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Dust Tactics
AndréM:
Dust Warfare Teaser-Video
http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/dw_web.mov
AndréM:
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 dürften die englischen Bücher in Europa im Mai aufschlagen.
AndréM:
RPC-Award
Wer ein wenig für Dust Tactics stimmen will, sollte dem Link hier folgen, dort kann man u.a. auch für Dust Tactics seine Stimme abgeben.
http://www.buffed.de/award/
AndréM:
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.
--- Ende Zitat ---
http://www.lounge.belloflostsouls.net/showthread.php?p=192256
AndréM:
Dust Warfare Spielehilfen
FFG bietet die folgenden herunterladbaren Spielehilfen für Dust Warfare an:
Glossar:
http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Support/DWF01-glossary-web.pdf
Armeebogen
http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Support/DWF01-army-sheet-print.pdf
Marker-Bogen
http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/Dust%20Warfare%20Support/DWF01-139-143-markers-web.pdf
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