Dust Studio

Dust Models

Der "alte" Dust Tactics Thread zum nachlesen: [Dust Tactics] Neuigkeiten

Verweisen möchte ich noch auf den toll gestaltenen Armeeaufbau von Moiterei_1984 auf der GW-Fanworld:
Dust Tactics - Operation Blue Thunder

Link:
http://dust-models.com/

Dust Tactics:
http://www.heidelbaer.de/dust-tactics/dust-tactics/


Inhalt:
Figuren (Sci-Fi/Pulp)
Tabletop/Brettspiel Dust Tactics
Bücher zu Dust (teilweise vergriffen)

Maßstab:
1:24/1:35/1:48/...

Land:
Italien/Japan/USA


Beispielbilder:

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Von Duncan_Idaho stammt diese treffende Zusammenfassung über Dust -Tactics:

Wie spielt sich Dust?

Nachdem ich das Auspacken der Box vor kurzer Zeit schon bildlich dokumentiert habe, geht es heute an den Kern der Sache: Wie spielt es sich mit der ganzen tollen Ausstattung? Blender oder Geniestreich?

Vorab ein kurzer Hinweis Dust Tactics ist zur Zeit eindeutig ein Brettspiel und das merkt man ihm an, hat aber viele Elemente des Tabletops trotzdem integriert. Die Regeln sind auf den ersten Blick auf das wesentliche reduziert und spiegeln einige Erfahrung im TT-Bereich wieder. Es werden in Zukunft auch TT-Regeln erscheinen, aber im Augenblick werde ich die Regeln aus der Perspektive eines Brettspielers behandeln.

Als erstes fällt einem natürlich das Blatt mit den Schnelleinstiegsregeln auf, wenn man die Box öffnet. Natürlich können sie nicht alles abdecken, aber zum schnellen Reinschnuppern in die wesentlichen Elemente des Spiels sind sie sehr hilfreich. Innerhalb 10 Minuten hatte ich die Regeln intus und man bekam schon einen guten Eindruck der taktischen Möglichkeiten. Als sehr positiv empfand ich die Tatsache, dass man keine vereinfachten Regeln vorgesetzt bekommt, die man später auf die richtigen Regeln umlernen muss, sondern den echten Jakob.

Auf der Box wird für ein Spiel eine Dauer von 45-60 min angegeben. Die Zeit stimmt wirklich. Bei unserem ersten Spiel mit dem Regelbuch, sind wir so vorgegangen, wie es ein Neuling auch machen würde. Wir haben uns Stück für Stück durch die Regeln gelesen (die generell gut aufgeteilt sind und das Inhaltsverzeichnis lässt einen alle wichtigen Begriffe schnell finden) und so die erste Mission aus dem Kampagnenbuch gespielt. Incl. Durchlesen der Regeln brauchten wir für unsere erste Schlacht knapp eine Stunde. Mit mehr Erfahrung kann man es wohl auf 30 Minuten bringen.
Ich will hier nicht eine Kurzzusammenfassung der Regeln zum Besten geben (sie sind eh schon recht kompakt), sondern ein paar für uns interessante Punkte herauspicken.

> Guter Spielfluss: Alle Werte und Fähigkeiten sind auf der Karte enthalten, was das Spiel extrem beschleunigt. Auch das Zusammensuch der Minis geht schnell, da wirklich alle Minis einer Einheit auf der Karte abgebildet sind. Die Karten sind zwar größer als bei AT, aber abwischbar, was einem bei Verwendung des richtigen Stiftes die Schutzhüllen spart. Weiterhin wurde der Beschuss nochmals vereinfacht. Wirft man bei AT zum Treffen und Beschädigen noch zweimal Würfel, reduziert sich dies bei Dust auf einmal. Dies wird durch die Tabelle auf den Einheitenkarten ermöglicht. Man hat dabei auch nicht das Gefühl, dass man um eine taktische Möglichkeit gebracht wird, da man in der Regel mehr Würfel als bei AT wirft, die den Zufall doch teilweise begrenzen. Weiterhin sind die Regeln übersichtlich und logisch geschrieben. Wir hatten nur 1-2 offene Fragen, die aber auch wirklich komplexe Situationen betrafen, der Rest wurde durch nochmaliges Nachlesen im Regelwerk schnell geklärt. Alle obigen Faktoren tragen zu einem recht schnellen Spiel bei.

> Gute Regeln: Man merkt, dass man aus den Fehlern von AT gelernt hat, wobei durch die Verwendung von Bodenplatten natürlich auch ein paar Sachen wie die Geländeregeln deutlich einfacher zu handhaben sind. Man hätte aber trotzdem noch einiges an Fehlern begehen können und ich rechne es den Regelschreibern hoch an, dass sie aus Fehlern anderer Systeme lernen. Die Bewegungsregeln sind sehr eindeutig gehalten und wir hatten keine Probleme mit dem Verständnis, gleiches gilt auch für die Beschußregeln. Allerdings sollte man ein Metallmaßband nutzen, da so die Sichtlinie deutlich genauer festgestellt werden kann. Bei Dust kommt es auch darauf an, ob die Sichtlinie ein Feld durchschneidet oder genau durch die Kante/Ecke geht. Mit einem flexiblen Maßband kann das etwas problematisch werden. Wie schon erwähnt sind die Geländeregeln deutlich besser als bei AT. Man hat klare Regeln die praktische alle möglichen Fälle abdecken, die sich aus dem Material der Grundbox ergeben. Sogar Sonderfälle wie das Schießen in einem Gang, wenn beide Einheiten sich leicht hinter Ecken verstecken, werden angesprochen.

Zusammenfassend kann man sagen, dass man sich stark auf das eigentliche Spiel konzentrieren kann und nicht von einem Wust von Regeln oder Kombos erschlagen wird. Gleichzeitig ergeben sich aber trotzdem viele taktische Möglichkeiten. Wie man auch schon an Mantics Kings of War sieht, scheint dies ein neuer Trend in der Branche zu sein, den ich nur begrüßen kann. Was mich extrem begeistert hat war die Tatsache, dass die verwendte Armee nicht völlig den Spielstil diktiert. Natürlich hat jede Armee schon ihren eigenen Stil, aber der erstreckt sich nicht so weit, dass man mit dieser Armee nur mit einer Standardtaktik gewinnen kann. Dies lädt zum Experimentieren ein und wird hoffentlich zu vielen unterschiedlichen Listen führen.

Wenn ich das Spielgefühl in Form eines Films beschreiben müsste, dann würde ich sagen, dass Dust Tactics wie die ersten und letzten 20 Minuten von Saving Private Ryan ist: Es ist schnell, blutig und wenn man den Kopf verliert kann man brutal verlieren. Bewahrt man aber trotz allem einen kühlen Kopf, kann man jedoch geniale Siege erringen. Man sollte darauf vorbereitet sein, dass man Truppen schnell verliert, aber auch einzelne Figuren vor ihrem Ende noch einen heldenhaften Auftritt hinlegen (und nicht nur die Helden, Soldat Hein Doof hat auch seine ruhmreiche Minute). In unserem Fall war dies z.B. ein Achsensoldat mit Laserwerfer, dessen Einheit komplett vernichtet wurde, der aber in einem verzweifelten Doppelangriff fast die komplette gegnerische Einheit grillte.
Diese Box ist übrigens wirklich eine ausgewogene Starterbox. Beide Seiten erhalten die gleiche Menge an Punkten und auch spieltechnisch sind die Armeen ausgewogen. Und trotzdem spielen sich beide Armeen unterschiedlich. Wenn man sich die Box als Weihnachtsgeschenk holt, dann dürfte man zumindest bis Silvester gut beschäftigt sein. Man hat nicht einen Tag nach dem Auspacken das Gefühl, dass man weitere Boxen holen muss, da sonst das Spiel kippt. Eher freut man sich auf die nächste Erweiterung um die taktischen Optionen vertiefen zu können.

Spieltechnisch sind die Missionen so gut designt, dass es praktisch nie zu einem Stand&Shoot kommt. Jedes Spiel bisher war ein Taktieren erster Güte. Man überlegte sich Hinterhalte, wie man Einheiten deckte, Antäuschungen, etc. Teilweise hatten wir das Gefühl ein Partie Schach für deutlich Fortgeschrittene zu spielen. Man konzentrierte sich darauf den Geist des anderen zu schlagen und rang nicht gemeinsam mit den Regeln. Man sollte übrigens die Einheitenarten schon noch dazu verwenden dem Gegner zu zeigen, welche schon aktiviert wurden, aber im Gegensatz zu AT kann man die Einheiten frei nach Bedarf aktivieren, muss also vorher keine Reihenfolge festlegen.

Wenn man übrigens seine Läufer in einer Schlacht verloren hat, bedeutet das noch nicht die sichere Niederlage. Sollte man nicht den Fehler gemacht haben seine Einheiten mit den Panzerwaffen als erstes zu verheizen, hat man noch gute Chancen trotzdem das Spiel zu gewinnen, wenn man geschickt vorgeht. Jede Einheit bei Dust Tactics hat ihr Gebiet auf dem sie glänzt und ihr Gebiet auf dem sie besser einer anderen Einheit den Vortritt lassen sollte.

Es gibt aber auch ein paar Kritikpunkte: Die Minis sind zwar sehr detailliert, aber dies kann man etwas rauherem Umgang (vor allem bei den Läufern, weniger bei den Soldaten) dazu führen, dass Teile abbrechen. Man sollte also nicht unbedingt die Läufer nach dem Spiel in die Kiste schmeißen, auch bei einem Landraider brechen Teile ab, wenn man ihn sorglos behandelt. Allerdings ist das Kritik auf hohem Niveau. Ein weiterer Punkt sind die Bodenplatten: Die in der Grundbox vorhandenen Platten sind ausreichend für die Einführung, für komplexere Spiele aber schon nicht mehr ausreichend. Da aber in der ersten Erweiterung 4-6 neue Platten hinzukommen, dürfte dieses Problem nicht lange bestehen bleiben.

Als Fazit kann ich Dust allen empfehlen, die schnell und taktisch spielen wollen. Durch die Vorgundierung hat man auch schnell deutlich unterscheidbare Armeen auf dem Tisch, ohne an eine vorgegebene Bemalung gebunden zu sein. Es bleibt also noch viel Raum für Individualisierung.

Link zum deutschen Forum : www.at43-forum.de
 
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Es war von Anfang an bekannt, dass jedes Jahr zwei Armeen so komplett wie möglich erscheinen. Nächstes Jahr sind die Sinosoviets und Vrill dran. Oder wären zig Armeen, von denen man immer nur Teile bekommt, wie bei Confro AoR damals, lieber?

Und ihr könnt froh sein, dass FFG das übernommen hat, AEG hatte einen deutlich langsameren Zeitplan. Wenn man noch bedenkt, dass eine Plastiklinie in der Regel zwei Jahre Vorlauf hat und ein Volk in der Regel im 5-6 stelligen Bereich an Investitionen kostet, hat FFG in kurzer Zeit eine Menge gestemmt. Die Revised Box für die anderen Völker zu nehmen war schlicht nicht möglich.

Was erwarten die Leute im ersten Jahr? 4-6 komplette Armeen? Sowas stemmt nichtmal GW, auch die schaffen in der Regel nur 4 komplette Völker bestenfalls im Jahr für zwei Spiele und das sind etablierte Ranges.

Wer ein Spiel nach seinem ersten Jahr bewertet verkennt völlig die Realitäten der Branche.
 
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DUST WARFARE, Designer Diary Part Two

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Welcome to another preview of the intense tabletop miniatures action that awaits you with Dust Warfare! In his first preview, renowned designer Andy Chambers shared some of his inspirations and philosophy for the game’s gritty, alternate-reality World War II battles. Today, Andy discusses what he considered to be the biggest challenge of adapting the streamlined board game mechanics of Dust Tactics to a tabletop miniatures system, the turn sequence…
Looking at the turn sequence
Dust Tactics uses a system where players alternate their unit activations, which is nice and clean and keeps both players engaged at all times. For Dust Warfare, I wanted to create a system that allowed bigger armies to fight with a coordinated battle plan. When it comes to creating the “big tabletop game” tempo, I like to be able to engage with several units at once, using–for example–some to lay down covering fire while others advance. For me, the ability to coordinate units like this really feeds into the idea of playing the role of high commander over a platoon or company in battle and opens up a whole new set of tactics to use in the game. As I felt that scaleability was really key for Dust Warfare, I decided to experiment with the idea of allowing multiple unit activations within the Dust Tactics alternating activation system.
One of my inspirational World War II games featured a semi-simultaneous turn sequence that was new to me at the time (bear skin boxers and flint knives were also very new back then). The phasing player would lay down preparatory fire, then move. Then the non-phasing player could execute defensive fire, and finally the phasing player could take advancing fire with his moving units. It meant defenders were horribly unpleasant to winkle out of their positions unless you had enough preparatory fire to keep their heads down while your assault force closed. It felt very “real” and was something I wanted to refine for Dust Warfare.
Initially, I tried keeping the alternating activations and introducing a system where HQ units could activate several subordinate units at once to get the kind of coordinated effort I wanted. This turned out to be pretty clunky in practice as you always activated your HQ units first, creating a default IGO-UGO sequence with an untidy tail of alternating activations afterwards. It convinced me I needed to have a specific command phase to do clever, command stuff, followed by a unit phase where all your units would activate without prompting from the higher-ups.
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Reactions
But all this monkeying with a new turn sequence left out altogether the nice player interaction of Dust Tactics and the idea of defensive fire altogether. Fortunately there was a solution. The basic idea was that units aren’t going to sit still while the enemy attacks them; if they have guns, they’re going to use them. Or they might choose to run away, or charge closer.
Breaking it down, there's basically two situations where this is likely to apply–when a unit gets shot at, or when the enemy gets too close. This works great in an action-based system like Dust Warfare. When each reacting unit is granted a single reactive action, it can choose to shoot at the source of its discomfort or simply move. Reactions work to keep the opposing player involved and rather elegantly handle a lot of the interplay that can be gained from system with straight-up alternating activations.
However, a reaction can’t just be a “freebie” extra action, and clearly a unit should only react once in a turn or it's going to pull off some superhero moves, counter-firing against everything that attacks it. This is solved by placing a reaction marker on the unit to show it can't take any more reactions this turn and that the unit has already “spent” one of the actions available to it later in the turn.
There's another circumstance when a unit can't react–when it's already under fire and pinned down. The military often use “suppressive fire” purely to keep the opposition's heads down, and this seemed like a good tactic to encourage by having suppression prevent reactions.
Suppression, in general, is also something I’m really excited to include, but that's a topic for my next designer diary.
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Thanks, Andy!
Keep checking this site for more information about Dust Warfare, including more stunning images of Dust Tactics miniatures on tabletop battlefields and the next designer diary, in which Andy Chambers talks about implementing a system for suppression fire.
 
Ich bin mir noch nicht so ganz sicher, was ich davon halten soll. Ich bin kein Fan von IGO-UGO spielen und da bleibt dann nur zu hoffen, dass Andy das mit dem Defensive Fire vernünftig umgesetzt hat. Was mich momentan auch noch ein wenig stört ist, dass die Läufer in Warfare gerüchteweise noch härter werden (d.h. Trefferwurf und Schadenswurf notwendig). Im Endeffekt wird es sich herausstellen ob das dann noch ein Spiel für mich ist, wenn ich das Buch in den Händen halte.
 
Die Läufer von DT sterben auf einem 120x180 Feld einfach zu schnell. Von daher wurden sie etwas "besser gepanzert" die Schußreichweite wurde aber etwas runtergenommen. U schießt jetzt nicht mehr über den ganzen Tisch.

IGO-YGO war mit Blick auf gewisse Regelelemente (Artilleriespotter anyone?) notwendig und es ist auf keinen Fall mit dem von GW vergleichbar. Bestenfalls kann man es als eine freie Mischung aus AT-43 und GW ansehen. Grade die SST-Elemente verändern das Spielgefühl dann doch noch deutlich.

Vom aktuellen Regelstand her spielt es sich auch gefühlsmäßig wie Pulp-WWII und nicht wie SF in 1947, was ich als gut empfinde.
 
DUST Tactics, Making the most of your infantry

The situation is dire for the Allies as Axis forces sweep through Southern England. They caught the Allies off-guard, and their devastating Laser Grenadiers and armored walkers march through the streets in great numbers. Shorthanded, the Allied soldiers struggle to hold their ground against the tremendous firepower each Axis walker brings to the battlefront, but that may all change shortly as the Allied Red Devils arrive to offer reinforcement…
As the war intensifies in Southern England, both Allied and Axis forces are sending more battle-suited infantry to the front lines. These tough-as-nails infantry can shrug off bullets and wreak havoc on their foes with rare and powerful advanced weaponry.
Generalist and specialists
Any successful commander knows that every unit in Dust Tactics has a role to play. While units like Death Dealers are tactically flexible, engaging a variety of enemies with some skill, heavy infantry units like Red Devils and Heavy Recon Grenadiers serve more defined roles.
Do you need to bust some armor? Maybe your opponent’s infantry is dug in and you need to loosen his grip on a strategic point? Well, Red Devils can punish all but the heaviest of armored vehicles with their 60W Phaser Guns. Moreover, since Phaser Weapons ignore cover, dug in units will fear the approach of the Devils.
On the other hand, the Red Devils are not likely to be your first choice for taking and holding important areas of the battlefield. No, these elite troops are much more suited to ferreting out specific threats in your opponent’s army than sitting still and waiting for the action to come to them.
Using the right tool always makes a job easier, and with the new heavily armored reinforcements arriving for both factions, your toolbox just got a little bigger.
Risks and rewards
With only three models in a squad of armor 3 troops, it is particularly important to make sure your soldiers make it to their target. Losing even a single model in such a small squad will reduce its combat ability by a third! A shrewd leader will attempt to hide these elite troops behind less valuable troops or on the flanks of the battle line where they are less likely to draw attention.
A unit of Heavy Recon Grenadiers, for example, could start the game on the edge of your line and quickly move into cover where your opponent will struggle to remove them, thus creating an instant bulwark for your army to rally around. The Damage Resilient rule combined with a cover save will make this unit exceedingly stubborn. Opponents will be forced to dump loads of firepower on the Heavy Recon Grenadiers in order to dislodge them.
Since these troops lack the armor penetrating firepower to deal with the kinds of threats you will likely encounter in the thick of the battle, they are well suited to strengthening and defending your position elsewhere. The MG 44 Zwei pumps out a massive amount of fire, but it is better suited to dealing with light and moderately armored opponents.
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Bring in the heroes
Adding a hero to a squad is a great way to boost its capabilities on the battlefield. Both the Red Devils and the Heavy Recon Grenadiers units can also benefit from this strategy.
Some Dust Tactics players have already received Action Jackson with the Summer 2011 Dust Tactics Game Night Kits, but those of you who haven’t will soon have the opportunity to add him to your Red Devils when he comes out with the Allies Hero Pack in the first quarter of 2012. When he leads his paratroopers into battle, they become an even more devastating force for the allied cause. His assault skill adds mobility and flexibility to the squad. Paired with the awesome firepower of the 60W Phaser Gun, this group of warriors can easily spread devastation all over the field of battle.
Lara, from the Dust Tactics: Revised Core Set, is the perfect leader for the Heavy Recon Grenadier unit. Adding a pair of MG 44 Zweis to the mix will make this squad even punchier, and she also lends them the assault skill. This means Lara and crew can take up residence in prime territory even quicker and pump out an impressive amount of shots at any enemy foolish enough to get too close. Imagine pummeling some Allied troops with a torrent of bullets. Sounds enticing, right?
Exactly what the situation calls for
These new units won’t replace their less armored comrades, rather they will add versatility to your forces. Be sure to expand your options and add these units to your games of Dust Tactics when they hit the shelves.
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Look for these exciting new, heavily-armored squads to appear later in the month, as both the Allied Red Devils and Axis Heavy Recon Grenadiers will deploy to the front lines soon!
 
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The situation is grim for the Allies. The Axis powers have made a another surprise move: an invasion of Southern Britain. If the Brits fall, the allies will be dealt a mortal wound. But there is still hope; in this time of consternation new heroes have arisen to defend the homeland, and new technology has been rushed to the front lines. Now, all eyes are on English Isles, as a new campaign is launched and the war reaches a fever pitch.

Dig in and prepare for a new threat. Axis and Allied commanders alike have a wealth of new intelligence to devour, and any commander worth his salt knows that knowledge is power. The Dust Tactics: Operation “Cerberus” rules are now available for download online (pdf, 7.7 MB) on the support page.
Know yourself, know your enemy

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The “Cerberus” rulebook contains exciting new rules for your Dust Tactics games. Large vehicles will soon be leaving their footprints on your matches, NCO command squads will be lending all sorts of expertise to the fray, vehicles will be transporting troops around with the new carry capacity rules, and your Dust games will be expanding vertically with rules for 3D structures. Additionally, “Cerberus” includes descriptions of new units and heroes, as well as more background information to immerse yourself in the world of Dust.
Defend the allied coasts...or invade them if you would prefer. Continue the struggle with the Operation “Cerberus” rulebook. The Operation “Cerberus” expansion hits shores later this quarter. Pre-order this product now at your local retailer.
 
Red Devils and Heavy Recon Grenadiers are on sale

The world seemed quiet for one second, one brief second, but we all knew the enemy was only reloading. One of the soldiers called out, but I couldn’t hear him, for the deafening storm had already resumed. We were pinned. No way out. Slowly, those forty-fours were closing in, and we didn’t have much time left. Then, suddenly, we heard that unforgettable sound at our backs: the electric hum of phaser weapons...
As the global conflict continues, both sides introduce new weapons and technology in hopes of dominating the battlefield. The Axis has deployed the Heavy Recon Grenadiers, a unit that strikes fear into the hearts of Allied infantry. For their part, the Allies have unleashed the Red Devils with their potent Phaser Weapons. These new Dust Tactics units bring impressive firepower along with heavy armor to the worldwide altercation. Red Devils and Heavy Recon Grenadiers are now available on our webstore.
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Suppressive fire
Hunting down and eliminating enemy infantry is the speciality of the Heavy Recon Grenadiers. They are capable generating massive amounts of fire that pulverize any squad foolish enough to be caught in the open. Even units in cover cannot escape an overwhelming barrage from these soldiers.
Each Heavy Recon Grenadier comes equipped with a devastating MG 44. This rapid fire gun flings high volumes of fire and shreds lightly armored infantry. The Grenadiers also come equipped with heavy armor and the Damage Resilient skill. The combination of offensive punch and defensive capability makes these elite troops the perfect choice for many covert operations.
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The Devil’s playground
Enemy armor giving you a tough time? Are you struggling to eliminate the opposition’s heavy infantry? The Red Devils are the perfect answer to both of these problems. These British Paratroopers are outfitted with some of the best technology the allies have to offer: phaser weapons.
With their 60W Phaser Guns, the highly skilled Red Devils can cleave through almost anything. Even heavily armored infantry is no match for the energy beam weapons the Devils carry. Just like their Axis counterparts, these guys come equipped with heavy armor that will help ensure they make it to their destination.
These two new units, and all of the units from Dust Tactics, will be compatible with the upcoming Dust Warfare game system. That’s right! One set of miniatures for two different game systems.
Also, these two units, and many more, are available in the Dust Tactics Premium Edition line. These miniature come complete with a stunning paint job that will look great on any battlefield or in any collection.
The Heavy Recon Grenadiers and Red Devils are powerful additions to your Dust Tactics games, and they are both available now. Get to your local retailer and pick them up today. Can’t get to a retailer? No problem! Order these units from the Fantasy Flight Games webstore.
 
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.
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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.
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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.
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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.

Und gerade auf der Dust-Game Seite gefunden:
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Preis: $ 4.99
 
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Blast your way to victory!

The battle was all but over. We broke the Axis line and had them on the retreat. Then those walkers showed up and blew everything to junk. Without our own walkers, our guns were no match for that armor. Heck, most of my men were so shocked, they found the nearest cover and refused to move forward another inch! Its a shame, really, we were this close to pushing them all the way back to their landing ships.
–from the personal journal of Allied Captain Russell Malone

Operation “Cerberus” introduces several new elements to Dust Tactics, but one of the most exciting developments is its new rules for heavy walkers. Several weeks ago, we looked at the Allied Heavy Assault Walker; now let’s look at their Axis counterparts: the Heavy Panzer Walker. The Axis Panzer Walker has two configurations, the Königs-luther and the Sturm-könig, both featuring massive guns that can pound enemies anywhere on the battlefield.
The big guns
As we’ve seen, the Allies are stepping things up with their Heavy Assault Walker builds, Punisher and Fireball. In response, the Axis introduces two walkers that feature unparalleled firepower, the Axis speciality.
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The Königs-luther is a mechanical beast. The twin 17.3 cm FpK zweis absolutely demolish enemy walkers. Any vehicle that strays into the Königs-luther’s line of sight soon becomes a smoking pile of debris. Even versus infantry, this walker produces a reasonable amount of firepower, although not nearly as much as its sibling, the Sturmkönig.
Additionally, the Königs-luther’s defensive capabilities are bar-none. With 10 health points and armor 7, the highest armor class in the game, this thing takes a beating like nothing else. While a good commander always attempts to protect his assets, this walker shrugs off serious amounts of damage.
A walker for every situation
If you want a walker with tactical flexibility, look no further than the Sturm-könig. This walker adeptly deals with any situation. It can cut swathes through even the heaviest infantry, it pumps out respectable firepower against other walkers, and it can engage flyers. This walker takes all comers, and that makes the Sturm-könig indispensable to Axis commanders.
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The Sturm-könig is more susceptible than its counterpart. Although armor 6 and health 8 is nothing to sneeze at, it can’t quite take as much punishment as its brethren. To counter this shortcoming, it has the special Advanced Fire Rule, which makes this walker perfect for covering bottle-necks or other high traffic areas.
The Allies will be rushing the battle lines in hopes of dealing massive damage at close range. Prepare for their advance with superior fire power, and blow the enemy apart before they can make it to your lines
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The Axis Heavy Panzer Walkers will be lumbering into your Dust Tactics games later this quarter, along with Operation “Cerberus,” which introduces the rules for heavy walkers. Pre-order these items today at your favorite retailer!
 
As the global conflict continues, the importance of strong leadership increases on all sides of the struggle. Responding to the need for competent commanders, the Axis and Allies are unleashing new command squads that consist of highly trained and experienced fighters who have been equipped with the best weapons and armor available. Soon, the Allied front lines will be strengthened by the Corps Officers, and simultaneously, the Axis releases the Heavy Kommandotrupp. With these two NCO Command squads hitting the Dust Tactics battle map in the near future, commanders are going to want some strategic advice.
A few weeks ago, we asked the Dust Tactics community for their feedback and ideas, and Dust Tactics player and frequent forum poster Ron Cover responded with some insights regarding the new NCO Command squads:
New skills, new strategies
NCO Command Squads bring an exciting new element to the battlefields of Dust Tactics. Rather than simply mirroring the original Command Squads, they give additional diversity to tempt any commander. The most noticeable shift is that none of the NCO Command Squad skills require a roll for success. While they don't hold the sheer power of the Command Squad's Get Moving You Bunch of Monkeys!, Field Repair, or Come on Guys; We're going back out There, their automatic nature offsets that shift.
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The Field Officer has the Artillery Strike skill. While other units have this ability, it is an important tactical skill for forces using Indirect Fire capable units. Smoke Mortars is the Field Officer’s second skill, and it is an exciting addition to a commander's arsenal because it allows a force the ability to block line of sight during movement or to protect a unit that would otherwise be exposed. On the assault, it can prevent enemy units from firing on a friendly unit as it moves up to attack another enemy unit. The loss of supporting fire and the blocking of line of sight changes the way many forces can play.
Moving on to the Field Mechanic, we find a familiar skill with Makeshift Repair. Especially with the addition of the heavy walkers that are very hard to destroy with a single attack, the ability to repair a vehicle is something that can keep a vehicle in the battle for the extra time needed to help achieve victory. Ammo Dump is the other Field Mechanic skill, and it should be something the Allies fall in love with very quickly. While other units benefit, the Steel Rain becomes a much more frightening proposition with the possibility of four more 4.2” Rockets. The ability to use Ammo Dump with just line of sight from the Field Mechanic is a significant consideration, especially with the introduction of multi-story buildings in Operation “Cerberus.”
A stimulating new skill
The final member of the NCO Command Squad is the Field Medic. Again, we have a skill mirrored from the Command Squad with Get Up, It Ain't That Bad, so players should be comfortable with that. Adding a new twist, the second Field Medic skill is Stimulant Kit. While it can only be used on adjacent infantry, the skill gives a unit an incredible boost in capability for one round at the expense of their next turn. Used at the right time, it is a recipe for devastation. Two Sustained Attacks, two Charges, a six space move followed by an attack for Jump infantry, or any of a number of other options, can turn a unit into a whirling dervish of destruction just when it's needed. With the persistent effect of Smoke Mortars, it becomes a possible one-two punch aided by the NCO Command Squad that can eliminate the opposition without reprisal.
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Thanks for the ideas, Ron! The new Corps Officers and Heavy Kommandotrupp give Dust Tactics players a plethora of choices to make in the heat of battle. Check out the rules for these squads in the Operation “Cerberus” rulebook which is available for online download (pdf 7.7MB), and devise your plan of attack. These elite command squads will be available in the coming weeks, so makes sure you stop by a retailer and pre-order your box.
 
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.
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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.
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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 ground shook with tremors from the approaching walkers. Normally I could feel the arrival of walkers long before I saw them, but this was different; the tremors were bigger and longer. I scanned the horizon with my binoculars, and saw the source of the quakes, and I knew this was going to be a very short battle.
-Allied Sergeant Scully Johnson
After much anticipation, the Heavy Walkers are ready to stride into your Dust Tactics games. The Heavy Assault Walker and Heavy Panzer Walker sets are now available at your retailer or on our webstore. So, what are you going to blow up first?
Sate your need for colossal guns
Allied commanders can stop salivating over the Heavy Assault Walker. This box offers a choice of two different builds of heavy walkers. The Fireball uses the intimidating Napalm Thrower, which bathes enemies in a sea of flames. The Punisher delivers mighty artillery blasts from its dual Howitzer. Both of these variants feature the Carry Capacity ability that allows troops to hitch a ride inside the armored hull of these walkers.
In contrast to the Allies, Axis players receive the Heavy Panzer Walker, and this walker also has two variants. The Königsluther can rain down heavy artillery strikes from anywhere on the battlefield, obliterating enemy armor. The Sturmkönig is a veritable jack of all trades. It can effectively deal with infantry, armor, and even flyers. The Sturmkönig is also adept at defending valuable areas of the map with its Advanced Reactive Fire ability.
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If you want to know more about these walkers, check out the Heavy Walker previews for the Heavy Assault Walker and the Heavy Panzer Walker, and look for the Dust Tactics Premium versions of these walkers early next week. Add some heavy firepower to your Dust Tactics games with these sets, and formulate your new plan of attack. Get to your retailer and pick up a Heavy Walker today, or go to our webstore and order yours.
 
Gibts irgendwo nen Größenvergleich? Hab bei Google leider nix gefunden, oder Moiterei, hast du schon die MInis? Könntest du evtl. nen Cybot, oder nen Rhino oder so danebenstellen?

Das Ding ist jetzt in den USA im handel, normalerweise dauerts dann noch 3-6 Wochen, bis die auch bei uns in Europa sind.
Ich besitze inzwischen nur noch eine Chimäre und einen Demolisher... wenn ich die Läufer da habe, dann mach ich mal ein Foto. Aber wenn ich die Größe so halbwegs im von den Fotos nehme, dann sind die Läufer zumindest mal 18cm lang (ohne Waffen) und ein wenig schmaler (ca. 16cm) und wahrscheinlich 10-12 cm hoch.