You are on page 1of 38

EDITORIAL

DUST MONTHLY - ISSUE 15


Welcome to DUST Monthly Magazine,

I doubt many of you will be reading this issue the weekend of release. I imagine that most players
will be attending the Dust Tactics European Championships in Poland. The few people left will get
to enjoy a preview from the soon released new Dust 1947 rulebook. I’m not telling you on what
page so you have to find it yourself.

You will have noticed that the magazine has been a few days late every issue for the last three
months. I want to apologise for this, it has been very busy with preparations for my wedding and
the time just hasn’t been there. A lot of things are now in place so I’m hoping to be back on track
for release on the first of each month.

We are always looking for more content and the group of regular contributors have been provid-
ing some amazing content but I feel they deserve more time to write their articles. If you have
any ideas for articles then head along to the new Dust Monthly Facebook group and pitch your
idea.I’m also hoping somebody at the Dust Tactics European Championships will be taking pic-
tures and making notes than we can use for DUST Monthly Magazine.

I hope you will enjoy reading this issue of DUST Monthly Magazine and everything that is good
about it is because of Daniel, Joel Scott and Joe.
If there is anything you don’t like, I’m the guy to blame.

Floris

2
DUST MONTHLY- ISSUE 15

DUST MONTHLY - ISSUE 15


Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02
Table Of Contents . . . . . . . . . . . . . . . . . . . . . . . 03
Dust Special Guest - Part: 5 . . . . . . . . . . . . . . . . 04
Drybrushing Faces . . . . . . . . . . . . . . . . . . . . . . . 10
SSU Desert Group: Babylon . . . . . . . . . . . . . . . 14
DUST Cartoon . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Sands Of Destiny - Part: 3 . . . . . . . . . . . . . . . . . 21
A Tale Of Three Gamers - Part: 1 . . . . . . . . . . . 22
Dust Armchair General . . . . . . . . . . . . . . . . . . . 24
Building An SSU Armoured Train . . . . . . . . . . . 30
Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

This issue of DUST Monthly Magazine was created by:


Joe McLaughlin, Scott Robertson, Chris Evans,
Joel Hillhouse & Daniel Woodley

Special thanks to the following people for their support and enthusiasm with all things Dust:
Paolo Parente, Olivier Zamfirescu, Vincent Fontaine, DDI, and the UK Dust Knights

Names and artwork are © 2016 Dust Ltd. All Rights Reserved.
Dust Tactics, Dust Tactics: Battlefield & Dust Warfare and their logos are trademarks of Dust Ltd.
Images and trademarks used with permission.
3
DUST SPECIAL GUEST - PART: 5
DUST MONTHLY - ISSUE 15
INTERVIEW BY: JOE MCLAUGHLIN
This issue we talk to Gregoire Boisbelaud about Dust 1947
This week, I had a chance to reach out to Gregoire Boisbelaud at Dust Studios to discuss the up-
coming rule book and new cards. Although the entire Dust Studios staff is busy trying to get the
new rule book out the door, he was kind enough to take a few moments to answer my questions.
He was also kind enough to send over an exclusive platoon from the new rule book that you will
find published first here in this edition of Dust Monthly Magazine. Much thanks to Gregoire and
the entire Dust Studios team for taking some time out for us.

Q: I’ve been told that the rule changes are not a rewrite, as much as they are a revision and fix of
the R2.0 rule set. Is this true?

A: It is true. we just took everything that worked well. Changed things that didn’t work so well
and put everything in one book, unifying rules so that Grid players and freeform players could use
their whole unit card all the time and not have to say “oh this rule doesn’t apply in Tactics”, for
example. It was all about integrating the FAQs and erratas and going back to rules that we knew
worked better (like line of sights).

Q: Will the new ruleset be accompanied by new fluff (Dust Storyline)? Will the new rules move
the Dust storyline forward beyond what was in the R2.0 rule book?

A: Nope. Well, the general fluff doesn’t change. We have some snippets of de-
tails about each platoon. Nothing game changing or should I say history changing.

Q: Have rules been added or modified specifically in support of upcoming model lines coming out
in the future? For example, have you added more rules for artillery, anticipating a release of new
artillery units?

A: Artillery and Aircraft are the two main changes in the rules. We wanted the aircrafts to come
back on the front of the assault, relying on speed, apparent weakness and massive firepower, and
the artillery, well, technically in the back, but with the major support role that artillery always had
in any conflict.

4
Q: Was there a motivational philosophy in making the new rules? For example, were you looking

DUST MONTHLY - ISSUE 15


to speed up gameplay by simplifying rules? Make the rules more “realistic”? Or keep the same
balance between speed and realism and just fix broken rules?

A: The first philosophy was mainly that we wanted to get rid of the past. Oz wanted a set of rules
that was the one he had in mind before and could never achieve under supervision of our previous
partners. We never were totally satisfied with the 2.0 set. And this was the perfect moment to fine-
tune what our game does best and get rid of the bad parts. So yes, a balance between a fast paced
game with high lethality and a game that would make the tabletop really look like a battlefield
with movements all around, and the variety of weapons and units that men are able to create to
wage war.

Q: How did you determine what rules to modify? In other words, how did you determine which
rules from 2.0 didn’t need any changes and which ones needed to be modified or fixed? Commu-
nity feedback? Playtesting? Observations from tournament play?

A: We are all players. And we’ve always been close to the community. Oz and Paolo are going to
every single convention, store and tournament they can since the beginning of the game. They talk
with people enjoying the game, they play against them.
In addition to that, Oz has a closed beta test team with which he tortures his ideas relentlessly until
they are exploitable rules.

Q: Can you talk alittle about the decision process for the new rules? Who decided on the rule
change. How were the rules play tested? How long did this proces take? (I want to give the com-
munity an idea about how long it takes to evaluate rules for balance and how much work went into
researching the rule decisions before they were made official)

A: Oz is the rule creator. Paolo helps him. other people will sometimes ask questions or give feed-
back, but it will be Oz’s decision with Paolo. These new rules have been “tested” for more than a
year. And the proofreading took several months.

Q: Where do you see the most changes in the rule set?

A: As said, Line of sight, aircraft, artillery. Some abilities and weapons have been modified slightly
to reflect better their role in the game. Scenarios don’t really change but we have more. The army
building changes also quite a bit as we introduce the factions inside each bloc, which can grant
bonus if you play mainly within one faction and can be played in addition to the platoon rules.
5
Q: In your opinion, what is the most positive change in the new rules set from the last?
DUST MONTHLY - ISSUE 15
A: Seeing the team smile when they talk about it. But I would say the rules for aircraft is really the
one that appeals to me the most, as I’m a fan of this part of the game.
I would also say the subtle but real differences in the save throws between damage resilient, cover,
infantry save, zombie save etc… The game feels more active, more destructive and still gives
some room for the epic situation of a small unit holding the ground desperately waiting for rein-
forcement.

Q: In your opinion, what do you think the most controversial change (the ones that most players
are going to get used to) in the new rules set from the last?

A: I think the only controversy is the fact that we publish new rules. But they are free. They are
better. And they are supposed to rule the game for a VERY long time. All in all, it really feels fa-
miliar.

Q: How do you think the new rules might attract new players to the game?

A: They are extremely simple to understand. And the richness of the ruleset allows for a very
high replayability, from the Starter sets alone already. And then you can still prepare for a mas-
sive game and play it fast, without feeling passive or bored during your opponent’s turn, while
still being in a relaxed atmosphere. This game has a high competitive value while still retaining
everything we love in casual games.

Q: Do the new rules introduce any new special weapon types (such as laser, phase, tesla)?

A: Not yet.

Q: Are there any units that are getting big changes due to rule changes or card changes?

A: Yes, some cards went under major changes. But I won’t get into details.

Q: What units do you see in the game that people will play more?

A: The unit everyone should have is the Sisters of Demolition. They are just plain awesome as they
bring high power destruction at mid-range while being able, if fielded with Tanya, to be extremely
resilient in cover. Smoke launchers are also something that we might see more in the future.

Q: What over powered units do you think will be balanced that you might expect people to play
less? (Like panzerprinz in a wotan, not that I would ever play that combo)

A: Personal opinion here: In this game, nothing is overpowered. But I know Oz went above and
beyond in checking every single profile to balance everything.

Q: I heard officer commands were going to be tweaked. No more five dice rolls for repairs. No
more commanders calling reinforcements. Why those changes? How do you think those changes
will change the game?

A: Officers were expensive and auto-includes in the game and it betrayed what we wanted them
to be. Plus we wanted rules that are easier to set up.

6
Q: Will dust 1947 have any form of force organization beyond the platoon structures?

DUST MONTHLY - ISSUE 15


A: Factions inside each blocs are going to be another (cumulative with platoons) option to build
an army for players in search of bonuses while retaining some “fluff” to their “crunch”.

Q: It has been stated that dust 1947 is one rule set that can be used on or off the grid. The most
significant difference in the current rules for gridless play is the introduction of suppression. Is
suppression represented in the new rules and what changes can we expect from suppression.

A: Yes Suppression is in the rules for both grid and freeform now.

Q: There have been many people complaining about the use of aircraft in the game. Without the
ability to “get moving” or use officer actions, Aircraft can be quite fragile in the games. Are there
any changes in the rules or cards that might make aircraft more enticing again?

A: Yes. They have a progressive (depending on their speed) save roll against ground attacks now.

Q: There are many models in the Dust line that have been
around a long time, like the Ludwig. In fact, the Ludwig
design was one of the head turning designs that made me
look into Dust. Over the years, newer models have come
out that have eclipsed the Ludwig (and other older mod-
els) so that these older models do not get as much play
time anymore. Will the new rules, or new cards, attempt
to put some new energy into these older models and get
people excited in them again?

A: We certainly expect so. Although it is an absolute


rule that we don’t want power creep to make more sales.
We also expect players to realize that even the oldies are
goodies when it comes to wrecking stuff.

Q: The model range for Dust is pretty big now. Will the
new card decks contain all currently available units?

A: Absolutely every single product for each bloc. Nothing is obsolete, no one is left behind.

Q: Will common units get more than one unit card within the deck? In other words, will there be
two or more copies of the Ludwig card in the deck?

A: Decks are being made right now. We are trying to make them as cheap as possible for stores
and players to purchase. I cannot infirm nor confirm that at this moment.

Q: What special words to you want to share with the dust community about the new rules and new
cards?

A: We are working really hard on this new set of rules for the community. We sincerely hope you
will like it, and I’m actually confident that people will enjoy this game with this new set of rules.
After all, I personally hated the first version of the game and fell in love with it again 3 years ago
now. And this new book took this good set of rules and cranked it up to 11.

7
8
DUST MONTHLY - ISSUE 15
DUST MONTHLY - ISSUE 15

9
DRYBRUSHING FACES
DUST MONTHLY - ISSUE 15

ARTICLE BY: JOEL HILLHOUSE


Effective tips and techniques
When I was still a novice painter, the face and flesh always seemed a bit daunting when I wanted
to take my painting beyond just base coats. How do you get the face to show up? I’d have the base
color done, the wash was applied, now where to go from there?
The only technique I knew was dry brushing so that’s what I started to do, a quick pass over the
face, and I was done. Over time I wanted to do just a little more, so it was easy enough and fast
enough to dry brush a lighter color over that further making the face stand out.

This month I’m going to share that method I used to start bringing my painting of faces to the next
level. It’s very quick especially when painting a unit because by the time you get to the last one
the first one is dry. It’s also easy but effective.

For this technique you will need a small drybrush. I use a homemade one that I made specifically
for dry brushing faces and small areas. I took an old brush that had come to the end of its life and
wouldn’t hold a point any longer. I think it was a 6/0. After cleaning the brush of all paint, I clipped
it off near the ferrule leaving a little over 3mm of bristle left.

The colors I’ll be using are one of my normal combinations but I do vary from time to time, so
use the colors that look right to you. The important things are the techniques used, and having fun
painting. For the base color I used Citadel Cadian Fleshtone, then Citadel Kislev Flesh for the light
highlights and Citadel Reikland Fleshshade for the wash.

For these heads I’ll be painting directly over the primer applied at the Dust Studios factory.

The first step is to base coat with the Cadian flesh. Make sure to thin the paint to a milky consist-
ency, and use multiple light coats to cover if necessary.
10
DUST MONTHLY - ISSUE 15
Next apply the Reikland Fleshshade wash. Brush it over the entire face and any flesh showing. Let the
wash accumulate heavier in the eye sockets and mouth, and also any creases which may be on the face. I
used light 2 coats. Make sure the wash is completely dry before going to the next step.

11
Now I’ll be leaving the head on the left as is to show a comparison. Using the Cadian Flesh again,
DUST MONTHLY - ISSUE 15
very lightly dry brush the face in a downward motion concentrating on the top of the features. Just
a couple of strokes, it really doesn’t take much. I didn’t worry too much about the eye sockets and
above as the helmet would shade this area anyway.

It’s not a drastic difference at this point. This layer is mainly to blend the shadows with the fol-
lowing highlights.

Now using the Kislev Flesh drybrush even more lightly than before; just the tips and top of the
features. It only takes one or two passes. You want to be careful not to completely cover your pre-
cious coat.

12
Now you’re done with the face and ready to finish off the rest of the figure.

DUST MONTHLY - ISSUE 15


In the next photo I’ve popped the head on a completed figure and placed it next to another painted
by layering, which I’ll cover in a future article and it looks good. Even if the helmet isn’t painted.
Hopefully you’ve found this tip useful. If so, it’s time to start painting!

13
SSU DESERT GROUP: BABYLON
DUST MONTHLY - ISSUE 15
ARTICLE BY: SCOTT ROBERTSON
The SSU Desert Group was a company sized formation created from the 666th Separate Special Purpose
Brigade in early 1947 in the deserts of South Western Iraq. The Brigade was a large Spetsnaz formation
infiltrated into Iraq by Stavka to attack Allied forces and draw reinforcements away from the Caucasus
front and at the same time create instability in neighbouring Syria and Turkey. Spetsnaz officers prior to
their deployment to Iraq had studied how British, French and Polish forces had quickly adapted to desert
warfare in North Africa and used light and fast moving vehicles to strike vulnerable targets behind enemy
lines creating mayhem and eroding the morale of German and Italian forces. Using the Allied example
as a basis the Spetsnaz formation formed a company of three platoons mounted in Gaz jeeps, Gaz trucks
and BA64 armoured cars to create as much devastation amongst the vulnerable Allied rear echelon areas.
The three platoons were named after their commanders who were veterans of six years of warfare on the
Eastern Front.

The three SSU DG platoons used the same generic organisation and consisted of four Gaz jeeps with nu-
merous 12.7mm machine guns, grenade launchers and RPGS, three to four Gaz Trucks each carrying a
small section of Spetsnaz troops and two BA64 armoured cars with 12.7mm machine guns. The platoons
relied upon truck mounted 120mm mortars or automatic grenade launchers for heavy support but the
doctrinal emphasise was upon quick and devastating attacks using the speed and firepower of the light ve-
hicles. The formation made numerous attacks upon small Allied garrisons and then turned towards larger
targets especially the isolated Allied airfields around Shatrah in South Western Iraq.

The DG platoons had a varying degree of success in the opening months of the operation in Iraq mostly
due to the inexperience of the SSU troops in desert operations. Operating in the open desert came with
many problems not the least being navigation, water, fuel, locals and the always hostile environment. The
Spetsnaz troops were however excellent combat trained professionals who quickly adapted to their envi-
ronment and despite loses the platoons began to take a steady toll of Allied and Axis rear echelon troops
and vulnerable targets such as airfields, bridges and trains and rolling stock.

The most successful of the three DG platoons was led by the young officer Lt Vassily Grossman. Gross-
man started Babylon with a small but morale boasting victory when he attacked an Allied airfield in South
Western Iraq where his troops destroyed three of the new Pelican fighter bombers and a heavy AA walker
that was defending the location. The Spetsnaz force also inflicted heavy casualties upon the sleeping Al-
lied forces and escaped with no loses however the column was caught in the open a few hours later by
roaming Allied fighters and lost a jeep and 3 soldiers. Grossman managed to lose his pursuers and got
the rest of his force back to base untouched and made his platoon ready for another sortie into the desert
within 24 hours.

TASK FORCE GROSSMAN


Late April 1947, Lt Vasily Grossman led his small group of four Gaz long range jeeps through the moon-
less night towards the Allied airfield near Shatrah. Lt Grossman was the recon spearhead of a platoon sized
force from the 666th Separate Special Purpose Brigade moving through the desert of South Western Iraq
tasked with striking Allied logistical areas. SSU intelligence had stated that the airfield was only lightly
defended and contained a small contingent of the valuable new Allied Fighters, the Pelican.

Grossman moved his small force into the hills overlooking the airfield and dismounted from his jeep and
moved forward to check the target stretched out before him. What the SSU officer saw made him shake
his head in wonderment at the laxness and confidence of the Allied defenders, the airfield was only lightly
defended with a couple of sandbagged emplacements and a sporadic collection of barbed wire entangle-
ments. Quickly organizing the attack in his head Grossman withdrew from his exposed position and dis-
tributed orders and readied his platoon for the assault on the sleeping garrison in the dawn light.

14
DUST MONTHLY - ISSUE 15

15
16
DUST MONTHLY - ISSUE 15
DUST MONTHLY - ISSUE 15

17
18
DUST MONTHLY - ISSUE 15
DUST MONTHLY - ISSUE 15

19
DUST MONTHLY - ISSUE 15

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 May and so content needs to be submitted by the 20th of April 2016.
20
DUST MONTHLY - ISSUE 15
SANDS OF DESTINY MONTH 3 SCENARIO

Scenario: ‘Race the Khasmin!’

The Khasmin is the arabic name for a hot sand storm that blows through Libya and Egypt, however that has
been made even more dangerous thanks to the Blutkreuz weather experiments and chemical weapons! The
mutated Khasmin will strip any exposed flesh to bone in seconds. Your patrol has spotted one of these and
the nearest cover is not far but is an abandoned French foreign legion fort nicknamed Le Fort du Mort. This
is place is generally given wide birth by nomadic tribes and forces of both sides. As you move into the
vicinity of the fort you see you aren't the only ones with the same idea, an enemy patrol is heading to the fort
too!

The race is on!

Setting Up
The Attacker and Defender each have 50
points
No aircraft can be used.
Objective
The Objective is to get as much of your
force into the safety of the fort, while
denying the same privilege to your enemy!
Deployment
Players deploy all their force in the
deployment areas.
Winning the Game
The winner is the player who gets the most
of their forces off the table at the other end
and into the fort. Anything left on the table
at the end of Turn 6 is destroyed.

Scenario Concept by Chris Evans, UK Outpost 104

21
A TALE OF THREE GAMERS - PART: 1
DUST MONTHLY - ISSUE 15
ARTICLE BY: GRAYSTOAK
Humble beginnings

I’ve been playing Dust Tactics and Battlefield with two of my friends for a few years now. We all
have pretty large collections with each of us representing one of the three main Dust blocks. Like
many players however, we haven’t gotten around to painting much of it!

We had this idea for a project that would encourage us to work on our models in unison. Over the
next three months we have set ourselves the challenge of painting three units per month and then
meeting up to play a game using only the models we have painted so far. This will allow us to
begin playing with a small painted force which will grow each month until it becomes a sizeable
army. Over the next three editions of Dust Monthly magazine we will be sharing our progress with
you.

We aren’t going to concern ourselves with points costs (AP). At the time of writ-
ing we are only a month or so from the release date of the new Dust 1947 rulebook
and cards. Who knows how AP’s may shift with the next edition. Instead we will spec-
ify what unit types we need to complete each month. In this way we will be build-
ing roughly symmetrical forces so that our games will be balanced in units, if not in points.

We want to be able to play a small game of Tactics at the end of the first month. With this in mind
we decided that the first wave should consist of
two infantry units and a light walker. Of course
however small it might be, every military force
needs a leader. So to kick the project off we
have each selected a hero. In many ways our
choice of hero will determine the theme and
play style that our armies will follow. To keep
things balanced we have limited our options to
the Soldier 2 Heroes only.

For this challenge I will be in control of the


Axis. I have taken Manfred to lead my army
as I’m planning on building a Wherrmacht pla-
toon.
22
Manfred has always been my favourite Axis hero as I like his style of play. He is best employed

DUST MONTHLY - ISSUE 15


bolstering an infantry unit rather than taking on the enemy single handed. I didn’t have the model
for Manfred so I decided to made my own using the officer’s legs from a Laser Grenadier unit and
the body and head of a Ghost unit leader. I added an extra Panzerfaust to his back to remind my
opponent (and myself), that he has an unlimited supply!
Taking the role of SSU commander we have Fil.
Here are his thoughts on his choice of hero.

“I struggled to make up my mind which Hero I


would use. This is because I mainly play with com-
mand squads and I was unsure who to pick. Af-
ter ruling out Koshka and Nikolai because I didn’t
want my walker loosing actions whilst I was mak-
ing command roles; I was left with the choice of
Red Yana or Yakov. In the end I decided on Yakov,
not only is he an officer but with 5 wounds and
damage resilience he will help my units survive
longer. Of course another sulfur jet is never a bad
thing!”

And finally we have our Allies player, code name: Hazyboy.

“To lead my force I broke with my own tradition and went for the Allied stalwart that is Bazooka
Joe. Normally I never leave home without the deadly but visually impaired Jonny One Eye and
even though it was a wrench to leave him behind,
I think his abilities only work better in the smaller
games. Even though he does put out a lot of anti
infantry damage I fear that as the games get bigger
he may start to become redundant. Bazooka Joe’s
extra initiative dice will always come in handy
whatever the size of game, well that’s the theory
anyway…”

So that’s how the Heroes line up. Please join us


next month to see how we get on with our first
wave of units which will consist of the following:

2 Soldier 2 Units and 1 Light Vehicle (up to V3)

In the meantime here’s a sneak peek at what I’ll be


working on.

23
DUST ARMCHAIR GENERAL
DUST MONTHLY - ISSUE 15
ARTICLE BY: JOE MCLAUGHLIN
Choices, choices

INTRODUCTION
I used to subscribe to Armchair General. They would have these scenarios setup where they
would then ask the reader to make a tactical decision. Based on that decision, there were several
outcomes. I decided to write a scenario similar to this. However, I based the outcomes on statisti-
cal probabilities. For example, an infantryman with a Victory MG had 6 shots. Using a normal
attack, he has a 33% to hit for each shot. So, I calculate that 6 times .33 = 2. So, two shots hit.

AMBUSH!
Mikhail was flushed with adrenalin. His Red Fury anti-tank gun had just taken out an Allied
Pounder at just over 100 yards. The wreck was still burning and popping off secondary explo-
sions. The Red Lightning support weapon, far to his left, was cheering his shot. The Frontoviki
assault squad just a few yards ahead of him had taken the worst of the assault from the Pounder.
The Pounder had ripped into them with all its weapons. Three of the five men were not getting
up. The remaining two had just gotten back on their feet after checking on their fallen comrades.
Mikhail was just about to order the Red Fury to advance when there was the sudden sound of
gunfire off to his right.

Mikhail scanned the small grove of trees to his right and spotted an allied infantry squad. Bullets
tore into the remains of the Frontoviki squad, shredding them where they stood. Suddenly there
was a loud noise from the trees as a bazooka shot was fired off in his direction. The shot went
high and flew just a few feet over the Red Fury to explode harmlessly several yards behind them.

The Allied Death Dealer squad had surprised the SSU forces, but the SSU had the initiative now.

SETUP
You are in command of the SSU forces. It’s a new turn and you have initiative. There is an Allied
Death Dealer squad in cover of a small grove of trees. You have a Red Fury anti-tank gun in open
terrain at range 4 to the Death Dealers. You also have a Red Lightning support weapon, also in
the open, at range 6 to the Death Dealers.

At range 6, the Red Lightning can use their light tesla cannon, but are out of range of their second-
ary weapons, even if they move first.

At range 4, the Red Fury can use its primary weapon. It can also use its secondary weapons, if it
moves closer first.
24
DUST MONTHLY - ISSUE 15
Death
Dealers
Red Lightning

Red Fury

25
YOU HAVE FOUR OPTIONS:
DUST MONTHLY - ISSUE 15
1. The Red Fury can perform a sustained attack against the Death Dealers using its main gun. The
Red Lightning will then perform a sustained attack on their activation.
2. The Red Fury can move closer to the Death Dealers and perform an attack with its secondary
weapons. The Red Lightning will then perform a sustained attack on their activation.
3. The Red Lightning will perform a sustained attack. Then the Red Fury will perform a sustained
attack with its primary weapon on its activation.
4. The Red Lightning will perform a sustained attack. The Red Fury will move closer and attack
with secondary weapons.

(Author’s note: It’s also possible for the Red Fury to move away from the Death Dealers on the
first activation and be out of bazooka range. However, Mikhail is a “no retreat” kind of guy and
would consider any options that involves moving away from the enemy as crazy talk.)

RESULTS
Scenario 1: The Red Fury can perform a sustained attack against the Death Dealers using its
main gun. The Red Lightning will then perform a sustained attack on their activation.

Mikhail screams orders to his crew. The large BS-3S gun swivels quickly ninety degrees to take
aim on the Allied infantry squad. The gun fires a blinding blast. His crew is already reloading for
a second shot. Mikhail is shouting “Shoot! Shoot! Shoot!” The second blast quickly follows the
first into the nearby woods. Mikhail sees an infantryman blown into the air with the second blast,
but does not see any other casualties.

The Allied Infantry return fire with a deadly volley. Automatic rifles and a heavy machine gun
tear into the Red Lightning support weapon. The three squad members fall to the hail of bullets.
Suddenly a bazooka shot streaks past the Red Fury. Mikhail starts shouting orders when he sees
a second flash from the bazooka.

The Bazooka round hits the Red Fury just behind the main gun, igniting the ammunition bins.
Mikhail, his crew and the Red Fury disappear in a blinding explosion.

1. Red Fury sustained attack BS-3S = 5/1. 55% to hit = 3 hits. Death Dealers get 66% cover = 1
casualty.

2. Death Dealers take hit to one M1 Automatic Rifle troop.

3. Death Dealers sustain attack on Red Fury with Bazooka = 1/Death. 55% chance to hit = 1 hit.
No cover saves. Red Fury is eliminated.
4. Death Dealers sustain attack on Red Lightning. Victory MG
= 6/1 + 2X M1 Automatic Rifle = 4/1 = 10/1. 55% to hit = 5
hits. Red Lightning gets 33% infantry save = 3 casualties. Red
Lightning is eliminated.

5. Results = Allies Dead = 1, SSU Dead = Red Fury + Red


Lightning

26
Scenario 2: The Red Fury can move closer to the Death Dealers and perform an attack with its

DUST MONTHLY - ISSUE 15


secondary weapons. The Red Lightning will then perform a sustained attack on their activa-
tion.

Mikhail realizes that his large anti-tank gun will not do significant damage against an infantry
squad in cover. He orders the gun carriage forward and tells his crew to equip their PPSH sub
machine guns. The Red Fury lurches forward and to the right. Seconds later, his crew opens up
on the Allied infantry squad. Long bursts of heavy submachine gun fire tear into the woods. The
infantry squad dives for cover, but not before two of them are taken down by the withering fire.
The Allied Infantry return fire with a deadly volley. Automatic rifles and a heavy machine gun
tear into the Red Lightning support weapon. The three squad members fall to the hail of bullets.
Suddenly a bazooka shot streaks past the Red Fury. Mikhail starts shouting orders when he sees
a second flash from the bazooka.

The Bazooka round hits the Red Fury just behind the main
gun, igniting the ammunition bins. Mikhail, his crew and
the Red Fury disappear in a blinding explosion.

1. Red Fury moves closer and then attack PPSH = 15/1.


33% to hit = 5 hits. Death Dealers get 66% cover = 2
casualty.

2. Death Dealers take hit to two M1 Automatic Rifle troop.

3. Death Dealers sustain attack on Red Fury with Bazooka


= 1/Death. 55% chance to hit = 1 hit. No cover saves. Red
Fury is eliminated.
4. Death Dealers sustain attack on Red Lightning. Victory MG = 6/1 + 1X M1 Automatic Rifle =
2/1 = 8/1. 55% to hit = 4 hits. Red Lightning gets 33% infantry save = 3 casualties. Red Light-
ning is eliminated.

5. Results = Allies Dead = 2, SSU Dead = Red Fury + Red Lightning

Scenario 3: The Red Lightning will perform a sustained attack. Then the Red Fury will per-
form a sustained attack with its primary weapon on its activation.

Before Mikhail can react, the Red Lightning crew blasts into the Allied infantry squad. With a
clap of thunder, the light tesla gun fires a sustained bolt of lightning into the woods. Mikhail sees
one infantryman caught in the electric field and burst into flames. Arcs of electricity dance off the
trees and rocks for several seconds after the Red Lightning stops firing.
The Allied Infantry squad return fire, but they are
slow to react. Uncoordinated Rifle and Machine Gun
fire tear up the ground around the Red Lightning gun
but manage to catch one squad member in the open
and take him down.

An Allied Bazooka soldier stands on swaying feet and


fires his anti-tank weapon at Mikhail’s Red Fury. The
round explodes a few yards short of the Red Fury.

27
Mikhail screams orders to his crew. The large BS-3S gun swivels quickly ninety degrees to take
DUST MONTHLY - ISSUE 15
aim on the Allied infantry squad. The gun fires a blinding blast. His crew is already reloading for
a second shot. Mikhail is shouting “Shoot! Shoot! Shoot!” The second blast quickly follows the
first into the nearby woods. Mikhail sees an infantryman blown into the air with the second blast,
but does not see any other casualties.

Mikhail realizes that the Allied Infantry Squad is injured, but not out of the battle. Thankfully,
SSU losses have been light.

1. Red Lightning Sustains attack with main weapon. Light Tesla Gun = 4/1. 55% to hit = 2 hits.
Death Dealers get 66% cover = 1 casualty. Unit is stunned.

2. Death dealers are stunned. First action is a nothing action. Death Dealers attack on Red Fury
with Bazooka = 1/Death. 33% chance to hit = 0 hit.

3. Death dealers attack on Red Lightning. Victory MG = 6/1 + 2X M1 Automatic Rifle = 4/1 =
10/1. 33% chance to hit = 3 hits. Red Lightning gets 33% infantry save = 1 casualty.

4. Red Fury sustained attack BS-3S = 5/1. 55% to hit = 3 hits. Death Dealers get 66% cover = 1
casualty.

5. Results = Allies Dead = 2, SSU Dead = 1 member of Red Lightning

Scenario 4: The Red Lightning will perform a sustained attack. The Red Fury will move closer
and attack with secondary weapons.

Before Mikhail can react, the Red Lightning crew blasts into the Allied infantry squad. With a
clap of thunder, the light tesla gun fires a sustained bolt of lightning into the woods. Mikhail sees
one infantryman caught in the electric field and burst into flames. Arcs of electricity dance off the
trees and rocks for several seconds after the Red Lightning stops firing.

The Allied Infantry squad return fire, but they are slow to react. Uncoordinated Rifle and Machine
Gun fire tear up the ground around the Red Lightning gun but manage to catch one squad member
in the open and take him down.

An Allied Bazooka soldier stands on swaying feet and fires his anti-tank weapon at Mikhail’s Red
Fury. The round explodes a few yards short of the Red Fury.

Mikhail realizes that his large anti-tank gun will not do significant damage against an infantry
squad in cover. He orders the gun carriage forward and tells his crew to equip their PPSH sub
machine guns. The Red Fury lurches forward and
to the right. Seconds later, his crew opens up on the
Allied infantry squad. Long bursts of heavy subma-
chine gun fire tear into the woods. The infantry squad
dives for cover, but not before two of them are taken
down by the withering fire.

Mikhail realizes that the Allied Infantry squad is


reduced to only two troops remaining. Hopefully,
they can eliminate them in the next exchange of fire.
Thankfully, SSU losses have been light.
28
1. Red Lightning Sustains attack with main

DUST MONTHLY - ISSUE 15


weapon. Light Tesla Gun = 4/1. 55% to
hit = 2 hits. Death Dealers get 66% cover
= 1 casualty. Unit is stunned.

2. Death dealers are stunned. First action


is a nothing action. Death Dealers attack
on Red Fury with Bazooka = 1/Death.
33% chance to hit = 0 hit.

3. Death dealers attack on Red Lightning.


Victory MG = 6/1 + 2X M1 Automatic
Rifle = 4/1 = 10/1. 33% chance to hit =
3 hits. Red Lightning gets 33% infantry
save = 1 casualty.

4. Red Fury moves closer and then attack


PPSH = 15/1. 33% to hit = 5 hits. Death Dealers get 66% cover = 2 casualty.

5. Results = Allies Dead = 3, SSU Dead = 1 member of Red Lightning

CONCLUSIONS
The Death Dealers have great cover and will be difficult to eliminate without a great deal of fire-
power. Additionally, at their range they can do a great deal of damage with a sustained attack.

The Red Fury cannot prevent the Death Dealers from performing a sustained attack on their acti-
vation. Additionally, neither their primary or secondary weapons can inflict enough casualties to
seriously reduce the Death Dealers return fire.

The Red Lightning, however, has the ability to stun the Death Dealers. While the damage the
weapon will do is minor, the ability to deprive the Death Dealers from being able to conduct a sus-
tained attack will seriously reduce their return fire. This will allow the Red Fury to further reduce
the Death Dealer squad through either a primary or secondary weapon attack.

None of these options will eliminate the Death Dealers this turn, but they minimize SSU casualties
and setup the Death Dealers to be eliminated in the next turn.

29
BUILDING AN SSU ARMOURED TRAIN
DUST MONTHLY - ISSUE 15
ARTICLE BY: SCOTT ROBERTSON
Building and converting a Dustified train
Having seen the SSU resin armoured train models from Dust Studios I set out to build something
similar to use on my Dust Warfare gaming table. The first thing I did was to select a cheap O scale
locomotive that I picked up from my local model shop (thanks Dwayne).

I used a marker pen to highlight the area of the model that what I wanted to cut off. I used a small
hand saw to remove the unwanted areas of the locomotive ensuring that I was careful whilst cut-
ting as I didn’t want to spend too long filling in areas with green stuff.

30
DUST MONTHLY - ISSUE 15
The cut has been made and now we need to add the armour plate to cover up the sections removed.
I used … scale styrene sheet from … and glued the three separate pieces onto the locomotive
body. Whilst your armour plate is drying carefully remove the detailed fans from the roof of the
model with a strong model knife, I use a Stanley knife as the blade is very strong. Add sections
of L shaped styrene card along the edges of the armour plate, this adds detail and covers up your
mistakes in cutting (covered mine anyway).

31
DUST MONTHLY - ISSUE 15

Once the fan sections have been removed they are ready to glue onto the top section of your mod-
el. Before you do so however you need to build your turret from the T34-85 kit (Hobby Boss) and
remove the turret housing from the kit in addition. Once you have finished the turret and housing,
glue them onto the locomotive roof as well as the fan sections.

Once the fan sections and turret are dry add a simple door to the front and rear sections of the ar-
moured train. This is done by the addition of a small rectangle cut from your plastic card; ensure
you add small squares of plastic or sections of the L shaped styrene that will represent the door
hinges.
32
DUST MONTHLY - ISSUE 15

33
DUST MONTHLY - ISSUE 15

Now add long strips of plastic card along the bottom of the train ensuring you cover the rear
wheels. Add additional sections of plastic card for armour protection wherever you feel is neces-
sary. You can add sections of L shaped styrene along the bottom of the wheel protection if you
require it. You need to then add your wheels and create four box protection areas made from you
styrene sheet.

Add details to your model to give it character. You can use one or two of the plastic hand holds
from the tank kit and add the plastic machine guns from the SSU tank kit on each side of the train.
You could use plastic weapons from Tamiya or Hobby Boss kits or create your own using wire
of the right gauge with a green stuff muzzle brake. I used the plastic springs from the tank kits to
create a machine gun that looked very similar to the 12.7mm DSHK.

That is as far I went with my train but you could go to town and add all sorts of detail. I would
recommend the 1/48 resin rivet sheets from Archer Transfers in the US and the train section on the
Lead Adventures Forum which is a font of information on building trains for gaming (as well as
all aspects of miniature gaming). I try not to go over-board with adding too much detail as these
are gaming pieces and will be handled constantly and small things always get knocked off. If you
make a model please post pictures on the Dust FB pages as it is always good to see what other
fans are doing.

Materials required
O scale locomotive (cheap one as you are cutting it up)
1/48 scale T34 kit. I used a Hobby Boss kit which is cheap and readily available. I also used the
chassis for a Dustified SSU APC
Gun from a Ludwig walker to replace the 85mm in the tank kit, scale styrene sheet or hobby card,
styrene L shape brackets, Hobby wire or paper clips

34
http://dustaustralis.blogspot.com.au/

DUST MONTHLY - ISSUE 15


Lead Adventure Forum: http://www.lead-adventure.de/index.php

35
36
DUST MONTHLY - ISSUE 15
DUST MONTHLY - ISSUE 15
WE WILL SEE YOU NEXT ISSUE

ISSUE 16
AVAILABLE FROM
The 1st of July (-ish)
37

You might also like