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Dust Tactics
AndréM:
Operation Cerberus Erweiterung
--- Zitat ---Back in September, we announced a new Dust Tactics expansion named Operation “Cerberus.” In this third campaign expansion, the Axis forces have launched a massive invasion of Southern England. Gigantic walkers lumber through the streets as armored troops entrench themselves into the rubble and prepare for close-quarter urban warfare.
One of the additions in Operation “Cerberus” is rules for multilevel structures. This is an exciting development for Dust Tactics as buildings add a whole new measure of strategy to the game. moreover, the rules governing structures are intuitive, and you will be mowing down enemies from the rooftops in no time.
Gaining the upper hand
Squads taking position in a building gain a huge strategic advantage. In general, units inside buildings have a better line of sight to enemies, and have a significant amount of protection from incoming fire, since units inside a building count as being in heavy cover to units outside of the building. These benefits alone are enough to make lightly armored troop gravitate towards the safety a large structure can provide.
In fact, there are even more rewards for occupying buildings in Dust Tactics. Units shooting out of a building get to ignore height when calculating range. For example, a squad of Death Dealers on the third floor of a building with range 4 weapons can target a unit four spaces away and on the ground, even though they are technically more than four spaces away when accounting for height.
Also, a unit in a building higher than ground level counts as being an additional space away from troops outside the building. For instance, if a unit of Heavy Laser Grenadiers wants to return fire at the Death Dealers from the previous example, they would have to be within three spaces (Schwer Laser-Werfer is a range 4 weapon) because of the one space penalty for shooting at targets higher than ground level. As these examples illustrate, controlling multi-level buildings is quite important in Dust Tactics.
Considering close combat
Units in buildings also have some protection from close combat units. Since range C weapons cannot be used to attack a squad higher or lower than the attacking squad, close combat units are forced to get onto the same level as their target, giving defenders occupying higher levels of structures ample opportunity to mow the enemy down as they approach. This means your Allied squads now have a way to protect themselves from those punchy Axis Zombie and Gorilla squads
To make battles even more intense, Operation “Cerberus” contains rules for fighting inside of buildings. Units inside of buildings can engage with units on levels that are one floor higher or lower than they are. Troops can fire blindly through walls, floors, and ceilings in hopes of delivering damage to units that are holed up inside the structure.
Operation “Cerberus” delivers rules for using multilevel structures are straight-forward, fast-paced, and create an added level of strategy. What’s even better, it comes with the amazing set of interlocking pieces with over 60 parts that can be used to assemble a host of different buildings in all kinds of shapes and sizes. This set is sure to be a hit with Dust Tactics players and will have you engaging in urban warfare in no time.
Multilevel buildings are but one of the exciting new features of Operation “Cerberus.” In our next preview, we will take a look at the heroes of this expansion. Until then, keep checking in for more information about the upcoming Dust Tactics expansion, and prepare for the battle over the English shores that starts later this quarter.
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AndréM:
I know it sounds unbelievable, but it really happened! On my mother’s grave, an Italian cook killed everyone else in my squad. He had two flame throwers and... No, I swear to you, this really happened!
- Interpreted transcript from an unknown Axis Soldier’s interrogation
In the last Operation “Cerberus” preview, we looked at some strategies for using multi-level buildings in games of Dust Tactics. This week, the heroes of Operation “Cerberus” take center stage. The Allies have access to the dual flame throwers of Guglielmo Zanicotti, better known simply as The Chef, and the Axis gains the ferocious Blutkreuz Korps Assassin Angela Wolf. With the shores of England on the line, these two heroes add potent new strategies to their causes.
Now with twice the flames
The Chef is one of the Allies top counter-intelligence agents, and when the going gets tough, he counts on his flame throwers to get himself out of a jam. Known for his particularly poor aim, The Chef prefers the broad spray of napalm to more conventional weapons.
To take advantage of The Chef’s flame throwers, consider joining him to a squad of Hell Boys. This combination is absolutely terrifying! It can produce four flame thrower attacks a turn. Infantry and vehicles alike are susceptible to flame attacks, and cover is useless against flames, so this squad has many tactical applications.
The Chef and the Hell Boys have to get up close to deliver their deadly payload. The squad moves fairly slowly, and such a powerful unit attracts a lot of attention. So, how do you get The Chef to his target? The simplest way is probably to keep him behind the front line until it is time to strike. Although it is tempting to lead with such a powerful squad, try thinking of this squad like a mop; it’s their job to clean up messes that get left behind.
This hero-squad mix could also produce some nice combinations inside a Fireball to provide some needed protection and even more flame based attacks, or with a Stimulant Kit shot from the NCO Command Squad Field Medic that would give The Chef and his squad two consecutive turns.
One shot, many kills
Angela is arguably the world’s most dangerous assassin. With her 20mm Solothurn, she is able to eliminate targets before they even become a real threat. In addition, her Frenzy ability allows her wipe out entire squads. However, she is even more deadly when paired with a squad.
Sniper Grenadiers are a logical pairing for Angela. The spotter gives Angela a bonus to hit targets, which is vital considering she generally only has one shot. The bonus to hit paired with the Frenzy skill means Angela can potentially deal massive amounts of damage each turn. Also, she gains the squad’s generous soft cover save, which helps toughen up this fragile squad.
One of this squad’s biggest weaknesses is its low amount of health, so it is important to take precautions and place this unit conservatively to minimize exposure. Another weakness is the fact that Angela only gets one shot in many situations, so it is very important to get Sustained Fire whenever possible.
Every squad gets an improvement to their range when firing from the upper levels of buildings (plus it’s just awesome to imagine snipers firing from the rooftops in the thick of a battle), so look for opportunities to get inside buildings. Also, don’t overlook Angela’s effectiveness against vehicles, especially lightly armored vehicles; with all her skills, she can dish out some serious damage to walkers.
The heroes of Dust Tactics are ready to take their place on the field of battle and in the history books. England is in danger, and you hold the keys to its future in Operation \"Cerberus,\" which disembarks to store shelves this month. Get to your local retailer and pre-order this expansion today.
AndréM:
Helden
--- Zitat ---It’s a zombie invasion
If masses of undead forces appeal to you, then you’ll be excited about the Axis Hero Pack. Two of the new Axis heroes are zombies and they are ready to make your Axis Zombies squads even more deadly in close combat.
Infused with the Wiederbeleben Serum, Totenmiester steals life from her victims to heal herself. If she inflicts damage in combat, she regenerates as much damage as she dealt, up to her maximum health. Add in Damage Resilient, armor three, and her Blut Kreuz combat weapon, and Totenmeister becomes a self-healing wrecking ball in close combat.
When Totenmeister joins an Axis Zombies squad, she helps make sure they make it to close combat, where they can unleash their Panzer Punches. By letting her absorb some of the damage the squad is sure to receive while closing the gap and getting into combat, more of the zombie models make it into combat. Then she can regenerate the damage she took protecting the squad as she feasts on the poor souls she defeated in combat. Just make sure to roll her attacks separately from her squad’s, so you know how much damage she inflicted.
The other zombie hero is Grenadier X. This zombie wields a deadly Circular Saw that can cut even the toughest opponent to pieces. Grenadier X does not have the life drain abilities of Totenmeister, but he does have Assault, which gifts him and his zombie friends a huge speed boost that helps them get into combat quickly.
Since Axis Zombies are already Fast, Grenadier X’s Assault ability means once per game the squad can move an astounding five spaces, or move three spaces and still attack! Clearly this combination is going to lead to many nervous Allied commanders, as Grenadier X and his squad could manage to get into combat immediately in some scenarios, or they could just make a mad dash across the map and count on their Damage Resilient ability to keep them alive until their next activation.
These zombie heroes make the already potent Axis Zombie squad even deadlier. For players who would love nothing better than to have their own zombie horde, Totenmeister and Grenadier X are the perfect leaders. They are joined by the flame thrower wielding Stefan in the pending Axis Hero Pack.
More ammunition, more explosions
The Allies also receive heroic reinforcements with the Allies Hero Pack. Included in this pack is Action Jackson, The Priest, and the first Badass character, Johnny One-Eye. These characters give commanders new options for combatting the onslaught of zombies they will soon be facing.
Johnny One-Eye is not a character that blows you away at first glance, but his Badass ability is exceptionally useful, and he makes an already versatile BBQ Squad even more worthwhile. Additionally, at the bargain price of only 16 points, he can easily fit into many army lists without taking up too much space.
With the ability to provide his squad with unlimited ammo, Johnny One-Eye has several options for squads to lead. However, the BBQ Squad makes a good choice for this hero. In this configuration, the squad has the option of attacking with five Demo charges every single turn in addition to their regular weapons. This boost in firepower means the BBQ Squad can more effectively deal with enemy vehicles while still being useful against infantry.
Like Johnny One-Eye, the Allied hero The Priest is somewhat deceptive. His armament does not appear to be overly destructive, although Dynamite is powerful against vehicles. His true value is in the bonuses he gives to the squad he joins.
The Priest makes his squad Agile. Moving diagonally with no penalty is a huge boon for Fast Allies squads. Join The Priest to a Hell Boys squad and move three diagonal spaces in a single turn! With the additional movement bonus, the short range Flamethrowers and Shotguns become even more dangerous than they were previously. Another benefit The Priest has to offer is the Medal of Honor ability that allows him to reroll one combat die per turn. Since he only rolls a single combat die when attacking with Dynamite, a bonus reroll is most welcome.
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Und nicht über ein paar verhunzte deutsche Begriffe wundern, im Spiel sind sie korrekt, nur die PR-Fuzzies scheinen es nicht in ihren Webartikeln auf die Reihe zu bekommen...
AndréM:
Und zwei neue Preview-Minis die vorerst nur via Dust Studio erhähltlich sind:
AndréM:
The Red Invasion Begins
Das Vorbild für den Heli war übrigens die Mil-4 bzw Kamov-26 mit den Doppelrotoren.
--- Zitat ---No other faction has suffered so much, endured so many casualties, had so much land razed, or resources plundered, yet the SSU survives, and it is stronger than ever. Now, the SSU seeks to not only defend the motherland, but also to crush its enemies. When the SSU flexes its muscle, the world will feel its wrath!
Fantasy Flight Games is thrilled to announce the upcoming release of a bold new faction for Dust Tactics! When the Sino-Soviet Union invades Dust Tactics games, players will have access to new squads, vehicles, and strategies to crush their enemies under boot. In the first month of releases, the SSU receives five expansions that makes this faction immediately playable. In addition, Operation “Zverograd” adds the SSU’s first hero and introduces rules for airborne units to Dust Tactics. Surely, with so many tantalizing new models and rules, your games of Dust Tactics will never be the same.
Soar into battle
Operation “Zverograd” delivers rules for flying units, and the SSU is the first faction to benefit from this exciting technology. The SSU Airborne Transport swoops onto the battlefield and delivers extra firepower to wherever it’s needed most. With the Carry Capacity ability, this transport should prove to be invaluable to the SSU commander who needs to reinforce his lines at a moment’s notice. The SSU Airborne Transport even comes with an entire squad of Chinese Volunteers, so generals immediately have auxiliaries to move about the battlefield! Having the first flying unit in the game is sure to give the SSU an advantage, and create never-before-seen tactics.
Achieve a new level of battlefield mobility with the SSU’s heavy emphasis on speed. Many of their units have the Scout skill, and their flying transport adds even more logistical options. This bloc is adept at the art of the rapid attack, which lets them catch flat-footed opponents off balance. Beyond that, they have effective new assault weapons and thunderous guns, allowing you to tailor your force to your playing style.
A city with a secret
With scenarios, background information, and all new rules, Operation “Zverograd” unleashes the SSU into the Dust Tactics environment. The city of Zverograd was once the jewel of Communist Russia, but after rumors of an valuable mystery under the streets of the city arose, the Axis and Allied armies attacked, hoping to claim the prize for themselves. Now the city is devastated, but the fighting continues. The SSU has committed every resource to the defense of Zverograd, as the secrets contained within could turn the tide of the war.
In this campaign expansion, players are introduced to the first SSU hero Koshka Rudinova and her walker “Grand’ma.” Koshka is a top operative in the SSU special forces, and she has won many awards and titles for her service. She has customized “Grand’ma” to her precise specifications, so now this walker incorporates a long-ranged 45mm Howitzer along with a brutal, but short-ranged, Sulfur Thrower. If “Grand’ma” is destroyed during the game, Kosha emerges from the wreckage and continues to fight by herself. This walker/hero pairing is a versatile threat at any distance on the battlefield, and Koshka’s flexibility on the battlefield makes her a fitting first hero for the SSU.
A host of options
The SSU also receives three infantry units: the SSU Command Squad, the SSU NKVD Close Combat Squad, and the SSU NKVD Battle Squad. These soldiers are among the most battle-hardened in the world. Many of them have waged war through the harsh Russian winters with only the bare minimum in supplies and ammunition. Leading the way is the SSU Command Squad. They are similar to other command squads, but one of its members carries a potent Power Tool to add additional anti-armor capabilities. In addition, the rank and file troops of the SSU come ready to fight to protect the motherland. The SSU NKVD Close Combat Squad hurls Molotov Cocktails at oncoming troops and tanks, while the SSU NKVD Battle Squad is a strong all-around unit that is equipped with two tactically flexible DPM machine guns.
In the technologically advanced world of Dust, no army would be complete without potent walkers to support its troops. At one point in the war, the SSU walkers were vastly inferior to their Axis and Allied counterparts, but now these vehicles are more than capable of going toe to toe with their rivals.
The SSU walkers are a mixture of stolen technology and inventive engineering upgrades. The KV47 Walker, the mainstay of the SSU walkers, backs up infantry forces with three different configurations: Nadya, Natalya, and Natasha. The Nadya is built for brutal close assaults with its twin Sulfur Throwers, and it is sure to intimidate infantry and walkers alike. The Natalya rips up anything foolish enough to get close to it with its dual Circular Saws. Last, the Natasha variant provides long-rang support with its two 45mm Howitzers, giving the SSU some welcomed firepower.
The invasion begins
The SSU enters the fray with a bang in the second quarter of 2012! And since every one of these SSU Dust Tactics expansions will be available at launch, you’ll be ready to assemble your force right away. Watch the FFG website for upcoming previews of the awesome new SSU units, and visit our SSU website for more information. In the second quarter of 2012, prepare to defend the motherland.
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http://www.fantasyflightgames.com/edge_npm_sec.asp?eidm=125&esem=1
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