Monday, February 27, 2012

Dust Tactics Game Night! 02-26-2012

We are slowly but surely generating more interest in the Portland Area! Every week we are finding more and more people watching us out of the corner of their eye, and so far at least one person has approached us and inquired about the game. Our next game night is March 11th, and I hope that we have some new players join our group.

Unfortunately I was unable to stay for the entire event. The two games I am blogging about are related to an “Ambush” scenario I am play testing for my custom campaign.

Special Thanks to Aldarion and Wayward from Radio Dust! Your Forest Tiles from Operation Ghostlight are fantastic and have come in handy when looking for new ways to create a battlefield!

First Play Test of “Ambush” scenario:

- Structure Tile
 - Objective (defender)
- Forest Tile (click here for details)

Rules:
    • No turn limit 
    •  No Cover Elements

            Attacker:
    • Attacker has approximately half the Army Points of the Defender. 
    •  Limited to only armor 1 or 2 Infantry and armor 1, 2 or 3 Vehicle. 
    • Attacker is already deployed in “secret” and waiting to spring their trap. The Attacker may wait until they are ready to spring their trap, unless spotted by the Defender  beforehand: 
      • Any infantry unit in a square that provides cover (i.e., Tank Traps, Ammo Crates, Forest tiles, Rubble, Structures, etc…) cannot be spotted unless the enemy moves to an adjacent square. Corner cover does not apply to this rule. 
      • Any Vehicle in a structure cannot be spotted unless the enemy moves a unit to an adjacent square.
      • Any unit on a normal “Square with a dot” that is not located inside a structure be spotted using normal LOS rules. 
      • Any unit spotted by the Defender must activate immediately after the Defender’s current activation. If multiple units are spotted at once, the Attacker will choose which unit is activated first, and the other unit(s) will be activated per normal combat rules.
    • The Attacker does not have to activate any units, as long as all units are still hidden. 
    • Once a unit has been activated by the Attacker or, spotted by the Defender, the ambush is revealed and play begins normally starting on the next turn, and for the remainder of the current turn the Attacker and Defender will trade off activations normally. The Attacker must activate all their units in the turn the ambush is revealed. 
      •  Note: This could very well lead to the Attacker activating all of their units after the Defender has finished activating their last unit. The first/second/third/etc… turn could end with the Defender finishing their last activation/placement, and the Attacker could then decide the Ambush is ready and activate all of their units and attack while the Defender has no more units to activate until the Attacker finishes and a new turn beings, as an example.
    •  The Attacker may retreat units off any map edge that coincides with the Attacker’s deployment zone. Moving to the edge is not enough to leave the map. The unit must have enough movement points available to move off the map.

            Defender:
    • Defender will always go first while the Attacker’s army is hidden. Normal combat and initiative rolls will be in effect in the turn after the Ambush is revealed. 
    • Determining the Victor: Whoever has the most points at the end of the scenario wins!

Victory Conditions:
    • Attacker: Destroy as many units as possible! Double points awarded for all kills. 
    •  Defender: Get your army through the ambush to the designated objective tiles and move off the map. Moving to the edge is not enough to leave the map. The unit must have enough movement points available to move off the map. Double points awarded for all units that successfully make it off the board. No points awarded for kills. 
    •  Determining the Victor: Whoever has the most points at the end of the scenario wins!


DATE PLAYED : 02/26/2012

AXIS Player: Major Headcase
Attacker

ALLIES Player: Justin
Defender


AXIS Army:
Heinrich Light Panzer Walker
Hans Light Panzer Walker
Angela
Laser Grenadiers
Recon Grenadiers
Total Points: 120


ALLIES Army:
Mickey Medium Assault Walker
The Boss Squad
Rhino
Grim Reapers
Gunner Rangers
Hell Boys
Death Dealers
Total Points: 200

TURN 1 : INITIATIVE : ALLIES
  • The Gunner Rangers immediately spot the Heinrich Light Walker.
  • Heinrich Light Walker activates immediately after the Gunner Rangers and performs a Attack-Move on the Gunner Rangers:
    • 2cm FlakVierling scores 2 hits
  • Angela and her Laser Grenadiers activate and perform a Sustained Attack on Rhino and the Grim Reapers.
    • 20mm Solothurn scores 1 hit on Rhino
    • Laser Werfer misses
  • Recon Grenadiers perform a Sustained Attack on the Hell Boys
    • STG 47’s score 2 hits
    • MG 48 scores 2 hits
  • Mickey Medium Assault Walker performs a Move/Fast-Attack on the Recon Grenadiers in a Forest Tile.
    • 75 mm Howitzer scores 4 hits, but 3 shots are absorbed by cover
    • .50 Cal MG scores 1 hit
    • .30 Cal MG misses
TURN 2 : INITIATIVE : AXIS
  • Hans Light Panzer Walker performs a Move-Attack on Rhino and the Grim Reapers
    • Granate Werfer scores 2 hits on Rhino
    • Panzer Werfer scores 1 hit on Rhino
  • Rhino and the Grim Reapers perform a Move-Attack on the Recon Grenadiers in the Forest Tile, and the Hans Light Panzer Walker.
    • Victory MG Dual’s score 9 hits, and 3 are absorbed by cover, and eliminate the Squad.
    • Rhino’s Heavy Rocket Punches and the Grim Reapers Rocket Punches score 4 hits on the Hans, eliminating the unit.
  • Angela and the Laser Grenadiers perform an Attack-Move on The Mickey Medium Assault Walker, Hell Boys, and Gunner Rangers
    • 20mm Solothurn scores 1 hit on the Mickey
    • Laser Werfer scores 2 hit on the Mickey
    • Laser Gewehr scores 3 hits on the Gunner Rangers for the kill
    • Close Combat:
      • Angela and the Laser Grenadiers eliminate the remaining Hell Boy
      • 1 hit scored on Angela
  • Mickey Medium Assault Walker performs Attack-Move/Fast on Angela and the Laser Grenadiers
    • 75 mm Howitzer scores 3 hits
    • .50 Cal MG scores 1 hit
    • .30 Cal MG scores 1 hit
  • Mickey Medium Assault Walker uses Self-Repair to restore 1 health point

TURN 3 : INITIATIVE : ALLIES
  • Angela and the Laser Grenadiers perform a Sustained Attack on the Mickey Medium Assault Walker
    • 20mm Solothurn scores 1 hit
    • Laser Werfer misses
  • Death Dealers perform a Sustained Attack on the Heinrich Light Panzer Walker
    • M9 Bazooka scores a hit for 3 damage and the kill
  • Mickey performs an Attack-Move/Fast on Angela and the Laser Grenadiers
    • 75mm Howitzer scores 2 hits
    • .50 Cal MG scores 1 hit to eliminate the Laser Grenadiers
    • .30 Cal MG scores 1 hit to eliminate Angela



SCENARIO WINNER :
AXIS

Technically, according to the rules of the scenario, the Axis gained the victory. None of the Allied units moved off the board, and therefore the Allies scored no points. The Axis player was able to eliminate the Gunner Rangers and Hell Boys, for a normal score of 54, but doubled to a total of 108. Definitely need to change a few things up to eliminate the hack and slash that the game turned into. The second run through of this scenario was done with a few changes.


Second Play Test of “Ambush” scenario:

- Structure Tile
 - Objective (defender)
- Forest Tile (click here for details)
 
Rules:
    • No turn limit
    • No Cover Elements 
    •  Attacker and Defender have an equal number of points for their army

            Attacker:
    • Limited to only armor 1 or 2 Infantry and armor 1, 2 or 3 Vehicle. 
    •  Attacker is already deployed in “secret” and waiting to spring their trap. The Attacker may wait until they are ready to spring their trap, unless spotted by the Defender beforehand.
      •  Any infantry unit in a square that provides cover (i.e., Tank Traps, Ammo Crates, Forest tiles, Rubble, Structures, etc…) cannot be spotted unless the enemy moves to an adjacent square. Corner cover does not apply to this rule. 
      •  Any Vehicle in a structure cannot be spotted unless the enemy moves a unit to an adjacent square. 
      •  Any unit on a normal “Square with a dot” that is not located inside a structure be spotted using normal LOS rules. 
      •  Any unit spotted by the Defender must activate immediately after the Defender’s current activation. If multiple units are spotted at once, the Attacker will choose which unit is activated first, and the other unit(s) will be activated per normal combat rules. 
    •  The Attacker does not have to activate any units, as long as all units are still hidden. 
    • Once a unit has been activated by the Attacker or, spotted by the Defender, the ambush is revealed and play begins normally starting on the next turn, and for the remainder of the current turn the Attacker and Defender will trade off activations normally. The Attacker must activate all their units in the turn the ambush is revealed. 
      • Note: This could very well lead to the Attacker activating all of their units after the Defender has finished activating their last unit. The first/second/third/etc… turn could end with the Defender finishing their last activation/placement, and the Attacker could then decide the Ambush is ready and activate all of their units and attack while the Defender has no more units to activate until the Attacker finishes and a new turn beings, as an example. 
    •  The Attacker may retreat units off any map edge that coincides with the Attacker’s deployment zone. Moving to the edge is not enough to leave the map. The unit must have enough movement points available to move off the map.

            Defender:
    •  Defender will always go first while the Attacker’s army is hidden. Normal combat and initiative rolls will be in effect in the turn after the Ambush is revealed. 
    •  The Defender must perform at least 1 move action in the direction of the objective in each unit’s activation (It doesn’t matter if it’s the first or second action, as long as 1 of them is a move in the direction of the objective). 
    •  Defender uses standard entry (First action puts the unit on the map, second action available to use)

Victory Conditions:
    • Attacker: Destroy as many units as possible! Double points awarded for all kills. 
    • Defender: Get your army through the ambush to the designated objective tiles and move off the map. Moving to the edge is not enough to leave the map. The unit must have enough movement points available to move off the map. Double points awarded for all units that successfully make it off the board. No points awarded for kills. 
    • Determining the Victor: Whoever has the most points at the end of the scenario wins!

DATE PLAYED : 02/26/2012

AXIS Player: Jiltedtoo
Defender

ALLIES Player: Justin
Attacker


AXIS Army:
Lothar Medium Panzer Walker
Grenadier X
Totenmeister
Axis Zombies x2
Markus
Axis Gorillas
Beobachter x2
Total Points: 200


ALLIES Army:
Wildfire Light Assault Walker
Honey Light Assault Walker
Rosie
Bazooka Joe
Crack shots x2
Gunner Rangers
BBQ Rangers
Dead Dealers
Recon Rangers
Total Points: 200

TURN 1 : INITIATIVE : AXIS
  • Beobacthers place and move to reveal Rosie and her Crack Shot’s and the Death Dealers!
  • Death Dealers perform a sustained attack on Beobachers in a Forest tile
    • M1 AR scores 2 hits, but 1 hit is absorbed by cover
    • Victory MG scores 2 hits, but both are absorbed by cover
  • Markus and the Gorillas charge Rosie and her Crack Shot’s
    • Panzer Gloves score 5 hits, eliminating Rosie and the spotter.
  • The Crack Shot’s perform a Sustained Attack on Markus and the Gorillas
    • Sniper Rifle misses
  • Recon Rangers use their U.G.L.’s to eliminate the remaining Beobacther in the Forest tile.
  • Grenadier X and the Axis Zombies perform a Move-Attack on the Death Dealers
    • Circular Saw scores 2 hits
    • Panzer Glove scores 5 hits to eliminate the Death Dealers
  • BBQ Rangers perform a Move/Fast-Attack on Grenadier X and the Axis Zombies
    • Flamethrower scores 1 hit on Grenadier X
    • Shotguns score 1 hit on Grenadier X

TURN 2 : INITIATIVE : ALLIES
  • BBQ Rangers perform a Sustained Attack on Grenadier X and the Axis Zombies
    • Flamethrower scores 4 hits
    • Shotguns score 6 hits to eliminate Grenadier X and his Zombies
  • Lothar Pazner Walker performs a Move-Attack on the Recon Rangers in a Forest Tile
    • MG 44 scores 2 hits, which are absorbed by cover
    • Nebelwerfer 42 scores 2 hits
  • Honey Light Assault Walker performs a Move/Fast-Attack on the Lothar Medium Panzer Walker and misses
  • Wildfire Light Assault Walker performs a Move/Fast-Attack on Totenmeister and the Axis Zombies
    • Quad .50 Cal MG scores 2 hits
  • Markus and the Axis Gorillas perform a Charge on The Recon Rangers and BBQ Rangers
    • Markus’ Panzer Glove scores 2 hits on the Recon Rangers
    • Axis Gorillas Panzer Gloves score 1 hit on the BBQ Rangers
  • Recon Rangers perform a Sustained Attack on Markus and the Axis Gorillas
    • M1 AR score 1 hit
    • Victory MG misses
  • Gunner Rangers perform a Move-Attack on Totenmeister and the Axis Zomibes
    • M1 AR scores 2 hits
    • M9 Bazooka scores 1 hit

TURN 3 : INITIATIVE : ALLIES
  • BBQ Rangers perform a Sustained Attack on Markus and the Axis Gorillas
    • Flamethrower scores 4 hits
    • Shotguns score 3 hits to eliminate the Axis Gorillas
  • Totenmeister and the Axis Zombies perform a Move/Fast-Attack on the Gunner Rangers
    • Blut Kreuz scores 2 hits
    • Panzer Gloves scores 3 more hits to eliminate the Gunner Rangers
  • Honey Light Assault Walker performs a Sustained Attack on the Lothar Medium Panzer Walker and misses
  • Markus engages the BBQ Rangers in combat
    • Panzer Glove scores 2 hits
    • Knife & Grenade score 1 hit to eliminate Markus
  • Wildfire Light Assault Walker performs a Sustained Attack on Totenmeister and the Axis Zombies
    • Qaud .50 Cal MG scores 1 hit
  • Recon Rangers perform a Sustained Attack on the Beobacthers
    • M1 AR scores 1 hit
    • Victory MG scores 2 hits for the elimination

TURN 4 : INITIATIVE : AXIS
  • Totenmeister and the Axis Zombies perform an Attack-Move/Fast and eliminate the Honey Light Walker
  • Recon Rangers perform a Sustained Attack on Totenmeister and the Axis Zombies
    • M1 AR scores 1 hit
    • Victory MG misses
  • Lothar Medium Panzer Walker performs a Move-Attack on the Wildfire Light Assault Walker and Recon Rangers
    • MG 44 misses the Recon Rangers
    • Nebelwerfer 42 scores 2 hits on the Wildfire
  • Wildfire performs a Sustained Attack on Totenmeister and the Axis Zombies
    • Quad .50 Cal MG scores 3 hits, eliminating the Axis Zombies

TURN 5 : INITIATIVE : AXIS
  • Totenmeister performs a Move-Attack on the Wildfire Light Assault Walker
    • Blut Kreuz scores 2 hits to eliminate the unit
  • BBQ Rangers perform a Move/Fast-Attack on the Lothar Medium Panzer Walker
    • Flamethrower misses
    • 2 Demo Charges score a hit for the elimination
  • Bazooka Joe and the Crack Shot’s perform a Move-Attack on Totenmeister
    • Grenadelauncher scores 1 hit
  • Recon Rangers perform a Sustained Attack on Totenmeister
    • M1 AR scores 1 hit
    • Victory MG scores 1 hit for the elimination

SCENARIO WINNER :
ALLIES

So, quite a different experience this time around. Like last game, the Defender was not able to score any points by a lack of moving any of their units off the board. The Attacker was able to completely eliminate the force, scoring a base of 200 points, but doubled for a total of 400 points. Definitely need to remove the “Defender must perform 1 move action toward the objective rule.” That pretty much crippled the Defender’s ability to function properly. Going to discuss this scenario more with the group and give it another try on our March 11th game day. Please feel free to add your comment and suggestions as I would love for this scenario to work better and have more of a balance. I will probably go back to a smaller Attack force, allowing limited points for kills scored by the Defender, and different deployment zones. Stay tuned as we perfect this scenario and start play testing others.


At this point in the game day I had to leave due to prior obligations, but was able to get some pictures from my group from their run through of the first 2 scenarios of Victory Bridge. We will also be picking up the scenario books starting with Operation Cyclone later in the month as we try and generate more interest and gain new players for our group. 


Good Gaming everyone!!

Thursday, February 23, 2012

Hero packs released!



The Axis and Allied Hero Packs are available for purchase!!

Premium Model information available here.

Good Gaming!!

Sunday, February 19, 2012

League Play Image





I have been working on this generic image and wanted to share it with fellow DUST fans! We will be working on a more "local" image for League Play, but think this is a good start. I hope this inspires other players to make and/or use these banners for their local DUST leagues! Keep coming back for our bi-monthly game updates and progress on our league and custom scenario's and campaigns. Good Gaming!

Thursday, February 16, 2012

Action Jackson and Stefan Preview


FFG has posted a preview of these two Heroes in the soon to be release Allied Hero Pack and Axis Hero Pack! I have been looking forward to seeing Stefan in action ever since his first release in the first Dust Tactics Game Night Kit that was released around the same time as the Operation Cyclone expansion. And Action Jackson saw his first release with Totenmeister in the Summer 2011 Game Night Kit. I look forward to adding the Allied Heroes to my existing army and facing off against the new Axis Heroes!! Good Gaming!

Tuesday, February 14, 2012

Dust Warfare: Campaign Book Zverograd


Looks like DUST WARFARE is going to be adding more the the world of DUST. Hopefully DUST WARFARE will be released before the Campaign expansion. I look forward to seeing these new units and getting some experience with a 3rd faction. This summer looks like it will be a great time for DUST! Good Gaming!

Click here for the FFG news!
Click here for the full release on the official Dust Warfare site! (note: SSU release is at the bottom of the page)

Monday, February 13, 2012

Dust Tactics Game Night


This week’s game night started off well. While setting up for our event 2 fellow gamers, Travis and Nick, were curious about the game so we set up the 1st scenario from Operation Blue Thunder, Reconnaissance, for them to play since it is a great introductory campaign for new players to get a feel for the game. Ultimately Nick won the engagement, but I feel both players performed well and were able to get a good idea of the mechanics of the game, as well as the ease of play. We look forward to seeing them at future events!

 New Players enter the world of DUST!

First Game:

DATE PLAYED : 02/12/2012

AXIS Player 1: Jiltedtoo
AXIS Player 2: Nick
ALLIES Player 1: Justin
ALLIES Player 2: Major Headcase


AXIS Army 1:
Lothar Medium Panzer Walker x2
Heinrich Light Panzer Walker x2
Kommandotrupp
Manfred
Beobachter x3
Total Points: 195

AXIS Army 2:
Lara
Heavy Recon Grenadiers
Markus
Axis Gorillas
Grenadier X
Axis Zombies
Heavy Flak Grenadiers
Heavy Laser Grenadiers
Total Points: 201

AXIS Army Total: 396 points


ALLIES Army 1:
Steel Rain Medium Assault Walker x2
Bazooka Joe
13 Foxtrot
The Priest
Hell Boys
Boss Squad
Crackshots
Total Points: 201

ALLIES Army 2:
Mickey Medium Assault Walker
Rhino
The Hammers
Ozz 117
Grim Reapers
Tank Busters
Red Devils
13 Foxtrot
Total Points: 196

ALLIES Army Total: 397 points

This was very similar to a past scenario we have played. The terrain maps from the Revised Core Set were used to make a long bridge in the middle, with extra tiles to elongate the battlefield so for a total playing space of 6 tiles x 3 tiles. Buildings and a few terrain tile squares were used to help cover the placement zones. 2 of the submarine tiles from Operation Cyclone were used to create an illusion of the submarine passing under the bridge, with the objective square being on the submarine itself, and no time limits to the scenario. The rules for the objective are as follows:
  •  The counter must reach 3 for the objective to “drop.” This is a cumulative amount that both attacking players roll towards.
  • It costs one action to roll for the objective. Rolling for the objective consists of rolling a single combat die. On a “hit” result, the player would add 1 to the counter. A player may use both actions in their activation to roll for the objective.
  • It costs one action to pick up the objective.
  • If the unit carrying the objective is eliminated, the objective drops on that square and is available to be picked up by either side, at the cost of 1 action.
  • A player must have enough movement points to move the unit holding the objective off of the map. Moving to the edge is not enough. 
 The combat map. The objective is to the left with the red die to mark the number of successful rolls and to act as the objective to be taken off the map.
 
The game started off fairly slow for the first couple turns.


 
In turn 3 Jiltedtoo was able to use indirect artillery fire to destroy the Allies Mickey. Major Headcase responded quickly by using Ozz 117 & The Grim Reapers to eliminate Grenadier X & the Axis Zombies. Turns 4 and 5 were definitely the bloodiest with Justin’s Steel Rain scoring a kill on a Heinrich; Nick’s combination of Lara & the Heavy Recon Grenadiers eliminating the Tank Busters, and his combination of Markus & the Axis Gorillas eliminating The Priest and a majority of his Hell Boys; Major Headcase’s Red Devils getting the revenge kill on Markus & the Axis Gorillas; Nick using his Heavy Flak Grenadiers to eliminate Rhino & The Hammers with their Burst weapons being used to the fullest extent (ouch!!) immediately followed up with Lara & the Heavy Recon Grenadiers finishing off the Hell Boys in addition to eliminating Ozz 117 & the Grim Reapers; Justin’s sniper was able to score a kill-shot on a hurt and fatigued Lara; Major Headcase used 2 of the Steel Rains artillery shots to get revenge on the Heavy Flak Grenadiers. At this point Jiltedtoo was able to use the Kommandotrupp to bring back the Axis Zombies.
Turn 6 and 7 slowed things way down and culminated with the game being called for an Axis win. The highlights of the turns were Major Headcase using the Red Devils to finish off the Heavy Recon Grenadiers, and Jiltedtoo using the Manfred & Beobachter combination to call an artillery strike on one of the Steel Rains for a successful kill.

We can see that this scenario needs some adjustments after 3 attempts at playing and it breaking down into a hack-and-slash each time. A call was made in future attempts at this type of scenario to make the objective square equal to Hard Cover (it was a normal open square in all previous games) since the units were inside the submarine looking for the objective, and not just standing around on the top waiting for something to happen. This should hopefully allow for a more successful run-through the next time we try a scenario like this.

SCENARIO WINNER :
AXIS

Victory Point Break Down:

AXIS Player 1: Jiltedtoo: 73 points
AXIS Player 2: Nick: 180 points
AXIS Total: 253 points

ALLIES Player 1: Justin: 47 points
ALLIES Player 1: Major Headcase: 150 points
ALLIES Total: 197 points



Second Game:

DATE PLAYED : 02/12/2012

AXIS Player 1: Jiltedtoo
AXIS Player 2: Major Headcase
ALLIES Player 1: Justin
ALLIES Player 2: Travis


AXIS Army 1:
Konigs-Luther Heavy Panzer Walker
Herman Light Walker
Hans Light Walker
Total Points: 145

AXIS Army 2:
Ludwig Medium Panzer Walker x3
Herman Light Walker
Total Points: 146

AXIS Army Total: 291 points


ALLIES Army 1:
Pounder Medium Assault Walker x2
Steel Rain Medium Assault Walker
Honey Light Walker
Total Points: 146

ALLIES Army 2:
Pounder Medium Assault Walker x2
Steel Rain Medium Assault Walker
Honey Light Walker
Total Points: 146

ALLIES Army Total: 292 points

This was a very quick battle! The game space was 4x4 with a combination of tiles and the terrain maps and only had about 8 or so terrain tiles to block lines of sight. It took less than 3 turns for this game to finish and was definitely an eye opener for improving Allied tactics against Heavy Walkers. Here’s the breakdown of action:

In the first turn a Steel Rain fired all its artillery at the Konigs-Luther scoring 4 damage, and two Pounders followed up with attacks totaling 3 more damage. In turn 2 the Konigs-Luther returned fire and destroyed a Pounder, which lead to another Pounder using sustained fire to finish off the Konigs-Luther. Another Pounder scored a kill on a Ludwig. However the Axis retaliated in full force and destroyed both Steel Rains and a Pounder before the end of the turn. In the final turn the Allies tried and tried, but were only able use a Honey to score a kill on a Herman. After that the Axis cleaned house by using a Herman and a Hans to eliminate both Honey’s while the Ludwig’s finished off the remaining Pounders. This is the first kills with the Heavy Walkers and Hans in any of our group games before, and also the first time we’ve been able to score a kill on a Heavy Walker. It should also be noted that the 2 remaining Ludwig’s each had only 1 hit left from their exchanges with the Pounders, so they at least got their shots in before the end.

The lesson that we learned here was that we don't want to expose our Light and Medium Walkers just to score an early kill on the Heavy Walker. The Allies had way too many units exposed to secure the kill on the Heavy Walker and it cost them dearly in the second turn. I look forward to more play with and perfecting my strategy against the Heavy Walkers. Though tank battles are a blast!! :)


SCENARIO WINNER :
AXIS

Victory Point Break Down:

AXIS Total: 292 points

ALLIES Total: 161 points

Friday, February 10, 2012

New SSU Heroes and Units + New Allied Walkers!

SSU Heroes Nikolai, Yakov, and Red Yana

Yakov brings a brand new ability to the battle with the Legendary Tactician skill. Looking forward to seeing what that will be all about. The SSU also has their Observer and Sniper Squads ready to release in second quarter 2012, which means we should be getting an announcement for some SSU artilery units soon! Also, the SSU Rifle Squad should be a nice addition.

Cobra (left) and Rattler (right) with Amphibious Unit Upgrade

Then there is the new Allied Walkers! Looks like we will be getting some rules fore Amphibious units soon, which should be an interesting addition, as both of these walkers can be converted with the included pontoons. I can't wait to check out the unit cards and see the stats for the 180W Phaser weapon on the Cobra, and I hope to see an unlimited range weapon on the Rattler, as the Allies are sorely hurt by their inability to trade long range blows with the Axis Walkers. Can't wait to try these units out!

Click here for more information! Good Gaming!

Thursday, February 9, 2012

Dust Day League Play for Portland!




Thanks and intellectual credit for the template go to Aldarion, for the concept, and Wayward, for the design, from Radio Dust.

We will be looking to do an official DUST DAY during the summer somewhere in the Pacific Northwest for all players in the area to participate it. As I hear from more players I will be able to gauge the best place for everyone to meet and the size of the venue needed. Can't wait to gain more players! Good Gaming!!