You are on page 1of 2

Captain Joseph Brown ran with those of his Hell Boys who had survived the initia l onslaught

of the Axis Heavy Laser Grenadiers. The sounds of cannon fire rang t hrough the streets of Scapa Flow, and the air smelled burnt from the laser fire. A couple of the Hell Boys ran with limps, but they saw hope ahead. A Wildfire s tood at the end of the alley with its guns trained and ready for the Axis soldie rs. In the fast-paced battles of Dust Tactics, players have to consider every unit a ctivation carefully. While it might initially look like a good idea to run your Allied Hell Boys at your opponent s Battle Grenadiers to drench them in fiery doom , where will that leave your Hell Boys later in the round? Will Lara and her Hea vy Laser Grenadiers march over to annihilate some of your heaviest hitters? What if your flamethrowers don t burn the Axis soldiers, the dreaded empty black squar es show up on the dice, and the Battle Grenadiers survive to retaliate? What if your Hell Boys move too deep into enemy positions and find themselves surrounded ? Pin them down Sometimes the path to victory in Dust Tactics is gaining control of important st reets and alleys and the lines of fire they provide. However, in order to hold a line of fire, you need to be able to activate your squad or walker at the oppor tune moment. Normally, you want to seize the initiative, go first, and eliminate enemy units before they can hit back, but if your unit dedicated to holding an alley has alr eady activated, you lose that measure of control. Often, this means your opponen t can rush past your defenses and engage the unit that was supposed to prevent e nemies from approaching. An Allied walker that was supposed to prevent Axis troo ps from marching down a narrow lane does not want to face an angry swarm of Axis Gorillas! All the Allied player can do then is hope to win initiative on the ne xt turn. The rules for Reactive Fire released in Operation SeeLwe allow you greater flexibil ity for your unit activation, but at a cost. Reactive Fire allows units that hav en t yet activated in a round a chance to interrupt your opponent s action by activa ting to take an immediate attack. However, players normally risk a good chance o f failing to act in time and losing their unit s activation for no effect. This me ans Reactive Fire often becomes a desperation tactic reserved for units staring death in the face and hoping to get in one last shot before they fall in a barra ge of machine guns, lasers, phasers, or panzer gloves. Improving the odds Both the Axis and Allies have developed light walkers that increase your odds of successfully interrupting an opponent s actions with Reactive Fire. The Axis Hein rich and the Allied Wildfire feature Advanced Reactive Fire and Superior Reactiv e Fire, respectively. Advanced Reactive Fire gives the Heinrich the ability to r oll two dice to aim for a hit and fire its 2 cm FlakVierling. The Superior Reactiv e Fire of the Wildfire means its controller rolls one die but gets to activate i f the result is a blank. With its Quad .50 cal, the Wildfire can pump seven dice into a single attack against an onrushing squad of Armor 2, or six dice against against a squad, like the Heavy Laser Grenadiers or Axis Gorillas, that has a h eavier Armor 3 rating. While neither the Heinrich nor the Wildfire sports cannons large enough to harm medium or heavy combat walkers, the Axis Blutkreuz Korps have developed a walker with Advanced Reactive Fire capable of giving any Allied commander second thoug hts about sending tanks up any alley within its line of fire.

The Axis Sturmknig can give pause to pilots of even the sturdiest Allied walkers. Its 12.8 cm FlakVierling can lay down an impressive line of fire to the tune of s even dice against medium walkers with Armor 4. Against squads of Armor 2, the St urmknig unleashes a devastating ten dice, plus another five from its MG 44 zwei. Force your opponent s hand Playing units with Advanced or Superior Reactive Fire gives you another intangib le advantage; you can cause your opponent to second guess his activations. Will he be able to rush your walker with his Axis Gorillas, or will they get gunned d own along the way? If you cause your opponent to play more cautiously than usual , your units with Advanced or Superior Reactive Fire may help control the board without ever opting to utilize Reactive Fire. The Allied hero, Ozz 117, has a tremendous skill, and luring your opponent to pl ay it early may prove the difference between disaster and victory in a given bat tle. His Heroic Attack skill allows Ozz 117, and any unit he joins, to shrug off every single shot fired at them for a given round. With his Heroic Attack, Ozz 117 can lead a unit of Tank Busters into position to pin an Axis walker in a cor ner, become immune to attacks for a round, and then unleash a furious sustained attack on the round thereafter. Because a player must declare all a unit s actions at once before he activates it, the mere existence of the Sturmknig on the battl efield may prompt Ozz 117 to waste his Heroic Attack early lest he risk a barrag e of eleven dice from the Sturmknig and its 12.8 cm FlakVierling and its MG 44 zw ei. Allied players can use the threat of Reactive Fire to similar advantage. By mane uvering your Wildfire into a threatening position, you may prompt the Axis hero, Sigrid, to expend her Berserk skill at time that s less than opportune. Instead o f saving the skill to inspire her Laser Grenadiers to a devastating volley of la ser fire against your most dangerous squad or walker, she may fear falling an ea rly victim to the Wildfire and opt to go Berserk against the first unit within r ange. Build surprises into your army It is even better to act quickly and err than to hesitate until the time of acti on is past. Carl von Clausewitz In the brutal, bloody battles of Dust Tactics, every action counts, and Reactive Fire allows players to reshape the sequence of activations in creative and surp rising ways.