Sweetwater Forum

Sweetwater Forum

  • 25. April 2024 - 03:22:55
  • Willkommen Gast
Erweiterte Suche  

Neuigkeiten:

Seiten: 1 ... 4 5 [6] 7 8 ... 12

Autor Thema: Dust Tactics  (Gelesen 19426 mal)

0 Mitglieder und 1 Gast betrachten dieses Thema.

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #75 am: 30. März 2012 - 10:52:15 »

Assembling Your Force for Dust Warfare

In the upcoming Dust Warfare, armies clash for supremacy on the battlefields of an alternate reality where World War II continues. However, before you command your forces in battle, you’ll need to assemble an army using the versatile army lists included in the Dust Warfare: Core Rulebook.

One of the many appeals of Dust Warfare is the amount of control and customization you have over your forces. This game features a dynamic army building system that uses platoons, small and flexible groups of units and support vehicles that can be customized to complete any mission. In this preview, we’ll look more closely at the process of creating and equipping an Allied army list. We’ll focus on an Axis army list in a future article.

Using the platoon list

Familiarize yourself with the structure of platoons by looking at the Allies Combat platoon list (http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Previews/DWF01-prev-88.pdf). This document illustrates platoon composition and details the potent Fire for Effect! special order. As you’ll see, every platoon is composed of up to four sections and additional Support units. You can choose from several different squads for each section you add. All platoons are required to have a Command Section and a First Section, but sections after that are optional and may be taken in any order. For example, a platoon could be made up of the Command, First, and Fourth Sections. Now that you’ve seen the basics of platoon building, let’s go over a sample army comprised of two platoons to illustrate how easy the platoon lists are to use.


Allied Combat platoon ready for action

Allies Army example
Combat Platoon

    Command Section: The Boss Ranger Command Squad, 25 AP
    1st Section: The Gunners Combat Rangers Squad, 20 AP
    Unit upgraded to carry two M9 Bazookas
    2nd Section: Death Dealers Ranger Weapon Squad, 20 AP
    3rd Section: Recon Boys Recon Ranger Squad, 16 AP
    Support Unit:Crack Shots Ranger Sniper Team, 12 AP
    Support Unit: Honey Light Assault Walker, 25 AP
    Support Unit: Wildfire Light Assault Walker, 20 AP
    Platoon Upgrade: Improved Command, 5 AP

Assault Platoon

    Command Section: Johnny One-Eye, 17 AP
    1st Section: BBQ Squad Assault Ranger Squad, 21 AP
    2nd Section: Grim Reapers Heavy Ranger Attack Squad, 30 AP
    Support Unit: Fireball Heavy Assault Walker, 85 AP

Total Army Points: 296


The mighty Fireball supports the Assault platoon

This force consists of two distinctly different platoons. With a healthy mix of special weapons and resourceful units, a Combat platoon is well balanced and adaptable to almost any role. On the other hand, the Assault platoon features aggressive squads that deal loads of damage, but at relatively short range. Working in concert, these platoons complement each other, resulting in an army with tactical flexibility, supported by fast-moving and deadly assault units!

Each platoon must select either a command unit or a hero as its Command Section. Selecting a command unit like The Boss gives the platoon a Medic, Mechanic, and Radioman, along with abilities like Additional Support, which allows the platoon to select an additional Support unit (snipers or spotters only). A The Boss unit leads the Combat platoon in this army list, providing a range of useful support abilities.


Crack Shots and The Boss

Choosing a hero as the Command Section generally results in fewer but more powerful special abilities. For instance, Johnny One-Eye’s Badass ability permits Johnny and any unit he joins to continue fighting even when they have reaction and suppression markers (we’ll discuss reaction and suppression in more depth in an upcoming preview). Leading the Assault platoon into combat, Johnny sets the tone for a platoon that will contain fast-moving, hard-hitting units.

Gathering the troops

For the First Section of a Combat platoon, generals can select from The Gunners, BBQ Squad, Recon Boys, and Grim Reapers. This list includes The Gunners, because they have the option to upgrade to two Bazookas, supplying additional firepower to the army.

Death Dealers and Recon Boys form the Second and Third Sections of the Combat platoon. These units are reliable in almost any situation, and wield versatile weapons like an M9 Bazooka, Victory machine guns, and UGLs, creating a strong backbone for the army.

In the Assault platoon, BBQ Squad, Recon Boys, or The Hammers are available in the First Section. With the Fast ability, brutal short-ranged shotguns, and a flamethrower, the BBQ Squad will make a fine pairing for Johnny One-Eye. Lending speed and vicious Dual Victory machine guns to this fast-moving, rugged platoon, the second choice in the Assault platoon is the Grim Reapers.

Getting the support you need


Allied forces cross the river

Support units consist of crafty specialists (snipers and spotter teams) and powerful walkers, bringing firepower or support abilities to fulfill vital battlefield roles. Each Support choice requires you to have already selected two sections on the platoon list, so you’ll want to make sure you include enough sections in each platoon to purchase all the Support units your army needs. For example, the Combat platoon has four sections and two light walkers in the Support unit slots. The Crack Shots are an upgrade granted by the Command Section’s Additional Support ability, hence a third Support slot.

In the Support slots of the Combat platoon, the Honey blasts enemy infantry and walkers with its energetic 120W Dual Phaser gun. The Wildfire excels at shredding enemy infantry and it also has strong anti-aircraft potential. Both of these light walkers fit nicely into the overall theme of tactical flexibility.

The fearsome Fireball fills the support choice for the Assault platoon. This massive walker not only delivers Napalm blasts to the frontlines, but it can also carry Johnny One-Eye and his BBQ Squad into battle as well!


The Allies and Axis clash in battle

To round out each platoon, you may select a platoon upgrade that gives your troops formidable advantages like additional heroes, better equipment, or even devastating artillery support. The Combat platoon has the Improved Command upgrade, giving the Command Section an additional Radioman to help issue Orders in the Command phase, which will be the topic of an upcoming preview.

Versatile and easy to use, the platoon lists in Dust Warfare give you freedom to build an army that suites your playstyle. With so many options for building your army, the possibilities are almost endless! Gather up your favorite units and prepare to organize them into an unstoppable force when Dust Warfare arrives next month. Until then, check back for our next preview, which will cover the innovative Battle Builder system and the important Initiative phase.
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #76 am: 02. April 2012 - 08:51:53 »

Dust Studio - Neue Vorab-Modelle, etc.











Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

Elladan_de

  • Leinwandweber
  • **
  • Beiträge: 155
    • 0
DANKE
« Antwort #77 am: 02. April 2012 - 09:25:00 »

Hallo André,

ich verfolge Deine Infos hier im Forum regelmäßig und mit großem Interesse. Ich möchte mich deshalb mal zwischendurch für die schnelle und vollständige Versorgung mit den aktuellsten News zu diesem interessanten Thema bedanken.

Ciao


Elmar

http://www.elladan.de
Gespeichert

macaffey

  • Fischersmann
  • ***
  • Beiträge: 550
    • 0
Dust Tactics
« Antwort #78 am: 02. April 2012 - 14:15:04 »

@Andre

Danke für die Info. Da bin ich mal gespannt. Grundsätzlich finde ich pre-painted gut, Dust ist mir aber zu speziell.

Gruss

Macaffey

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #79 am: 05. April 2012 - 09:32:15 »

Planning Your Path to Glory


Dust Warfare has many exciting, innovative features that set it apart from other wargames. As you saw in the previous preview, platoons offer a unique way to organize troops and supporting units, allowing you to customize your armies to your playstyle. Today, we’ll look as several more intriguing aspects of Dust Warfare, including campaign scenarios, the Battle Builder, and the Initiative phase.



Generating a Scenario

Select from one of the five tense campaign scenarios and start your battle quickly, or use the original Battle Builder rules http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Previews/Dust%20Warfare%20Preview%202/DWF01-prev-64.pdf and create your own unique scenario.

Fight a one-off battle or string several missions together and create a narrative using the campaign scenarios. Clash in a chaotic Night Engagement where units deploy hidden away from enemy sight, or keep your enemy guessing as to your true motives in a Secret Mission where only you know the objectives of the battle. The campaign scenarios offer a variety of interesting missions that let you and your opponent dive into combat, or even stage a multi-game campaign, building to a climatic conclusion!

With the Battle Builder, creating the scenario is a strategic part of the game! Before the game, each player takes turns spending Scenario Points to influence critical game variables. If you wisely invest your points and keep your strategies secret, you could manage to create a scenario that perfectly suits your force. Download the Battle Builder preview (pdf, 213KB), and see how these versatile rules allow you and your opponent to build a unique scenario.



Seizing the initiative

In the Initiative phase, players determine who will go first in the Command and Unit phase and how many Orders each player has for the Command phase. All of this is calculated by counting the number of units in your army and rolling the corresponding number of dice at the start of the Initiative phase. Each player rolls and then shares the results with his opponent. The player who rolled the fewest hits acts first in the Command and Unit phase. In the Command phase, both players can issue as many Orders as hits they rolled. We\'ll talk in more detail about Orders and the Command phase in the next Dust Warfare preview.

Sometimes it will be vital to your plan to act first in the Command phase. Perhaps you have the opportunity to finish off a bazooka wielding unit before they destroy your Luther, and you’ll only have that chance if you act first in the Command Phase, or maybe you can move an exposed squad into hard cover before they are ripped asunder by the opponent\'s Grim Reapers.

As you can see, there are many reasons you may want to go first in the Command phase. However, ordering units in the Command phase will cost you precious actions in the Unit phase, as performing actions in the Command phase leads to less actions in the Unit phase.



Saving your actions for the Unit phase can be a useful strategy as well. Units can perform Sustained Attacks or March Moves in the Unit phase, but only if they did not act in the Command phase. This increase in speed and firepower can be decisive in the midst of a hotly contested battle. On the other hand, the opponent\'s squads will be able to react to your actions during the Unit phase, so you\'ll have to carefully orchestrate your attack. We will address the Unit phase and reactions in more detail in an upcoming preview.

Dust Warfare offers multiple ways to set up and influence a game with the Battle Builder or you can use campaign scenarios to quickly stage a game…or even an entire series of games. In the Initiative phase, you’ll decide not just who goes first for the turn, but how many preemptive orders players can issue. Be sure to check back soon for the upcoming preview of the Command phase, and pre-order the Dust Warfare: Core Rulebook, which will be available later this month.

Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #80 am: 07. April 2012 - 22:56:00 »

Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #81 am: 10. April 2012 - 22:52:58 »



Brilliant Leadership in the Heat of Battle
    
We slogged through the forest for days, freezing and hungry. The heavy snow slowed our pace to slightly faster than a crawl, but it was worth it. We had outmaneuvered the Germans and our assault would catch them completely off guard. Captain Miller\'s gambit paid dividends, and once the battle began, we captured the town in no time.
      -Allied Private Dan Mellish

In Dust Warfare, Command Sections and heroes bravely lead powerful armies into battle. During the Command phase, they issue advance Orders, allowing squads to move, attack, or regroup. These unique Orders give players the tools they need to outfox and defeat even the most stalwart opponents. Today, we\'ll provide an overview and examine the unique Command phase of Dust Warfare.



Taking action

In the Command phase, the Initiating player performs all of his Orders, implementing strategies and developing his plan of attack. Next, the Responding player issues his Orders, giving him a chance to adapt to the changing battlefield conditions. Once both sides have completed their advance actions, the game progresses to the Unit phase.

Delve into the Command phase overview http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Previews/Dust%20Warfare%20Preview%203/DWF01-prev-30.pdf and familiarize yourself with more details of this innovative phase. As you\'ll see, Command Sections form a vital part of your army, especially when they are in close proximity to your other squads.

The Command phase overview also outlines the two basic Orders of the phase: Take Action and Regroup. Armed with these versatile Orders, you can preemptively move units, order lightning-fast attacks, or rally broken squads. Now that you know the fundamentals, let\'s explore the Command phase even further.

Strategic implications

Issuing Orders and performing actions in the Command phase has an enormous benefit for your army. Since your opponent cannot directly react to Orders, your troops can act freely and without fear of immediate enemy reaction. As the battle intensifies, use your Orders to seize vital objectives, bring down enemies in a hail of fire, or even set up a cunning ambush. All of these possibilities become real strategies in the dynamic Command phase.



Acting in the Command phase can also hamstring troops later in the turn. Units that take an action in the Command phase receive a Reaction marker, meaning they can only take one action in the Unit phase instead of two. Also, they can no longer make a reaction for the rest of the turn (we\'ll cover reactions in the next Dust Warfare preview). As the army\'s general, you\'ll have to weigh the options and determine the value of activating units in the Command phase. Choosing wisely could be the difference between victory and defeat.

Improving your Command

Beyond the basic Orders, there are even more ways to increase your strategic options in the Command phase. For example, every platoon type has access to a unique special Order. Fire for Effect! allows Allied Combat platoons to call in devastating Long Tom artillery strikes. Since every platoon has a different special Order, including multiple platoons in a force adds to your arsenal of Orders. Try out all the platoons, and find out which Orders best fit your playstyle.



Gain precious Orders in the Command phase by simply purchasing a Command Section unit with the Command Squad ability to lead your platoons. While heroes do not have this ability, each platoon has access to a Command Section unit that does (read more about Command Sections in the Assembling Your Force for the Tabletop preview). Potentially game changing, this useful ability gives you one extra Order every Command phase! This means you\'ll have a minimum of two Orders at your disposal every turn. Unfortunately, this bonus does not stack with multiple units with the Command Squad ability; however, redundancy can be good thing if catastrophe befalls one of your Command Sections.

Using strategies unseen in tabletop miniatures gaming, the Command phase of Dust Warfare allows you to preemptively attack enemy units and outmaneuver your opponent. This decisive phase of the game presents commanders with important decisions that can swing the tide of the battle, paving the way to success.



The Dust Warfare: Core Rulebook arrives on shelves next week! Complete your basic training with our final preview that covers the Unit phase and reactions. Then, assemble your forces and enter the fierce global conflict.

> Die Game Designer erhalten ab dieser Woche ihre Exemplare, somit dĂĽrften die englischen BĂĽcher in Europa im Mai aufschlagen.
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #82 am: 16. April 2012 - 21:10:16 »

RPC-Award

Wer ein wenig fĂĽr Dust Tactics stimmen will, sollte dem Link hier folgen, dort kann man u.a. auch fĂĽr Dust Tactics seine Stimme abgeben.

http://www.buffed.de/award/
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #83 am: 17. April 2012 - 20:50:22 »

Erste Reviews zu Dust Warfare

Zitat
Hey everyone Denied here with my first impressions review of the new Fantasy Flight miniatures game DUST Warfare. I got a chance to stop in to the Fantasy Flights event center on Thursday night for their big pre release unveiling of DUST and I was able to play a game and pick up a copy of the book on my way out. I even got Mack Martin one of the game designers to sign it for me. Sadly Andy Chambers was not present to do the same, but I was told I had just missed Alessio Cavatore (/sad panda) one day Alessio you and I shall cross paths and on that day I will so hug you :-D

My first impressions of DUST were very positive overall it was a very easy game to pick up and start playing. The rule book is extremely lean, almost bordering on anorexic. The entire book front to back is only 143 pages, this includes the army entries for every (current) Allied and Axis force as well as a few sheets of cut out markers for use in the game (I’m leaving mine in the book though). Skimming through the book its looks like the design team took a page out of Alessio’s mantra of simplify, everything comes off very clean with no big clunky rules that contradict each other. The system is very similar to other table top miniatures games you have some dudes they have some weapons and they want to kill the other dudes on the opposite end of the table as them. An interesting and unique point is this game uses special dice, they are your standard D6 only that there are 4 blank faces and 2 that have some sort of target or symbol on them. Basically the system works on the concept of you get X number of dice, role them if you get a mark you hit/succeed/ happy-party-dance-time. It defiantly makes this an easy game for beginners to pick up and run with as there is very little math needed to figure out if you hit then wound the enemy its just is there a symbol on the dice I rolled then I succeeded .

The Game utilizes its own simple to use (even though I didn’t do it in my first game) mission building format. When talking with Mack Martin he mentioned that the intention for this mission generator is to make it easier on Tournament Organizers (Since DUST is specifically designed to be used in a tournament setting). The missions can be generated uniquely by the players for each round of the tournament so the TO doesn’t have to get yelled at for designing unfair scenarios for people, additionally from my cursory glance it seems that the mission generator allows for people to counter the often infuriating SPAM lists people bring to tournaments.

The game utilizes an interesting turn system as well that results in unique initiative each turn, this may sound broken at first but trust me its far from it actually. If anything it helps to keep the game balanced as the game goes on so if Player A took a particular nasty beating in the first turn he has a higher chance of going first in subsequent turns. This means that there are no moments in the game when there is one player obviously winning over his opponent which to me made the game more fun in the long run as even when I was loosing I had the chance to turn it around and get back on top.

Last thing I want to talk about real quick are the miniatures (As this is a miniatures game after all). Now I never played DUST Tactics which from my understanding is where the miniature line actually originates from, but I was impressed with the miniatures they had available to play with at the event. My understanding is the miniatures are purchased pre assembled and primed and for a little extra cash you can shell out for the pre painted armies as well. The models they had for demonstrations at the event were the pre painted ones and I must say overall I thought they were better then anything I could have done on my own. I attached a few photos I took of them below. Additionally I am not sure what kind of super alloy they mad these things from, but they were damn near indestructible. At one point Mack demonstrated this by chucking with force a model gorilla soldier (yet another reason to play this FREAKING MONKEY SOLDIERS!!!) across the event center and when I went and picked the guy up excepting it to be in several pieces I found the defiant little ******* staring at me as is to say “What up now son!”. The overall esthetic of the miniatures I found very appealing even though I am not a huge WWII fan they had enough whimsy and cleverness to their design that I enjoyed them very much. My friend who was at the event with me who plays Imperial Guard was very impressed with the miniatures and kept thinking of how he wanted to take this bit and that bit and a few extras to beef up his IG armies look.

Overall I would say the simplicity and easy at which a novice player can get into DUST Warfare is very appealing. This is defiantly a great game for beginning miniatures enthusiast as it just helps transition people into the hobby. I first got started with Warhammer 40K and starting that hobby was like your parents teaching you to swim by dropping you in the deep end with a lead weight attached to your ankle, DUST in comparison is like having Michael Phelps as your personal swim instructor. I highly suggest people get out to their local stores in the next couple of weeks and pick up a copy when it hits the shelf. At just over $40 for the Core Rule book which includes all the current army entries this game is very easy on the wallet to get into. I can see building a competitive level army at around $100-$200 and that to me is also very appealing. Overall I say this game is a 9/10 and I put my stamp of approval on it.

http://www.lounge.belloflostsouls.net/showthread.php?p=192256
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

Masterpainter

  • Kaufmannstochter
  • **
  • Beiträge: 83
    • 0
Dust Tactics
« Antwort #85 am: 21. April 2012 - 19:25:04 »

Wird denn hier noch merh kommen, weitere Neue Läufer? Wir warten sehr gespannt darauf was da eventuell noch kommen könnte.
B.z.w soll denn fĂĽr die Sino-Sowjets auch mehr erscheinen?
Oder vllt noch eine weitere Fraktion? könnte mir hier noch Japaner auf seiten der Deutschen vorstellen....
Gespeichert

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #86 am: 21. April 2012 - 20:21:57 »

Es wird mehr kommen.
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #87 am: 25. April 2012 - 14:41:29 »

Diced... and Minced

Ab sofort kann man die Dust-WĂĽrfel ĂĽber Dust Studio ordern ($4.99):

http://dust-models.com/products_d.php?nid=17&id=269

Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #88 am: 28. April 2012 - 11:28:52 »

Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

  • BĂĽrger
  • ****
  • Beiträge: 1.785
    • 0
Dust Tactics
« Antwort #89 am: 28. April 2012 - 16:22:35 »

Vorgeschmack auf die schweren Artillerieläufer:

Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!
Seiten: 1 ... 4 5 [6] 7 8 ... 12