering. I dry brushed
some Citadel Graveyard and followed with Citadel
Desert Yellow.

Don’t forget to do the legs and feet.

I dust up approximately 1/4 of the lower parts of the


models.

14
Step 10 Step 11
At this point I re-glued the armor to the legs and the Paint the details. The dials and screens in the trans-
hull. port compartment need some paint. The screens
I painted green while the buttons and switches re-
ceived the white and black treatment.

For the lights I painted Citadel Mecharite Red with


a Citadel Blood Red highlight on the bottom. I fol-
lowed that with a black ink. Once dry, I put a white
dot towards the top to add a highlight.

Give the gun muzzles, especially the Nebelwerfer, a


light drybrush of black to simulate soot.

The comms gear.

I used a dab of superglue and a dab of plastic glue on


each component to ensure a solid join.
The enemy can’t hide in the dark.

15
Step 12
At this point you’re pretty much done and should feel
free to seal it up with some dullcote and get playing.
In fact this is where I ended the Medium Walker.

A little extra streaking on the butt end.

The Medium Walker after details and a dullcote.

If you want though, you can try something a bit more.


I used some ash gray pigment powders from Secret
Weapon and mixed it with some alcohol. The ra-
tio was heavy on the later and thinner on the former.
I then used a medium brush and streaked the wash
down the sides of the model.
What it looks like on the sides.

Once I was satisfied with the effect I sealed it up with


some Testor’s Dullcote and I was done.

16
Here you can really see the difference in the model’s colors. We used the same techniques throughout with the
exception of the base color and a bit more weathering on the SturmLuther.

17
THE ART OF WAR
INTERVIEW WITH SYLVAIN MENARD
By: Bertrand Verdier

How did you come to know about Dust? What do you like about this Universe?
Sylvain: I follow the work of Paolo Parente for a Sylvain: What I estimate the much in DUST and in
long time. I do not consider myself as a hard-line fan, any uchronie, it is exactly the fact that they are con-
but I love his work and especially its raid in the world nected with reality.
of the game and the figurine. I had in the time fallen
in love with the boxes of Russian walkers with their We can play in a historic environment, add units hav-
four figurines the whole in the 1/24th scale. It was al- ing existed, to make richer this already dense uni-
ready with the Rackham Team that he had published verse. When we like the history – and which history
the magnificent Source-Book Dust Based, just before can seem so intense that the Second World War – to
the arrival of AT 43 in the world of the games with play DUST is a real pleasure. There is always means
pre-painted figurines. to add events, to be inspired by movies of classic war,
to fetch the inspiration in known historic facts.
A few years later, when AT was stopped and Rack-
ham in discontinuance of business, I learnt the putting
in project of a game based on an uchronie taking
place towards the end of the WWII... the war is not
finished. And one thing leading to another, playing
here I am; and taking risks in this universe so much
fascinating that I indulge myself by illustrating it and
by proposing visual creations and concepts.

18
The composites photos are realized according to real
What techniques do you use? elements. I photograph the models, I crop them to be
Sylvain: The technical illustrations, the working able to insert them where I wish, and I go for search
drawings, the profiles of vehicles which I work ac- of an interesting set. I often use my photos of clouds,
cording to photos on Illustrator. The work is some- environments, sets, but at the end I modify especially
times boring, when we look at the complexity of these environments, they are never simple.
wheels, at gearings and at caterpillars of certain
tanks. I work as well profiles pulled by the technical I make my assemblies in multi-layers. For example
Autocad plans that Paolo has the big kindness to send when I put a plane in situation, I am going “to put” at
me. I sometimes alter them and give them differents first the thorough set - a cloud sea - then I insert the
camouflages to design a new structure for a Stürmko- image of the plane into the pose which pleases me,
nig heavy Gun with 6 feet for example. then I shall add in the foreground layers of clouds,
wind, rain, so that the integration is com-
plete. I shall finish by a correction of colors
or density so that the plane is at the diapa-
son of the sky. Often I add effects, spots and
others.

This work is every time different and is in


connection with its environment, its density
or its tone.

What is your favorite unit?


Sylvain: I play inevitably the axis. Vehi-
cles are more interesting and more complex for me.
Creation, is also to be able to release myself and con- Dresses (officers and soldiers) with historically cred-
ceive machines which have to remain plausible and ibles clothes, carriers of exotic weapons (lasers and
fit into the existing universe. Afterward, the chal- Cie), specials units from different sorts are already
lenge will be to try to materialize these prototypes in in them even fantastic. I have really no favorite unit
1/48th scale !!! in fact, even if such brigades as the Blutkreutz Korps
übertoten Assault Squad are fascinating to play due
to their equipment and their capacities... only prob-
lem, they are living deads !!

19
To see more of Sylvain Menard his impressive work check out his blog at:
http://men-art-graphism.blogspot.fr/

20
mechanized infantry
experimental platoons for dust warfare
By: Patrick Doty
A key feature of warfare in the world of 1947 is the Half Tracks:
mechanized infantry. Whether they are called Pan- Every section must purchase the halftrack listed in
zergrenadiers or Mechanized Riflemen, the goal is their entry. If the platoon includes a hero, he must
the same; to move forces around and/or through the join a squad and be mounted in a halftrack.
enemy. Below are experimental lists and rules to al- The points and stats of halftracks can be found on
low you to simulate mechanized infantry forces in page 42 of this issue of Dust Chronicles.
Dust Warfare.
Platoon Upgrades:
The following special rules apply to both Axis and Mechanized Infantry Platoons may not take any Pla-
Allied Mechanized Infantry platoons: toon Upgrades.

2nd section (Optional)


Allies (Mechanized Rifle Platoon) -Recon Boys
-Death Dealers
HQ (Mandatory) +M3 halftrack
-Allied Mechanized Infantry Platoons are lead by ei-
ther a Ranger Command Squad (DWRB p. 89) or by 3rd section (Optional)
Bazooka Joe or Johny One-Eye. In addition, if you -Recon Boys
choose the Ranger Command Squad to lead your pla- -Death Dealers
toon, you must purchase the M3 command halftrack +M3 halftrack
(see this issue of Dust Chronicles). If you choose to
lead your platoon with a hero he must join another
squad and be mounted in a halftrack. 4th section (Optional)
-Recon Boys
-The Gunners
+M3 halftrack

Support
(One per two M3 halftracks,
including M3 Command version)
-Bellowing Bertie
-Diving Dotty
-Tank from the following list:
-Pershing
A Ranger Command Squad with M3. -Sherman
-Sherman Firefly
1st section (Mandatory) -M10/18 tank destroyer
-Recon Boys -Armored Car from the following list:
-The Gunners -M8 Greyhound
+M3 halftrack -Dingo Scout Car
-M20 Armored Utility Car

21
Allied Mechanized Infantry Rules:
Ranger Command Squad:
You may not take snipers as additional support. You
may instead take a Diving Dotty ground attack plane
as an additional support choice. All other special
rules for the Ranger Command Squad apply.

Fire For Effect!:


The platoon has access to the Fire For Effect! Rule
(DWRB p.116)

Halftracks:
Allied mechanized infantry platoons use M3
halftracks. See this Issue of Dust Chronicles for
stats.

Heroes:
An allied mechanized platoon may have up to 2 he-
roes maximum. You may only choose to take Ba-
zooka Joe or Johnny One-eye. They must begin the
game in halftracks as per the special rules listed at
the beginning of this article.

Axis (Panzergrenadiers)
HQ (Mandatory) 1st Section (Mandatory)
-Panzergrenadier Platoons are lead by Komman- -Recon Grenadiers
dotrupp (DWRB p.117) or Manfred or Stefan. In -Battle Grenadiers
addition, if you choose to lead your platoon with + 251 halftrack
a Kommandotrupp then you must also purchase a
sd.kfz. 250/3. If the platoon is lead by a hero, the 2nd Section (Optional)
hero must join another squad and be mounted in a -Recon Grenadiers
halftrack. -Battle Grenadiers/Panzerkillers
+251 Halftrack

3rd Section (Optional)


-Recon Grenadiers
-Laser Grenadiers
+251 Halftrack

4th Section (Optional)


-Recon Grenadiers
-Sturmpioniere (see below)
+251 halftrack

22
Support a command squad. Even if the Kommandotrupp is
(One per two 251 Halftracks) destroyed and the Sturmpioniere are assigned as the
-Fledermaus III new command section, they do not gain the Com-
-Fledermaus IV mand Squad rules.
-Tank from the following list:
-Panther Heroes:
-Panzer IV Panzergrenadier platoons may have up to 2 heroes
-King Tiger maximum. You may only choose to take Stefan and
-Armored car from the following list: Manfred. They must begin the game in halftracks as
-234/1 per the special rules at the beginning of this article.
-234/2
-234/6
-Italian AB 41 or 43
-Tank Destroyer from the following list:
-Hetzer/E 10
-Jagdtiger
-Jagdpanther
-Flak from the following list:
-Flak Panzer IV Mobel Wagon (3.7cm flak)
-Flak Panzer IV Wirbelwind (quad 2cm)

Notes:
The vehicles listed in this article are not exhaustive
for obvious reasons. Please feel free to use Rosie’s
Scrapyard to add additional vehicles. For instance
you may wish to mount your Panzergrenadiers in
Katzchen APCs or perhaps you want a British feel
A panzergrenadier platoon ready to go. for your Allies and mount your sections in Universal
Carriers. Maybe you would like to add a Priest or
Panzergrenadier Specail Rules: Stuka Zu Fuss as artillery for your support.

Models for the vehicles described in this article (as


Kommandotrupp: well as many more), are available from;
A panzergrenadier platoon lead by a Komman-
dotrupp may not take snipers or Beobachter teams Tamiya (http://www.tamiyausa.com/product/catego-
as additional support. You may instead take an ad- ry.php?sub-id=10500&page=1), Bandai (try ebay)
ditional Tank from the Support list.
Italeri (http://www.italeri.com/categoria.asp?idSotto
Blitzkrieg!: categoria=24).
The Platoon has access to the Blitzkrieg! special rule
(DWRB p. 116). There are also great conversion kits as well as
complete kits available from Gaso.line (http://
Halftracks: www.phpshopxml.com/quakit.shop/CID/
The Kommandotrupp is mounted in a sd.kfz. 250/3 . 03301ae4fd27188f80d67cde06280fd4/function/
All other halftracks are sd.kfz 251/1 (Ausf D). See catalogPageDisplay/shopLanguage/ENG/shopCur-
this issue of Dust Chronicles for stats. rency/EURO)

Sturmpioniere: Corgi has 1/50th scale M3s that will work too.
These Sturmpioniere are treated just as described in
the DWRB (p. 121) except that they cost 17 points,
do not provide additional support and do not count as

23
T h e W o r l d ’ s P r e m i e r Ta b l e t o p G a m i n g M a g a z i n e

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24
OPERATION: ICEMELT
A SHORT STORY- SET IN THE DUST UNIVERSE
“Swamp warfare sucks”. Keller recovered and shoved his crew chief, “Go,
start the engine,” he reached over to the radio and
Major Leferve muttered. Between the alligators, the yelled “Gators! Forward!” Hundreds of engines
bugs, the heat, the bad water, lack of food and the sputtered and roared to life as the Angry Alligators
Soviet army, they had done a number on his Marines. sallied forth into the breach.
His command unit rested quietly in their SAC-109
Airboat. It was one of the more inspired creations Resistance was initially non-existent as they sailed
by American boat builders to solve the problem of into the detonation site. Debris littered the swamp.
warfare in the Florida Everglades. Still, the trusty Bodies, limbs, equipment, everything scattered
SAC-109s couldn’t compare to the damned Soviet across the peat and bog. Stunned Soviets were quick-
helicopters that rained death and destruction on his ly put out of action by the crack of M1 Assault Rifle
men for weeks now. Word was through command fire. The Gators swarmed into the breach, and rapidly
that General Grant had a new toy courtesy of Howard encountered the Soviet secondary lines.
Hughes.
“Over there!” Leferve shouted. Without pause, the
dual .50s hosed a small spit of land containing a So-
A thin, lanky Indianan came forward to the bow gun
viet supply camp. Throughout the Everglades, the
mount. “What time was the attack scheduled for
night ignited with the exchange of small arms fire.
again?” Sergeant Major Keller asked.
All was proceeding according to plan. Marines ad-
Leferve shrugged “They said there’d be a signal. vanced, Soviets routed. Many fell into the waiting
We’d know what it was.” His Louisianan Cajun spur jaws of vicious alligators that had grown used to the
rolled. He looked at his watch, it was about 3:30 in idea of an ample food supply. Leferve was pleased.
the morning. Two sections of his left wing were delayed by some
fortifications the Soviets had built. He would have
The radio crackled and hissed. “Standby.” given his left arm for some artillery support, but
heavy guns were sitting ducks for Soviet assault
Marines shuffled about in the boat, making ready to choppers in the swamps. He checked his watch again,
start the engine. Two men mounted the dual Victory 30 minutes had passed. He had expected a bloody as-
.50s that served heavy support. sault that was turning into a nice boat ride through
the swamps, interrupted periodically by the burp of
A low roar rose gently through the night. Crickets, .50 caliber fire.
frogs and alligators went silent as the roar consumed
the darkness. It grew to a deafening howl as three Then his wingboat exploded.
orange lances struck the ground near the head of the
Soviet lines. Silence. Leferve snorted, “Hughes’ new A Soviet attack helicopter roared overhead. Leferve
toy...” 3000 lbs of VK enhanced explosive caused scanned left and right. His radio lit up with the sounds
three small purple suns to form on the horizon. The of calls for help. All around plumes of fire erupted
night flashed into day with a deathly purple light. on the landscape as his airboats fell victim to Soviet
Men’s cigarettes dropped out of their mouth as they rockets from above. .50 Cal tracers lanced into the
watched the explosion unfold. The entire 7th Marines skies, hoping to find a metal home. Boat squads lost
watched, stunned and horrified as the VK weapons cohesion as platoon leaders were killed. His attack
flashed a hole in Soviet lines. The blast wave hit the was falling apart around him.
marines, tossing chunks of peat and tree limbs and
Keller reached for an M9D and started scanning the
generally making a mess.
skies while Leferve looked
for a solution.

25
“Clear!” Keller yelled as he depressed the trigger Leferve held his M1 close, while Keller trotted be-
on the bazooka. A rocket sailed into the sky and hind with his M9D. Something was seriously wrong.
slammed home into a Soviet Burner chopper. The An airbase like this should be bustling. The Soviet
rocket struck the bulbous canopy and shredded the helicopters clearly were returning to base, but none
two pilots inside. Trailing fire and smoke, it plowed appeared to have made it. The sky turned purple and
into the ground behind the boat and exploded. Keller orange as the sun slipped up over the horizon. Their
reloaded and yelled to his commander. “Sir, we need window was closing. Leferve’s platoon cautiously
air support. Now.” approached the base. Scorch marks and bullet holes
covered the prefab structures.
Leferve nodded and spat rapid fire requests to com-
mand. The Major muttered to himself as the respons- “Pineapple Ice cream!” A voice shouted from the
es came back. darkness.

Leferve turned to Keller, “No air support, they said Leferve’s eyes opened wide. “Top shelf?” He re-
they have planned for this.” turned.

Keller rolled his eyes and returned to scanning the “Ah, well then, whoever came up with that password
skies. The Soviet assault continued unabated for sev- needs a strong talking to.” A smooth British accent
eral minutes. Many marines lost their lives to rocket came from the darkness. “Alright men, the Yanks are
and gunfire. Leferve was visibly shaken. The Cajun here.” A large man in thick armored plating and face
had finally had enough it appeared and was ready to paint stepped out. “4th Commando Brigade. We took
crack. care of your little helicopter problem, however I do
think the Reds will be quite mad once they realize
The Soviet helicopters retreated. Keller guessed they we’ve taken their regional airbase.”
had expended their entire ammo load and needed to
rearm. On the horizon devil’s tongues of gunfire lept
from the ground. Rockets, bullets, flak, ammunition
of all sorts filled the skies. An entire army’s worth of
weaponry filled the sky.

Keller and Leferve looked at each other. There was


only one way out, and it was forward. The crew chief
pushed the engines to the stops and the boats flied
forward. The swamps started to give way to solid
land. More and more copses of solid ground ap-
peared. This section of swamp appeared to be end-
ing. A quick headcount returned about 60% had been
lost in the Soviet assault. Not much, but enough to do
some damage. The swamp ended. Solid ground lay
before them and a Soviet airfield sat quietly. Keller
and Leferve dismounted as the boat hit the ground.
Keller rounded up what was left of the command pla-
toon and moved to assault the base.

26
crashed pelican
terrain obstacle for use in dust tactics
By: Jean-Marie Dehlinger

During play, Treat each of the 4 boxes as a tank trap. The Crashed Pelican Terrain Obstacle can be placed
In addition to the normal rules for tank traps line of on the board as an objective in a scenario of your
sight to and from walkers is blocked if this passes own design or perhaps you can use it to replace ter-
over two Crashed Pelican squares. rain elements in one of the scenarios from the Dust
Tactics Operation books.
To remove the Crashed Pelican Terrain Obstacle
from the board two of the squares must take four A full-size version of the Crashed Pelican image can
damage points at Tank armor five (just like normal be downloaded from the Dust Chronicles website.
tank traps.

27
the long haul
custom scenario for dust tactics
by: Leutnant Manfred Hirtzel
We’ve been stalled at this gott-forsaken bridge for
weeks. The enemy is dug in harder than High Com-
mand expected, and the span is too long to risk a
direct offensive. Yet it is the only crossing for many
kilometers, what choice have we? If we stay put for
much longer, we risk the entire offensive…

The rain has not stopped since we arrived, and nei- Special Rules:
ther has the shelling from either side. Our trenches The weather has been particularly foul lately, but we
have turned to mud, and fires will not burn. Some of cannot afford to delay the attack. Aircraft of any type
the men have taken to using the engines for warmth. cannot use Advanced Deployment.
Herr Oberst would be furious, but it is probably for
the better. Fire would only draw the attention of en- Heavy units have been rushed to the front in order to
emy spotters. It’s sometimes hard to tell whether the strengthen the offensive. Any Large Vehicle (armor
distant rumbles are the guns, or just thunder. The class [Tank Symbol] and occupies more than one
men and I react to both, nonetheless. space) being deployed by the Attacker is granted the
Scout Vehicle ability. This does not affect Vehicles
I’ve been observing the bridge whenever the condi- that already have the Scout Vehicle ability. This does
tions allow. The enemy was expanding it prior to the not affect the Defender’s Vehicles in any way.
arrival of our advance units, made the bridge twice
as wide as it used to be. This was to be to our advan- The Attacker may place six ammo crates anywhere
tage, their engineers even left behind equipment we on the bridge. The Defender may place the remaining
can use for cover, but with time these sections have ammo crates and all tank traps on the Defender’s side
been giving way. Stray shells claimed some of them, of the field, but not on the bridge.
the torrential river washed away the rest. Much
longer, and there’ll be nothing left to cross. Siegfried The Structure is one story tall.
tells me there’s been activity at the train yard to the
west. I can think of only one reason High Command
would send the trains there, and not to the smaller Objective:
station just south of us: Panzer Abteilung 515 has The Attacker’s goal is to cross the bridge as quickly
been transferred to the area. I can only hope this is and with as many units as possible. The At the end of
true. turn twelve, the Attacker receives double AP for any
ground unit (armor class [Soldier Symbol] or [Tank
- Leutnant Manfred Hirtzel, Symbol]) on the defender’s side of the bridge and
Panzergrenadier Abteilung 242 half AP for any aircraft (armor class [Plane Symbol])
on the defender’s side of the bridge. He receives no
AP for any unit on the bridge or on the Attacker’s
side of the bridge. Breaking through to the other side
is crucial to victory!

The Defender’s objective is to inflict as many casu-


alties and delay the advance as long as possible. The
Defender counts AP as normal.

28
Attacker and Defender Tips: Note:
Attacker, beware of artillery. Observers are cheap to Some of you might recognise this scenario.
field, and artillery can deal a significant blow to your It was the inspiration for the Red Bridge scenario in
advancing units. the second half of the Worldwide Siege of Zverograd
Campaign.
Attacker, don’t be afraid to field expensive units.
Heavy vehicles can absorb a lot of damage and also Leutnant Hirtzel was kind enough to let the team at
block line of sight to multiple units behind it. A Com- dust-league.com use and change his creation.
mand Squad held in reserve can be worth its weight
in gold.

Defender, plan carefully. The enemy outnumbers


you, and will likely win in ranged firefight. However,
if you are too reliant on close ranged units you may
find yourself swamped. Do not be afraid to sacrifice
a unit if doing so delays the enemy’s push off the
bridge.

Defender, don’t forget to bring air defenses, espe-


cially against an SSU player. Despite the limitations
of this mission, an attacker may still find it worth the
risk. A well orchestrated assault by air transports can
still overwhelm the unprepared.

29
30
WAFFENFARBE
PART ONE: INTRODUCTION AND PEA DOT
By: Patrick Doty
So, what exactly are Waffenfarbe and how does it
relate to this article? Good question reader. Waffen-
farbe refers to the colored piping found on the epau-
lettes, insignia and collars of Axis troops during the
second World War. The colors were there to distin-
guish the specific service the soldier was attached to.
For instance, if the piping was pink then he would be
a panzermanner, if white then he would be an infan-
tryman.

For our purposes it refers simply to painting units for


Dust. Waffenfarbe will be a series of articles focus-
ing on painting, as the name suggests, Axis units.

Disclaimers:
1. I have been painting ze Germans for many years
now. Over the years I have picked up formulas from
here and there and copied them down into my note-
book. I didn’t always write down where I got the
scheme from originally. I will endeavor to cite the
original source whenever possible. If you see your Ok, now that I have my grumpy old man disclaim-
formula being used here please feel free to contact ers out of the way lets gut stuck into the subject at
me and I’ll be sure to credit you. Maybe. hand. Each issue I will be taking a look at paint-
ing Axis units, often infantry. The techniques are
aimed at ‘intermediate’ level painters. If you are just
2. Historical accuracy. *Sigh* Yes I know Pan-
getting started with painting, these articles should be
zerschrecks were never issued in ‘Grey’ or ‘Hot
accessible to you and can bring you up to the next
Pink’. Yes, Platanenmuster (Plane Tree) was discon-
level. If you already are an intermediate level paint-
tinued in ’42. I don’t care. This is a pretend game
er, give ‘em a look anyway, you never know when
only loosely based on actual history. I’m going to
you’ll learn a new technique or color combo. If you
paint what I think looks good and you should too. If
are an award winning painter used to working with a
you are an absolute stickler for historical accuracy
wet pallet and softblending your highlights in, move
you probably shouldn’t be playing this game any-
along, nothing for you to see here… Some of the
way.
techniques will remain consistent throughout. Like
inking. I’ll be using the Army Painter’s Warpaint
3. Dunkelgelb. I’m not having this conversation. Strong Tone Ink (Not the Dip! Not that there is any-
There are as many different interpretations of what thing wrong with dipping your models, it’s just not
constitutes Dunkelgelb as there are armchair experts the method I’ll be using) on every single infantry
on the subject. miniature and Flory wash on the vehicles.

31
You can find these products here: http://
www.florymodels.co.uk/washes/ and here:
http://usshop.thearmypainter.com/products.
php?ProductGroupId=8 (Scroll down on the page)
You can of course substitute any brown ink you like
when painting the infantry but there really isn’t any
substitute for Flory wash when doing the vehicles.

I know the Dust miniatures come pre-primered but I


always work from a black primer. If you stick with
the gray your results may end up looking different
from what you find here. Also I’m lazy and the black
primer allows me to do ‘black lining’ without having
to go back and paint in the black.

One last thing. If you find these articles helpful, let


me know. Take a couple pictures of your finished Pea Dot Camo.
minis and send ‘em to dustfanzine@hotmail.com
with the subject line ‘Waffenfarbe’ and your name
somewhere in the text. I’ll try to include them in
future Waffenfarbe articles.

This issue we’ll be taking a look at painting Erbsen-


muster (Pea Dot).

Paints
Here are the paints we’ll be using:
(Val means Vallejo and Cit means Citadel)

For the Pea Dot Camo:


Val US Field Drab 70873
Val German Camo Beige 70821
Val German Camo Bright Green 833
Val German Camo Dark Green 979

For the rest:


Val Black 70950
Val Green Grey 886
Val German Grey 995
Val German Field Grey WWII 70830
Val Green Ochre 70914
Val Flat Earth 70983
Cit Nuln Oil wash
Cit Tallarn Flesh
Cit Screaming Skull
Army Painter Strong Tone Ink

I thought I had gotten this formula from the Flames


of War SS camo paint set, but when looking at the
back of the box they use a couple different colors.
We’ll just call it a modified FoW paint scheme.

32
Step 1

From a Black Primer

Base colors front. (Way to focus the camera…)

Working from a black primer base coat, apply the


following colors to their corresponding areas:

(All colors are Vallejo.)


Apply US Field Drab to the tunics and (optionally)
the pants. If your miniatures have helmet covers,
paint them Field Drab too.

German Field Grey for the pants, gloves, hats and


scarves.
Base colors back.
Paint the armor, helmets, and anything else metallic
like gasmask containers, binoculars and Panzerfausts
German Camo Dark Green.

The Radio in this squad received German Grey.


Flat Brown for the boots.

Green Ochre to the backpacks, belts and straps.


And Green Grey for the ankle gaiters.

33
You may need to water down your paints just a little
bit. I like to use a simple tile picked up from the lo-
cal DIY as a pallet. Put a little paint on it and mix a
touch of water into it using the butt of your brush.

Mixing paints with H20 on a palette.

Base colors front, Thinner paint flows into the recesses more easily and
keeps from getting thick and gumming up your de-
tails. Not too thin though, we’re not going for a wash
here. Apply the colors in two to three even coats
always making sure the previous coat is dry before
adding more paint.

Step 2
Alright. That was a lot. Good news, this step is su-
base colors back. per easy. Use the brown ink of your choice and give
the whole model a nice wash. Be sure to get in all
the cracks and crevices. I used The Army Painter’s
Warpaint Strong Tone Ink.

34
Step 3
As the ink dries get to work on the flesh. First off,
make sure the ink around the flesh areas are actually
dry otherwise you’ll end up with a mess. ‘Step 3’ is
sort of a lie. We are actually going to do three sub-
steps here.

First: To get started with the skin, apply a base coat


of Citadel Tallarn Flesh.

Inked front,

Second: On your palette mix in a bit of Citadel


Screaming Skull to the Tallarn and apply it to the
raised areas of the face and fingers.

Third: Add even more Screaming Skull until you


have about a 50/50 mix and apply to the most raised
areas of the flesh as your final highlight.

and inked back.

35
Step 4
By now your ink should be dry. If it isn’t why don’t
you check out the rest of this excellent issue of Dust Reapplied basecoat front…
Chronicles, by the time you’re done with it the ink
will have dried.

Ok. Remember all those base colors you applied in


Step 1? You are going to reapply them. All of
them. But it’s not that simple. You need to mix a lit-
tle bit of Screaming Skull to each of the colors before
you reapply them. For example, when you go to re-
paint the German Field Grey, mix in a little Scream-
ing Skull (about 10% should do) and paint it over the
pants etc. When you go to reapply them, be sure not
to paint into the recessed areas of the miniature.

and back.

36
When you go back to repaint the armor, after the
initial reapplication, add a bit more Screaming Skull
and paint the edges of the armor as a highlight.

Highlighted armor.

Step 5
This step is kinda like Step 3 in that it consists of
several substeps.
Second: Apply German Camo Beige in patches and
First: Apply German Camo Dark Green (the same dots. Be sure to apply some of the Beige dots onto
color you used for the armor) in patches and dots on the Green patches.
the jacket and pants (if you are doing camo pants).

37
Third: Add dots (but not patches) of German Camo
Bright Green to all areas of the camo. Add dots of
the German Camo Dark Green to the Beige patches.

38
Step 6 Step 7
Time to work on the STG 47. Apply a light highlight Eyeballs. Feel free to skip this step.
of German Grey to the edges of the gun. The STG
should probably be all black but that seems kinda To paint eyeballs, I fill the socket with black and then
boring to me. I decided to paint the foregrip Flat paint two small dots of white on either side of the
Earth and then Green Ochre. pupil.

39
Step 8
Apply your decals. I used decals from FoW (weird
coincidence that Battle Front picked up Dust huh?).
To apply the decal I used Micro Sol and Micro Set.

Step 9
These guys look way too neat. Lets chip up that ar-
mor. To chip paint I use a small bit of sponge and
dip it in German Grey paint. Wipe off the excess and
dab on the edges of the armor and anywhere else you
think the paint would get rubbed off. Don’t over do
it. Remember, you can always add more paint but If you aren’t happy with the result, if the contrast
it’s kinda tough to work around it once it’s on there. isn’t sharp enough for you, use a lighter grey.

Step 10
Time to base your miniatures. I always recommend
basing your army all the same, even if there are a mix
of uniforms, the bases can tie your army together.
When basing, take into consideration where your
army is likely to be operating. It would look silly
for instance, if I gave these guys desert bases. Here
are the materials use and the steps I took to base my
miniatures for this article.

40
First: Using a tacky glue like wood
glue I covered the base with glue and
then dipped it in sand. Sand like from
a playground.

Second: Once the glue was dry, I paint-


ed the sand Cit Calthan brown and dry
brushed it with Iyanden and Screaming
Skull.

Third: I put a little wood glue on my


tile and dipped Tufts into the glue and
then placed it on the base. The Tufts
I used were from The Army Painter
Battlefields line, Highland Tufts and
Swamp tufts.

41
ROSIE’S SCRAPYARD
DUST WARFARE VEHICLE SHOWCASE
All the vehicles listed here were made from
the Rosie’s Scrapyard v1.1 article published
in issue 3. If you have some converted or
historical vehicles you’d like to see in Dust
Chronicles, send their profiles and pics to
(dustfanzine@hotmail.com) and we may in-
clude them in a future issue.

Sd.kfz 250/3
Move: 6” (tracks) Armor: 2 DC: 2
Base Cost: 8
Basic Unit: 1 light vehicle
Weapons: MG48 (F)
Special Abilities: Carry Capacity: 5xS1 or 5xS2, tracked, dedicated trans-
port, Move it! (see page 44 of this issue).

6 2 2

42
Sd.kfz 251/1
Move: 6” (tracks) Armor: 2 DC: 2
Base Cost: 8
Basic Unit: 1 light vehicle
Weapons: MG48 (F)
Special Abilities: Carry Capacity: 10xS1 or 6xS2, tracked, dedicated trans-
port, Move It! (see page 44 of this issue).

6 2 2

l,
ode
g i M y of
C or
efaratti
courteslC
h ae
Mic

M3 COMMAND
Move: 6” (tracks) Armor: 2 DC: 2
Base Cost: 10
Basic Unit: 1 light vehicle
Weapons: .50 cal MG (F)
Special Abilities: Carry Capacity: 5xS1 or 5xS2, tracked, dedicated trans-
port, Move It! (see page 44 of this issue).

6 2 2
43
l,
I Modeof
A y
A ND
B efaratti
courteslC
h ae
Mic

M3 COMMAND
Move: 6” (tracks) Armor: 2 DC: 2
Base Cost: 10
Basic Unit: 1 light vehicle
Weapons: .50 cal MG (F)
Special Abilities: Carry Capacity: 5xS1 or 5xS2, tracked, dedicated trans-
port, Move It! (see below).

6 2 2

Move It! Dedicated Transport


When vehicles with the Move It! Special rule make a Dedicated Transports never count as VP/SP when
MOVE MOVE action, it may move an additional 6”. destroyed and may never claim/contest objectives.
Thus an M3 making a MOVE MOVE would be able
to move 18” (6”+6”+6”)

44
OPERATION: G.H.I.
FAN KAMPAGNE FUR DUST TACTICS
BY: Philipp Lohmann
Einleitung Hinweise
„Operation G.H.I.“ ist eine actionreiche, Fan-Kam- Um den „Fluff“ beizubehalten, müssen die Angreifer
pagne mit 3 zusammenhängenden Missionen für das als Alliierte und die Verteidiger als Achsen-Mächte
Brettspiel „Dust Tactics“. spielen. Da es sich um ein Kommandounternehmen
der besten alliierten Truppen handelt, sollte möglichst
Die Missionen sind auf schnelle, blutige Gefechte jede Infanterieeinheit der Alliierten Unterstützung
hin ausgerichtet und sollten in ihrer Gesamtheit in durch einen Helden erhalten.
gut 2 Stunden komplett durchgespielt sein.
Wer aber auf den „Fluff“ pfeift, der kann mit den
Story Truppen spielen wie er lustig ist.
Im Mai 1945 brachten die hochgerüsteten Armeen
der Achsenmächte die Alliierten und die SSU mit Es wurde versucht die Missionen so zu gestalten,
ihren experimentellen Kampfläufern in arge Bedräng- dass auch Einsteiger mit minimalen eigenem Equip-
nis. Um den technologischen Rückstand aufzuholen, ment in den Genuss der Kampagne kommen können.
sollte ein alliierter Kommandotrupp in ein geheime Für das Spielfeld benötigt werden 2 x leichte und 2 x
Blutkreuz-Fabrik in Neuschwabenland eindringen schwere Deckungen sowie 8 Hinderniskacheln, also
und den genialen Blutkreuz-Physiker Dr. Stephan alles was in der 2. Startbox enthalten ist. Als Spielfeld
Preiss kidnappen um sein Wissen den alliierten Stre- nutzbar ist ein gebäudeloses Poster aus „Operation
itkräften zur Verfügung zu stellen. Zevrograd“ oder 6 Kacheln aus dem Tile-Set oder
der „Operation Seelöwe“-Erweiterung.
Am 28. Mai landete das alliierte Kommando per
Fallschirm und schlug sich unter strengster Geheim- Da wahrscheinlich wirklich jemand wissen will,
haltung bis zu der Fabrik durch. In der Nacht zum 30. wofür „G.H.I.“ steht: „Globale Hegemonie der Intel-
Mai konnte ein Aufklärungstrupp die Anwesenheit ligenz“. Und jetzt: Viel Spaß!
von Dr. Preiss bestätigen. Der alliierte Angriff sollte
im Morgengrauen des 31.Mai erfolgen…

45
Mission 1:
Sturm im Morgengrauen
Der Fabrikkomplex wird durch eine hohe Mauer
aus Kruppstahl geschützt. Die alliierten Komman-
dotruppen wollen den Eingangsbereich im Handst-
reich erobern.

Missionsziel:
Die Angreifer (A) gewinnen, wenn sie es schaffen
nach 5 Runden mindestens genau so viele Verteidi-
ger-Startfelder wie die Verteidiger zu besetzen.
Die Verteidiger (D) gewinnen, wenn sie nach 5
Runden mehr Verteidiger-Startfelder besetzen als
die Angreifer.

Verfügbare Einheiten:
Die Angreifer spielen mit 130 Punkten.
Die Verteidiger spielen mit 100 Punkten.

Sonderregeln:
Falls der Verteidiger nicht sofort alle Einheiten auf-
stellen kann (da er nur 4 Startfelder besitzt) darf er
in jeder weiteren Runde eine weitere Einheit auf das
hintere Startfeld setzen, falls dieses frei ist, bis seine
Armee vollständig auf dem Spielfeld ist.
Die Angreifer haben in der 1. Runde die Initiative.

Kampagnenfortschritt:
Der Sieger darf in der 2. Mission die Deckungen
platzieren.

46
Mission 2: Licht an, Licht aus
Die Alliierten konnten erfolgreich in die Fabrik
eindringen. Der Physiker wird in der riesigen un-
terirdischen Fabrikhalle vermutet, doch nur wenn
die beiden Energiereaktoren erobert sind kann die
Fabrikhalle gestürmt werden – Denn die absolute
Dunkelheit würde den Verteidigern einen enormen
Vorteil verschaffen…

Missionsziel:
Pro besetztem Energiereaktor gibt es in jeder Runde
einen Punkt. Die Truppen, welche zuerst 10 Punkte
erreichen, gewinnen diese Mission.

Verfügbare Einheiten:
Die Angreifer spielen mit 130 Punkten.
Die Verteidiger spielen mit 130 Punkten..

Kampagnenfortschritt:
Der Sieger darf in der dritten Mission zu jedem
Rundenbeginn entscheiden, ob das Licht in der Fab-
rikhalle angeschaltet oder ausgeschaltet bleibt.

47
Mission 3:
Glüueck auf
Der alliierte Kommandotrupp hat bis in die
große unterirdische Fabrikhalle geschafft. Doch die
gesamte Blutkreuz-Wachmannschaft hat sich dort
versammelt und wartet auf die finale Schlacht…

Missionsziel:
Die Angreifer (A) gewinnen, wenn sie es schaffen
die Verteidiger zu vernichten
Die Verteidiger (D) gewinnen, wenn sie es schaffen
die Angreifer zu vernichten

Verfügbare Einheiten:
Die Angreifer spielen mit 150 Punkten.
Die Verteidiger spielen mit 150 Punkten.

Sonderregeln:
Der Sieger der 2. Mission ist Herr über die Ener-
giereaktoren. Vor jeder Runde sagt dieser Spieler
an, ob das Licht angeht. Ist es angeschaltet, gelten
die normalen Sichtregeln. Ist es ausgeschaltet, ist es
dunkel. Dann können Infanteristen nur 2 Felder weit
sehen und gesehen werden. Da Kampfläufer über
Scheinwerfer verfügen, gelten für sie die normalen
Sichtregeln.

Kampagnenfortschritt:
Der Gewinner darf sich zum ruh-
mhaften Sieger der „Operation
G.H.I.“ auf Lebenszeit ernennen!

48
DUST WARFARE IN HAMBURG

49
DUST WARFARE IN HAMBURG

Pictures provided by: Tobias Wenzel

50
DUST WARFARE
TOURNAMENT
NOVEMBER 9TH & 10TH
Myrtle Beach, South Carolina
The 11th Company and Dust-War.Com are organizing
a tournament for Dust Warfare in South Carolina.
More information can be found at www.dust-war.com

•Rounds: 5
•300 AP
•Format: 5 Rounds Swiss
•Max Participants: 32
•Prizes: Top 4
•Location: Myrtle Beach, South Carolina @ Clarion
Hotel and Conference Center
•Hotel Group Information: Ask for the 11th Company
Group Rate when booking room.
•Food Arrangements: There is a very nice, local
bar next door with some great food and restaurants
nearby. We will be trying to negotiate some spe-
cials with The Boathouse (bar).
•Cost: $50.00
•Tournament Specifics: TBD

http://www.tangtwo.com/11thcompany/tournament.cfm

51
52
campaign: encirclement
dust warfare two player ladder campaign
By: Patrick Doty
Campaign: Encirclement is meant to be played be-
tween the same two players over the course of three The scenarios for the campaign are:
games. As the title may suggest, the goal of the cam- -Rear Guard
paign is to simulate an encirclement attempt by one -Encirclement
force of another, and the efforts of the other force to
escape encirclement and maybe even turn the tables. -Ambush
-Reduce the pocket
There are five different scenarios for the campaign
but the players will only play three of them. Which -Breakout
ones they play will be determined by the outcome of
the first game. In all scenarios each player rolls 5 dice. For each
hit scored, that player may place a terrain element
The players need to decide who will be the attacker anywhere on the table outside their opponent’s de-
and who will be the defender for the first game. The ployment zone.
attacker in game 1 will be referred to as Player A
while the defender from game 1 will be referred to as
Player B for the rest of the campaign. The attacker is
the one attempting to encircle the defender.

53
Game 1
Rear Guard, Player A is the attacker. The Scenarios
Game 2 Rearguard
If Player A wins Rearguard, then play Encirclement The enemy has left a blocking detachment behind to
with Player A as the attacker. allow the rest of the force to escape.
If Player B wins Rearguard, then play Ambush with
Player B as the attacker. Rearguard is played for 5 rounds.
SP are awarded for each destroyed unit. In addition,
Game 3 the attacker gains one SP for each non-flier he moves
If Player A wins Encirclement, then play Reduce the off the defender’s board edge.
Pocket with Player A as the attacker.
If Player A wins Reduce the Pocket then it is a Major
Victory for Player A. If Player B wins, then it is a Ambush
Minor Victory for Player B. The successful Rearguard action has allowed you to
set up an ambush of the enemy forces.
If Player B wins Encirclement, then play Breakout
with Player B as the attacker. Play the Ambush scenario published in Dust Chroni-
If Player B wins Breakout then it is a Minor Victory cles Issue 3.
for Player B. If Player A wins Breakout then it is a
Minor Victory for Player A

If Player A wins Ambush, then play Encirclement Breakout


with Player A as the attacker. After having successfully Ambushed the enemy (or
If Player A wins Encirclement then it is a Minor Vic- avoided Encirclement), you forces have an opportu-
tory for Player A. If Player B wins Encirclement nity to break out of the developing envelopment of
then it is a Minor Victory for Player B. your army.

If Player B wins Ambush, then play Breakout, with Breakout is played for 5 rounds.
Player B as the attacker. SP are awarded for each destroyed unit. The attacker
If Player B wins Breakout then it is a Major Victory also receives an additional SP for each unit he is able
for Player B. If Player A wins, then it is a Minor Vic- to move off the defender’s board edge.
tory for Player A. The defender receives an additional 25% points to
spend on his army. (i.e. if the attacker has 200 points,
then the defender has 250 points.)

Encirclement
Having broken through the enemy’s rearguard and
avoided any ambushes, your forces are now poised
to encircle the enemy.

Encirclement is played for 7 rounds.


SP are awarded for each destroyed unit.
If at any time a round ends with the attacker having a
soldier unit on each of the table’s four midpoints, the
game ends with a victory for the attacker regardless
of SP. If at the end of 7 rounds the attacker doesn’t
control all four midpoints, then us the SP to deter-
mine victory.

54
The attacker must split his force into 4 equal (as
Reduce the pocket much as is possible) parts and deploy one part into
Having encircled the enemy and cut him off from each of his four deployment zones. Any attacker
resupply and escape, the time has come to crush the units that don’t fit into the deployment zones are in
trapped enemy forces. reserve and come onto the table per the normal rules.
The defender losses any units that do not fit into his
Reduce the Pocket is played for 5 rounds. deployment zone.
SP are4 awarded for destroyed units. The defend-
er receives 2 points for each enemy unit destroyed The defender receives 50 points to spend on trenches,
while the attacker receives 1 point. tank traps and barbed wire (but not electrified barbed
The attacker has a 2:1 advantage in points. (i.e. if the wire) as found in the DWRB, which may be placed
defender has a 200 point army, the attacker has 400 after terrain has been placed and may only be placed
points to spend). outside the attacker’s deployment zones.

The defender deploys his entire force in his deploy- The defending units will never flee from suppression.
ment zone. They will stay put until the suppression is removed
or they are destroyed.

55
dust devils international
worldwide organized play for dust
Managed by the Dust Devils International (DDI), the Members pay a small annual membership fee (as low
Dust World Coalition (DWC) is the Official Social as US $15 first year, with $10 annual renewals) for
and Competitive Play organization for all of Paolo which they receive a variety of services and ameni-
Parente’s Dust Games: Dust Tactics, Dust Warfare, ties. In fact, most of the $15 never leaves their local
and Dust: The Boardgame. Post. The Post uses these funds to provide prizes and
other resources for Campaigns and Offensives, pre-
The Dust Devils pride themselves on fair play, fun venting players from having to pay for each event
events, and a passion for drawing new players and they attend. More expensive tiers are available for
hobbyists to Paolo Parente’s World of Dust. those members who want enhanced Swag Packs.

We proudly sponsor Recon (Recruitment and Dem-


os), Campaigns (Competitive League Play), and Of-
fensives (Hierarchical Tournaments), culminating
each year in our World-Class Event — Dust World
Expo.

56
We are always seeking additional Posts (clubs) for
established Fronts (regions), additional Fronts for
What are Fronts?
Fronts are the Regional Headquarters for all posts in a
unclaimed regions, and Dust Devils Post Exchang- geographically identified area. Fronts are determined
es [PX] (Official Dust Devils Game Stores). If you by the DWSC and each Post will be assigned by the
would like to establish a new Post or Front, please DWSC to its appropriate Front. Front Commanders
visit www.dust-devils.com and submit the registra- are selected by the DWSC and in some cases may
tion form. also be a Post Commander. Front Commanders re-
ceive event results from and provide guidance to
What are Posts? Post Commanders. Front Commanders report event
Local Dust Game Clubs are referred to as Posts. Each results to and receive guidance from the DWSC.
Post nominates a Post Commander and belongs to the Rules clarifications and other disputes that cannot be
regionally appropriate Front. The Post Commander resolved by the Front Commander are escalated to
reports event results to and receives guidance from the DWSC.
the Front Commander. In some cases, an individual
Post Commander may also be the Front Commander. While Fronts will be required to adhere to the Dust
Each Post will receive a Post Number Designation. Devils Code of Conduct, most Front operations will
Rules clarifications and other disputes that cannot be be independently managed by the Front Commander
resolved by the Post Commander will be escalated to and their council of Post Commanders. Fronts will
the Front Commander. organize Front Offensives. The DWC will provide
resources including Offensive Packs. Fronts will be
While Posts will be required to adhere to the Dust responsible for all other aspects of event organiza-
Devils Code of Conduct, most Post operations will tion and management.
be independently managed by the Post Commander
and Membership. Posts will organize Recon Events,
Campaign Events, and Post Offensives. The DWC
will provide resources for each of these activities, in-
cluding Campaign Packs and Offensive Packs. Posts
will be responsible for all other aspects of event
organization and management. Posts may affiliate
themselves with PXs for play space and other perks.

If you have questions about Fronts or Posts then why


not email us at: info@dust-devils.com and we will
get back to you as soon as possible.

WWW.DUST-DEVILS.COM

57
For most of us going to events and tournaments is These will look great on the sleeve or chest of your
all about meeting up with old and new friends. That club t-shirt (not to mention your Dust Elite or DDI
doesn’t mean the winner has to go home empty hand- shirt). It will show your opponent what you have
ed. To be honest, nobody should go home empty achieved and who knows it might be intimidat-
handed. ing enough to cause some bad dice rolls (we can
dream).
There will be a wide range of events for Dust Tac-
tics and Dust Warfare, ranging from league nights Not only will you receive the actual ribbon, DDI
to regional and national championship tournaments members will also have their own trophy/ribbon page
(and everything in between). The DDI has been hard on the website where their awards are showcased
at work making sure there is a variety of trophies with a record of the campaigns and offensives that
and awards for all these types of events. When an player has taken part in. That’s right we are building
event or tournament is announced we will also tell each member their own trophy case.
you about the prizes that will be available. These
will range from participation and painting awards to Other prizes and awards include: Dog Tags, Award
winners trophies (and you guessed it, everything in Plaques, Terrain Elements, Tokens & Counters and
between). then there are also the Dust models that will be given
out (standard and premium editions).
What is shown here is only the tip of the iceberg.

There will be many ways to win/earn trophies and


awards and don’t forget as a member of the DDI you
will get a discount on your entry fee for many events
and tournaments (or even free entry).

DDI Members will be eligible to earn rewards for


their participation in Campaigns, Offensives, and
Recon, including certificates, trophies, and exclu-
sives. Members will also receive Commendations
and Script. Commendations make Members eligible
to purchase exclusive Dust Devils International Mer-
chandise and Script can be spent like a gift certificate
to pay a portion of the purchase price for exclusive
Dust Devils International Merchandise. Script can be
used both for online purchase and purchase through
an official DWC Post Exchange (PX).

The table on the right shows the various ribbons that


can be earned by taking part in Dust Devil Interna-
tional sponsored or organized events.

58
The last few years Dust has had a presence at Gen Gen Con Special Dust Events – Dust Tactic and War-
Con and this year will be no different. fare Team Play 4 commanders share the battlefield to
Dust Studio, Battlefront Games and Dust Devils In- see which side clams Victory. Prizes for the top tier
ternational have been hard at work behind the scenes as well as participation prizes will be awarded.
to provide players of both Dust Tactics and Dust
Warfare an event to be proud of. New players are welcome and DDI will have set 150
point squads for you to uses. However, if you can
This page will have regular updates leading up to please bring your own 150 point army and two cop-
Gen Con 2013 and also during the convention itself ies of your army list. Have your army list ready at
to give you the latest Dust news and gossip, pictures registration to be inspected by our event organizer.
of armies and everything else. Last year the Axis For the most up-to-date rules, FAQ/Errata, legal unit
Horton was shown for the first time, who knows what pool, blank army lists, and more, please visit our
will be revealed this time round. Dust Tactics and warfare Support Pages.

Gen Con North American Dust Championship Tour-


naments Prove your skills for the title of North Amer-
ican Dust Tactics or Warfare Champion in these ex-
citing tournaments! Prizes for the top tier as well as
participation prizes will be awarded.

Registration for the events is at Gen Con official


website www.GenCon.com. You must bring a tour-
nament legal, 300 point army and two copies of your
written or printed army list to compete.
The tournament will consist of multiple
Swiss-paired rounds, cutting to single elim-
ination final rounds (the number of rounds
depending on attendance), with one player
claiming the title of 2013 North American
Dust Champion. Have your army list ready
at registration to be inspected by our TOs
for tournament legality.

For the most up-to-date rules, FAQ/Errata,


legal unit pool, blank army lists, and more,
please visit our Dust Tactics Support Page.

Good luck in the tournament!

59
how2: paint ndak infantry
By: Dust Chronicles Team, Inspired by Michael Cefaratti
In this article we’ll take a look at painting NDAK
infantry in just nine easy steps. Step 1
I always paint over black primer. Once it’s dry it’s
time to block in the base colors.

For the pants and gloves use Russian Uniform WWII,


for the shirt and hat German Camo Beige, the armor
Desert Yellow, boots and belts Flat Brown, gaiters
(the boot wraps) Olive Green, and the skin Tallarn
Flesh. For the Panzerfausts, I painted this one Ger-
man Camo Dark Green and the others German Camo
The heads are from Westwind’s SOTR line. Orange Ochre.

You may need to apply two coats to get an even cov-


Colors Used: erage. Just don’t let your paint get too thick.
Vallejo Colors:
Russian Uniform WWII 70924
German Camo Dark Green 979
Black 70950
Desert Yellow 70977
Green Ochre 70914
German Camo Beige70821
Yellow Green 881
Chocolate Brown 70872
German Grey 70995
German Camo Orange Ochre 824
Flat Brown 70984
Olive Grey 70888
Buff 70976

Citadel Paints:
Iyanden Darksun
Tallarn Flesh
Screaming Skull
Boltgun Metal

Warpaint’s Quickshade Strong Tone

Step 2
At this point I used The Army Painter’s Warpaints
Quickshade Strong Tone. Yeah it’s pretty much just
brown ink. I painted it everywhere but on the face.
If you want, you can use the ‘dip’ method. Just make
sure the mini is completely dry before you move on
to step 3. I also painted the hair on the minis, Iya-
nden Darksun for the blondes and Chocolate Brown
for the rest.

60
Step 4
Time for some highlights. Paint thin strips of Buff
along the edges of the armor. Use Screaming Skull
and lightly drybrush the shirts and pants to ‘soften’
the edges and colors. Plus it gives the green pants a
bit of a sun bleached look.

Step 3
Once the mini is dry reapply all of the base colors,
leaving the darker tone showing in the recessed ar-
eas.

61
Step 5 Step 6
Back to the skin. Mix a little Screaming skull into Paint the belt buckle and rifles Black. If you are feel-
your Tallarn Flesh and apply to all the raised areas of ing ambitious, paint the eye socket black too. Once
the flesh such as the brow, nose and jawline. If you the eye socket paint is dry, place a dab of white paint
‘dipped’ your mini, you may need to re-apply the in both corners of the eye, leaving the middle bit
Tallarn Flesh base coat as the dip might have made black to form the pupil. Paint the national eagle or
it too dark. roundel white also.

Mix a bit more Screaming Skull and apply a finial


highlight to the raised areas.

Step 7
I left these STG 47s black. Give ‘em a drybrush
along the edges with some German Grey mixed with
a little Screaming Skull. If you’d like to do the han-
dle and forward grip wood, go for it. Just remember
that you’ll be irritating Kenneth Chipman if you do.

62
Step 8
I used an FoW decal to give a these guys national
markings. Of course Dust Studios offers great decals
too and you can probably find some scale appropriate
DAK decals on the interwebz.

I chipped the paint by using a bit of foam packing


material and German Grey paint. Make sure to wipe Step 9
off the excess paint before you start to sponge it on, Arighty, that’s pretty much it. At this point you’ll
you can always add more if need be. want to base your minis appropriately. Since these
guys will be getting mounted on the cracked desert
bases from Dust Studios and they haven’t arrived
yet, I won’t be doing any basing in this article. If you
need to do your own bases, glue some sand onto the
base. Once dry, paint it a medium brown color and
dry brush successively lighter shades over it work-
ing up to Screaming Skull or Bleached Bone. Once
that’s done seal your minis with your choice of flat
sealer (I had some GW Purity Seal on hand and so I
used that).

63
The NDAK often makes use of Italian and captured UK uniforms. I paint some of the squad members with dif-
ferent pants to simulate this. I used Green Ochre, German Camo Orange Ochre and Yellow green as the base
coats. All other steps are the same as described in the article.

64
happy birthday

A few words from Olivier, from Dust Studio:

When you’re a game designer, it’s always an amazing feeling to


see the people that like your work make it their own. They start
with your ideas to make new ones, to go places that you didn’t
thought about. And it’s wonderful to see people spending so much
of their time to create something based on what you have done.

For the past year, the team of Dust Chronicles has done an amaz-
ing job, with superb regularity and quality. They have spend an
incredible amount of time to make us discover what the world of
Dust had inspired them. And the result has been mind blowing
each time.

I humbly thank you all for making all of this happen. Long live
Dust Chronicles!

Olivier.

65
dus chronicles
what were we thinking?
On the 13th of May 2012, Patrick Doty posted the By the 23rd of May a small group of lunatics, I mean
following on Facebook: brave volunteers had been assembled and work on
the magazine started. At this point we still referred
“You know what I’d like to see? Well I’m go- to Dust Chronicles as “the fanzine”, a name was cho-
ing to tell you anyway. A bi-monthly online Dust sen (unfortunately I no longer have details who came
Magazine. It would have painting how-to’s, hob- up with Dust Chronicles). Paolo Parente approved of
by articles, battle reps, game stratagies, product the name and that was that. Daniel VT went to work
creating our logo and did a wonderful job. It took a
reviews, club/store spotlights, interviews, and
vote to decide between referring to Dust Chronicles
links to all the disparate blogs, forums, aftermar-
as a fanzine or magazine. Despite Paolo voting for
ket sites and whatever else we need. It would use fanzine the majority (just) got what they wanted and
mostly user generated content but would obvi- with that Dust Chronicles “The Tactics & Warfare
ously welcome official stuff from FFG and Dust Magazine” was born.
Studios. There’s a ton of good stuff out there (ra-
dio dust, Dust:The War Continues, World Wide
Dust League, BGG, even the FFG forum has
some gems, the content on several FB groups ;))
but we’re scattered all over the place. So, who’s
up to the challenge? I’m willing to contribute.”

That innocent post got the ball rolling. More and


more people showed an interest in providing content
or at the least reading a magazine made by the fans
of Dust. Suggestions for articles and other content
started to come in and Without realising it himself
Patrick ended up as the Editor-in-Chief of the fan-
zine. Early on somebody started calling him Arm
Waver-in-Chief and the title stuck. Arm waving was
exactly what had to be done on many occasions. One
of the criteria set for submissions was that it could not
have already been published elsewhere, this caused a
few late nights where content had to be removed and The first issue came out on the 1st of August (actu-
replacements found. ally the 31st of July, to test links, etc.). As this was
out launch issue it was appropriate that the illustra-
tion on the cover was a launch. In this case the launch
of an Axis rocket somewhere in Antarctica. Word
spread and downloads started picking up. Trying to
be realistic we all assumed readership was going to
be small and a hundred downloads was considered a
success. By the time issue two was released we had
gone over 1000 downloads and even today people
are still downloading that very first issue. We have
now got more than ten thousand unique downloads
for the first issue.

66
Dust Chronicles proved a success and we needed to Not all of our previews were true, in the April issue
make sure to build on that success and try and outdo the announcement was made that Dust miniatures
ourselves with each issue. With every issue the page would be packed in random booster boxes. Our at-
count went up and the articles got longer. Pictures tempt at an Aprils-Fool joke, it didn’t go down well
became of a better quality and the variety of content with everybody as this was around the time Dust Stu-
grew. dio, Battlefront Miniatures and Fantasy Flight Games
were in talks about the distribution of Dust.
Issue two saw the release of Rosie’s ScrapYard (with
an update in Dust Chronicles 3) and Warfare players
around the world have been creating their own vehi-
cles with these rules ever since. Many of these have
made their way into the pages of the magazine as part
of Rosie’s Vehicle Showcase. It has also caused Dust
Tactics players to keep asking for a version of the
ScrapYard for their game.

In our first year we have been able to preview a


number of things. For example there was the cover
of issue one, soon to be the cover of a Dust novel.
Then there was the reveal of the Allied Pelican in
Dust Chronicles issue 3.

Other things we tucked away in the background, like


the SSU trains by Dust Studio.

67
The support from Dust Studio has been unbelievable. However, that is not all.
Various pieces of artwork have been made available This issue had the first instalment of “Waffenfarbe”,
to us and Paolo Parente created a trio of covers for a series of articles by Patrick Doty. Patrick stepped
the magazine and has promised there will be some down as Editor-in-Chief to have more time for the
more for future issue. When Vincent Fontaine (Dust hobby itself and his articles certainly show he is en-
Studio Art Director) was asked for an article about joying his regained painting time.
his work, he didn’t just give us one article but has
been providing “Inside Dust Studio” articles for eve- We have noticed that some readers are reluctant to
ry issue since. Clement Boen has been our secret spy sent in submissions because they believe their grasp
in the studio (well, that just ended, didn’t it?) and of English isn’t good enough. For that reason we have
Olivier Zamfirescu has fed us pieces of information started “Dust Global”. In this issue the content was
and rules previews. in German and going forward there will be content
in a variety of languages. We want Dust Chronicles
to truly be the magazine for the entire Dust commu-
nity.

There will be other ongoing series, for example “Boot


Camp” where a newcomer to wargaming takes us all
along on his journey as he discovers the world of
Dust. We are also giving space to Dust Devils Inter-
national so that they can provide information about
upcoming events and tournaments but also report
about events that have taken place.

So what will the future hold for


Dust Chronicles? Remember Dust Chronicles is for the fans, by the
In short, more of the same and a bunch of new stuff. fans. Everybody is welcome to submit content for the
magazine, be it a painting article, Warfare scenario,
What that means is that we will continue bringing shop review or anything else. If it has to do with Pao-
you articles like the “From The Front” battle reports lo Parente’s Dust, we want to know about it. Issues
and “How2” guides. We still owe you the conclu- will no longer have a theme so that it is even easier
sion to “The Waking Bear” and S.A.F.E. (Step Away to provide content. Don’t worry, it doesn’t have to
From Everything) will be back. Vincent has agreed be a four page article, look back at the first year of
to more “Inside The Studio” articles and Rosie has the magazine and you will notice that we have had
been hard at work in her workshop. plenty of one page submissions that are just as great
as the multi page articles.

There you have it, Year One is behind us and I hope


you are looking forward to another year of Dust
Chronicles as much as the entire team is. Without all
the encouraging words from the readers none of us
would have lasted this long.

A big thanks to everybody out there who took the


plunge and pressed download.

68
stop! competition time!
Being late for your own birthday is never a good idea.
Chances are all the cake has been eaten and your un-
cle is offering to do his famous magic tricks to enter-
tain everybody while they are waiting for you.
Unfortunately, being late for its own birthday party
is exactly what Dust Chronicles has done and as the
stand-in Editor-in-Chief the blame falls at my feet.
A number of incidents caused delays and all of them
involved me in one way or another.
I spoke to Dee Dee of the Dust Devils International
and she has offered a model from her collection as
a form of apology to the Dust community for this
issue being late. The only thing that I had to decide
was who out of all the people reading the magazine
should get the model.
Not an easy task. So I am going to cheat and you, the
reader, will choose for me.

What I want you to do is take a picture of yourself


holding a print of your favourite Dust Chronicles
cover and email it to competitions@dust-chronicles. The model comes in its original box and includes the
com. The (suitable to share) pictures received before card for use in Dust Tactics.
the 16th of September 2013 will be published in Is-
sue 8 of Dust Chronicles and then there will be a vote This competition is open to anybody but entries must
on who took the best/most entertaining/ most impres- be received by the 16th of September 2013. Pictures
sive/ etc. picture and that person will win the Limited that are not suitable for viewing will be removed
Edition Loth model that Dee Dee has left on my desk. from the entries.
Yep, you lot get to decide who wins the model.
Please don’t break any laws or regulations and don’t
Again, apologies for the delay. I will do my best to endanger yourself or others when taking a picture for
not let it happen again. this competition.

Floris Hussaarts The final vote will take place on the Dust Chronicles
Facebook page.

dust chronicles issue 8


will be out on the 1st of october 2013

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