Sunday, October 14, 2012

A look at The Chef


One of the top spies for the Allied forces Guglielmo Zanicotti, a.k.a. “The Chef”, has been instrumental in keeping the Allied forces appraised of valuable information. Captain Joe Brown and Rosie have relied on Guglielmo to be their inside man on many of their operations, the most famous being Operation Red Lightning. His current whereabouts are thought to be in Berlin where he can hopefully obtain vital information regarding the Blutkreuz Korps and their VK experiments; however the events in Zverograd may need his attention before much longer.

One of The Chef’s greatest advantages is his dual Flamethrowers. He is also very well adept in Close Combat with his Kitchen Knife. He lacks any useful abilities in Dust Tactics, relying only on the ability to ignore cover that his primary weapon brings. The Chef can join units to benefit from their skills, such as the Fast ability from BBQ Rangers or Hell Boys. However, in Dust Warfare his ability “Whose side is he on?” is unparalleled. While The Chef cannot join a unit, he cannot be targeted with an Attack action or Reaction until he has declared an Attack action of his own. Once The Chef has declared a single Attack action, he may be targeted normally. A recent clarification from Fantasy Flight Games verified that The Chef may hold an objective in a Key Position scenario without ever revealing himself to the enemy.

The dual Flamethrowers are devastating to Soldier units and could roll up to 2 dice per Soldier unit. The short range means that The Chef must get up close and personal to his foes to cause any damage. This can be accomplished in Tactics by adding the Hero to a unit, and in Warfare he can just March Move to any vital unit on the board and declare his Attack, though this could also bring certain death if the rest of the Allied forces are not nearby to provide support.


  • Pro’s:
    • Attacking large groups can cause massive amounts of damage, and will always ignore cover.
      • In Tactics the dual weapon lines allow The Chef to target 2 separate units, or focus both flamethrowers on a single target.
      • In Warfare there is only 1 weapon line, but this will always guarantee a minimum of 2 dice per miniature when attacking.
    • Very powerful against vehicles.
      • In Tactics the weapon lines of The Chef’s Flamethrowers state that they each do 1/2 damage against a vehicle, regardless of armor rating. So the Chef could have a 33% chance at causing 2 hit against 2 separate vehicles, or he could target a single vehicle and have 44% chance of causing exactly 2 hits, and an 11% chance of causing 4 hits.
      • In Warfare the Chef only has the 1 weapon line, and the stats have been adjusted to 1/4 damage against a vehicle, regardless of armor rating. This is now just a 33% chance to cause 4 hits against a vehicle. 
    • Decent Close Combat damage:
      • In Tactics he brings 4 dice to Close Combat when fighting armor 2 Soldiers, and 2 dice against armor 3 Soldiers.
      • In Warfare he has been reduces to 2 dice for armor 2 and 1 die for armor 3 Soldiers, but can now damage armor 4 Soldiers with 1 die.
    • His cost is only 20 points in Warfare and the advantage of his skill allows the Allied player to hold objectives on the board without ever engaging the enemy in combat. The Chef can also move on Command Sections to attack and cripple the enemies abilities to give proper orders and manage their forces.
    • He will always ignore cover when Attacking with his Flame weapons and the nature of Close Combat.
  • Con’s:
    • Completely vulnerable and defenseless against Aircraft
      • For Tactics, hopefully he is a part of a unit, or taking cover in a structure.
      • For Warfare, he is immune to Attack actions, until revealed as an enemy. Unless there is proper support from other Allied units, he will surely be lost.
    • The cost in Tactics of 22 points is a bit expensive for a Hero with only 3 hit points and no special abilities. Regardless of the weapons a Hero wields, they're Heroes and should bring a bit more to the battle. Fast, Assault (one use), Black Ops (which makes the most sense), are all very plausible skills to make this Hero worth his cost.
    • 3 Hit points. Most Heroes have 4 Hit points, and that 1 point can make all the difference. The only other Hero with less than 4 Hit points is Angela, who also has a value of 3 Hit points.

  • Units
    • All of these tips apply only to Dust Tactics since The Chef cannot join any units in Dust Warfare.
    • BBQ Rangers or the Hell Boys are an excellent choice. Their ability to move fast assists The Chef with mobility, and the additional Flamethrowers will only increase this combination's ability to cause massive amounts of damage. Since each Flamethrower is it's own weapon line, and the units also have Shotguns and possibly Demo Charges, this creates the potential of targeting and damaging a large amount of separate units, or focusing a majority of their fire to cripple a heavily armored vehicle and a supporting Soldier unit.
    • The Crack Shots are also a decent unit to combine with The Chef. The ability of the Spotter will reverse the entire units attack rolls. This means the Dual Flamethrowers will both ignore cover, and hit when the combat die roll misses. The Agile skill adds a little flexibility and the additional cover bonus that the Special Ops team provides will help keep the unit alive much longer than normal, provided they can find any cover.
    • The Gunners, Recon Boys, Death Dealers, and 13 Foxtrot are also available for The Chef to join. There is no real bonus past some serious damage at close range and 3 additional hits, which can be useful for 13 Foxtrot, but still only makes the entire unit worth 5 Hit points with a great cover value, but potentially leaves the bulk of the units firepower away from the front line.
We weren't able to get together for League play, so I though this update would be a good idea. We will be back next Sunday to continue our League and enjoy the world of Dust. We are also working on joining a possible tournament in Olympia before the end of the year! If you have any ideas or requests for a unit review such as this please email me at pdxdust@gmail.com. Good Gaming!!

Saturday, October 13, 2012

October League Update!



League results are now up from our game night on September 30th. Justin dropped the ball in 3 of the 4 games he played and is no longer in the lead. Nicholas and Justin finished up Operation Cyclone and Justin and John had a go at the first mission of Operation Seelöwe. Enjoy!!


Mission 6: An Unwelcome Surprise
Date of Play: 09-30-2012
Justin v. Nicholas


The Attacker must escape the base! The Attacker scores points for eliminating enemy units and for each unit they successfully escape through the highlighted zone. The Defender scores points for each enemy unit that is eliminated. The Player who scores the most points by the end of Turn 8 wins the scenario. The scenario may end before Turn 8 if one Player is eliminated and/or the Attacker escapes all surviving units.
  • Attacker:
    Justin - Allies: 239 points
    OZZ-177 - Rhino - BBQ Squad - Grim Reapers - Grim Reapers - Tank Busters - Rattler- Cobra
  • Defender:
    Nicholas - Axis: 237 points
    Lara - Beobachter - Beobachter - Heavy Recon Grenadiers - Recon Grenadiers - Recon Grenadiers - Recon Grenadiers - Heinrich - Heinrich - Ludwig - Ludwig
The game was rather quick and the action started immediately. The Allies were able to score a lot of points in Turn 1 when they escaped a lone unit of Grim Reapers as well as OZZ-117 and his Tank Busters, while Rhino and his unit of Grim Reapers were able to successfully eliminate a unit of Recon Grenadiers. However the Axis was able to score some points of their own when a Heinrich successfully eliminated a unit of BBQ Rangers, and a Ludwig made short work of the Allied Rattler. Turn 2 brought the end of the scenario. The Allied Cobra made a last ditch attempt to eliminate 2 Axis units; another unit of Recon Grenadiers fell with ease to the Walker’s Machine Guns, but the main Phaser weapon once again proved its ability to underperform and only scored 3 hits on the Axis Ludwig. The Ludwig returned fire on the Cobra and successfully eliminated the Allied unit, while the last unit of Recon Grenadiers was able to finish off Rhino and the Grim Reapers, who were taking fire from many Axis units both rounds.
  • Victor: Axis
  • Victory Points:
    • Justin - Allies: 112 points
    • Nicholas - Axis: 159 points 

The first roll of my brand new dice from Chessex, followed by the final roll of the game (where I needed to kill the Ludwig to close the point gap)



Mission 7: Rescue The General
Date of Play: 09-30-2012
Justin v. Nicholas



Each Player must bring an Armor 2 Command Squad, and must deploy the Command Squad through the highlighted square and in the Opponent’s deployment zone!! The objective is for each Player to keep their Command Squad alive, while eliminating the enemies Command Squad to gain the victory. The game is played for 8 Turns. If both Players have their Command Squad alive at the end of Turn 8, or if both players Command Squads are eliminated, the game ends in a draw. 4 Ammo Crates are available as cover to be placed in the highlighted area.
  • Attacker:
    Justin - Allies: 240 points
    Bazooka Joe - Johnny One-Eye - The Chef - BBQ Squad - Crack Shots - Recon Boys - The Boss - The Gunners
  • Defender:
    Nicholas - Axis: 238 points
    Grenadier X - Lara - Markus -  Axis Gorillas - Axis Zombies - Heavy Recon Grenadiers - Kommandotrupp - Heinrich - Heinrich
Turn 1 saw a little action when Markus and his Gorillas Charged the Allied Mickey and tore the Walker to shreds with ease. Also, both players had units in prime position to eliminate each other’s Command Squad. Grenadier X and his Zombies made use of the Assault skill to get within one space of the Allied Command Squad, while Chef and his BBQ Rangers were in prime position to move in and fire on the Axis Kommandotrupp. The Allies won the initiative for Turn 2 and moved the Flamethrowers into position to score the kill on the Kommandotrupp. Grenadier X and his Zombies then made short work of the Allied Command Squad, ending the game in a draw.
  • Victor: Draw
  • Victory Points:
    • Justin - Allies: 40 points
    • Nicholas - Axis: 75 points

The roll that eliminated the Kommandotrupp from 3 flamethrowers



Mission 8: Das Boot
 Date of Play: 09-30-2012
Justin v. Nicholas


The final scenario was a tough one for the Allies. To win the scenario each Player totals the AP of the units that are occupying a square on the Submarine at the end of Turn 8. If no units are on the Submarine, or the AP totals are tied, the game ends in a draw. The Submarine is Armor 6 with a Health of 3. Any attack that includes a weapon that can damage Armor 6 Vehicles resolved against units occupying a Submarine tile which misses its target must then resolve the Attack against the Submarine. If a Player sinks the submarine they lose the game. 4 Ammo Crates are available for cover and may be placed anywhere on the map.
  • Attacker:
    Justin - Allies: 240 points
    Action Jackson - OZZ-177 - Crack Shots -  Grim Reapers - Red Devils - Honey - Pounder - Rattler-Amp - Wildfire
  • Defender:
    Nicholas - Axis: 237 points
    Lara - Beobachter - Beobachter - Heavy Recon Grenadiers - Recon Grenadiers - Recon Grenadiers - Recon Grenadiers - Heinrich - Heinrich- Ludwig - Ludwig
The Axis brought quite a bit of heavy fire power, which threw the Allied strategy off a bit. Turn 1 brought plenty of destruction. The allied Rattler was able to eliminate a Heinrich, but the Axis was able to eliminate the Wildfire with another Heinrich, and the Pounder with a great shot from a Ludwig. The Honey was lost to another attack from the Axis Ludwig’s in Turn 2. The Rattler was able to eliminate a unit of Recon Grenadiers and Beobacthers in Turn 3, while OZZ and his Grim Reapers successfully eliminated the second unit of Beobacthers. Action Jackson and the Red Devils had a chance to shine in Turn 4, but the unreliability of the Phaser weapons only aided the unit in its undeniable ability to underperform with every attack. Instead both Ludwigs eliminated the Allied Rattler and Action Jackson and his Red Devils. Turn 5 brought the end of the game. The Grim Reapers focused their Dual Victory MGs on Lara and her Heavy Recon Grenadiers while OZZ didn’t want to take any chances with the Ludwig, which now occupied a space on the submarine, and decided to use all the rocket punches and the flamethrower on the Walker, even though the flamethrower was sure to sink the submarine… And the flamethrower did just that to secure the victory for the Axis. However, Lara and her Heavy Recon Grenadiers did fall to the fire from the Allied machine guns. The Allies could have scored a victory had they just stuck to the rocket punches and some creative movement to eliminate the enemy Heinrich, 2nd Ludwig, and take position on the Submarine since the combined total of 50 points (24 for OZZ and 26 for the Grim Reapers) would have outscored both Recon Grenadier units (16 x 2 for 32 points).
  • Victor: Axis
  • Victory Points:
    • Justin - Allies: 139 points
    • Nicholas - Axis: 180 points 



 
Mission 1: We're Here!
Date of Play: 09-30-2012
John v. Justin


The objective of this scenario was to reach, and hold, the Objective Square at the end of Turn 8. The game ends in a draw if neither Player occupied the Objective Square at the end of Turn 8. 4 Ammo Crates are available to place within the highlighted cover zone. It should also be noted that John requested that the game only be played with miniatures that were available as of Operation Seelöwe. The units available can be easily determined since Operation Seelöwe is the Expansion where the unit points were updated to the current system and the Rulebook contains all the units released up to date and their new point values.
  • Attacker:
    John - Axis: 248 points
    Grenadier X - Markus - Sigrid - Stefan - Axis Gorillas - Axis Zombies - Laser Grenadiers - Recon Grenadiers - Recon Grenadiers - Recon Grenadiers - Lothar
  • Defender:
    Justin - Allies: 250 points
    Bazooka Joe - Johnny One-Eye - OZZ-177 - Rosie - The Priest  - 13 Foxtrot - 13 Foxtrot - BBQ Squad - BBQ Squad - Grim Reapers - The Gunners - Steel Rain
Turn 2 brought most of the action in the scenario. Grenadier X and his Zombies attacked OZZ and his Grim Reapers, severely injuring the Allied Hero, and eliminating the Grim Reapers. Markus and his Apes followed up to finish off the injured Allied Hero. However Priest and his BBQ Rangers were able to move in and get revenge by completely eliminating the Axis Blutkreuz Zombie Hero and unit. Rosie and her BBQ Rangers were also able to make good use of their resources by eliminating the Axis Ludwig and a unit of Recon Grenadiers; however Sigrid and her Laser Grenadiers moved in to attack and eliminated Rosie and her BBQ Rangers. The Axis used their initiative in Turn 3 to Ape Charge Johnny and his Gunner Rangers, but a successful reactive fire from the Allied unit brought enough firepower to eliminate the injured Markus and Blutkreuz Apes, keeping the Allied unit safe for a bit longer. Priest and his BBQ Rangers were hurt after the exchange with the Axis Zombies, and they fell in close combat against Stefan and his Recon Grenadiers, since the remaining miniatures didn’t have enough firepower to bring down the Axis Hero and unit. In fact, that unit of Recon Grenadiers would prove to be the MVP for the Axis forces. Turn 4 saw the Axis separate Stefan from his Recon Grenadiers so the Hero could eliminate a unit of 13 Foxtrot. An attack from Johnny and his Gunner Rangers brought the elimination of Stefan. Then Stefan’s unit of Recon Grenadiers made a retaliatory strike to successfully eliminate Johnny and his Gunner Rangers. That unit of Recon Grenadiers would also prove to be the MVP of the Axis forces in this scenario. They just wouldn’t die since the combinations of Soft and Hard cover provided within the structure kept them safe, and they also blocked any ability for the Allies to progress towards the Objective Square. Eventually, in Turn 7, the Steel Rain was able to get a good position in the structure to finally eliminate the Recon Grenadiers, but not before the Axis unit eliminated Joe and his unit of 13 Foxtrot . Unfortunately the Allied units couldn’t reach the Objective Square and have a chance to drive out the last unit of Recon Grenadiers who were holding before the end of Turn 8.
  • Victor: Axis
  • Victory Points:
    • Justin - Allies: 185 points
    • John - Axis: 212 points

We have more League play coming this Sunday, and I promise to get the update completed in a timelier manner! Good Gaming!

Tuesday, October 2, 2012

Full Warfare Battle Report!!

At long last the Full Warfare Battle Report arrives! This Game was played on July 29th, 2012 and marked the beginning of the 2nd 2012 PDX Dust League. We made sure to document command pools with results, command phase orders, unit phase orders, and all the nastiness in between to give those interested in Dust Warfare an in-depth look at the game and how it functions. I did my best to give information based off the perspective of one who was familiar with Table Top Games but new to, or curious about, Warfare. Feel free to comment with any questions or email us at pdxdust@gmail.com. The table size is 48" by 72". Enjoy!!

A few other things to note, especially for those unfamiliar with Dust Warfare. The Battle Report starts when the Platoon Table is shown, as that is the first step in a Dust Warfare game: 
  • Each player counts their units on the board. The number of units equals the number of Command Pool Die. Heroes attached with a unit count as 1 unit. Each player rolls their Command Pool and totals up the "hits". Each hit is worth 1 order. The player with the fewest number of hits/orders goes first during each phase, and the other player goes second. Ties are rerolled until a determination can be made.
  • Any player that has at least one unit in a command section with the Command Squad Special Ability gain 1 additional order during the Command Phase.
  • Since each player has 2 Command Sections, and each section contains a Radioman, they can both give up to 2 orders outside of the normal command range.
  • A unit gains a Reaction Marker when  issued a Take Action order in the Command Phase. This prevents the unit from reacting for the rest of the turn, and takes one action away from the unit during the Unit phase.
  • At the end of each Turn all Reaction Markers and 1 Suppression Marker are removed from each unit.
  • A unit that is suppressed may not make a reaction.
    • When a unit activates during the Unit Phase they roll a die for each suppression marker. Remove 1 suppression marker for each "hit" result.
      • If a Hero is with the unit then the die rolls are reversed and a suppression marker is removed for each "miss" result. 
      • If a unit has more suppression markers than miniatures left they are in retreat and must spend all actions during the Unit phase to move towards the closest table edge. When the unit leaves the board it counts as an elimination for the enemy.
        • Units with Heroes will never retreat.
        • A Regroup Order may be issued during the Command Phase to remove all Suppression and Reaction markers, provided the command range is met, or a Radioman is available to negate the command range.  
  • A unit that is both suppressed and has any reaction markers may not take any actions during the Unit Phase, unless all the Suppression Markers are removed via the die roll when activating said unit.
  • A command section can only issue orders to units within 12" of the unit leader. 
    • Each Radioman allows an order to be given to any friendly unit, regardless of range or line of sight. The Improved Command Platoon Upgrade allows a Radioman to be attached to a command section (in this case the Axis used this upgrade to place a Radioman with the Sturmpioniere's since they are a command section normally without a radioman.) This Upgrade could also be used to attach a second Radioman to a command section that already has a Radioman (such as the Ranger Command Squad, or the Kommandotrupp).
  • Reactions are limited to 12"
    • Anybody within range may react to a move action.
    • Only the unit that is the target of an attack may react to the attack action. If the attack action is a Close Combat attack, then only Close Combat weapons may be used when reacting.
    • A unit that reacts to an enemy gains a reaction marker and cannot react to any other unit for the remainder of the turn. 
    • Any Attack action reactions are resolved simultaneously.
  • Platoon Special Abilities (Command Phase only)
    • The Axis' 1st Platoon has the Wiederbelbungsserum Failsafe ability. Once per Command Phase a non-Zombie unit is given the order and rolls 1 combat die for each miniature lost during the previous game turn. A new platoon is placed within 3" of the ordered unit and contains a number of Zombies equal to the number of "hit" results. These zombies are worth 0 AP and have Combat Knives (x2 each) instead of Panzer Gloves
    • The Axis' 2nd Platoon has the ability to issue a Blitzkrieg Move to 1 unit during the Command Phase. This allows the unit to move 6" without gaining a Reaction Marker
    • The Allied player has 2 platoons, but they are both Combat Platoons and have access to the same special order, which allows them to use the special order twice per Command Phase. Fire For Effect allows each Ranger Command Squad to issue the order to any unit with the Artillery Strike ability (including itself). The unit gains a Reaction Marker. Then roll as single Combat Die, and on a "hit" the ordered unit may resolve a 220mm Long Tom attack against up to two target units. Each target must be within 6" of each other.
  • The Heavy Ranger Tank Hunter Squad have the Rocket Punch Close Combat Weapon.
    • Rocket Punches are designed to tear through armor to hit vital systems. They reverse combat die rolls and Hit on a "miss" and Miss on a "hit" against all units.
  • Lara, the Heavy Recon Grenadier, the Heavy Flak Grenadiers, and the Heavy Laser Grenadiers have the Damage Resilience Special Ability.
    • When making an Armor save the unit rolls an additional die. Since all these units are Armor 3, they all roll 4 dice for Armor saves (3 Armor + 1 for Damage Resilience).
  • The Chef has the special ability "Whose side is he on?"
    • The Chef may not be attached to any unit and he cannot be targeted by any enemy unit until he has declared an attack action of his own and reveals himself to the enemy. Once The Chef has declared an attack action he is susceptible to enemy attacks for the remainder of the game. After the date of this game a clarification verified that The Chef can hold an objective in a Key Position scenario and score points without ever having revealed himself to the enemy.

Each player created their forces using the required Platoon Builder before any aspects of the game were decided.

Player:JohnNicholas
Faction:AxisAllies
1st Platoon
Command Section:SturmpionereRanger Command Squad
1st SectionHeavy Laser GrenadiersRanger Weapon Squad
2nd SectionHeavy Flak GrenadiersCombat Ranger Squad + Bazooka
3rd SectionHeavy Recon GrenadiersHeavy Ranger Tank Hunter Squad
4th Section------
HeroLaraRosie
Support Units
-Hans
-Ludwig
-Steel Rain
-Steel Rain
-13 Foxtrot
Platoon UpgradeImproved CommandAir Drop
2nd Platoon
Command Section:KommandotruppRanger Command Squad
1st SectionRecon GrenadiersAssault Ranger Squad
2nd SectionBattle Grenadiers---
3rd Section------
4th Section------
Hero---The Chef
Support Units-Hans-13 Foxtrot
Platoon Upgrade------
Point Totals:299 points298 points

The next step was to utilize the Tournament Scenario's Battle Builder to determine the Objective, Deployment, and Conditions for the game. Each player has 2 points to use in the Battle Builder and rolls 5 Combat Die. The player who rolls the fewest "hits" gets to spend their first point.

Nicholas rolled 0 hits and John rolled a single hit. Nicholas chose to place his first point into Deployment; John spent a point in Objectives; Nicholas spent his second point on Conditions; John spent his second point on Objectives, resulting in the following scenario:
  • Objective: Key Positions
    • Each player names 2 piece of terrain as their "objectives" after each force has been deployed, but before the beginning of the First turn. 
    • Each objective is worth 1 Superiority Point. If the players choose the same piece of terrain as an objective it then becomes worth 2 Superiority Points.
    • A player must have at least 1 Soldier unit with it's Unit Leader in base contact with the objective to earn the Superiority Point(s). Units from either side may simultaneously occupy the same objective and score points for their faction.
  • Deployment: Force Collision
    • The players will deploy 24" off the corner of their deployment zone.
  • Condition: None
Now it is time to place the terrain for the game. 1/4 of the table is filled with terrain, and each player will alternate placement of each terrain piece. The player who places the first piece of terrain is determined in the exact same manner as the player who spent the first point in the Battle Builder (5 combat dice, lowest amount of hits places first). This time John won placed the first terrain piece. Once all the terrain was placed the results were as follows:




According the the rules for Force Collision, the player who spent the first Scenario point gets to deploy their army first. Nicholas' Allies deploy first since he spent the first scenario point and John's Axis deploy after Nicholas has finished.

Now that the terrain has been placed and each side has deployed their forces, it is time for the players to choose their objectives for the Key Positions of the scenario. They are as follows:
  • Allies: Small Tower on hill & Ruined 2 story building near crater and rubble obstacle.
  • Axis: Large 2 story building on hill & Large destroyed church in the middle.

 Setup with Objectives marked, but minus the units for better clarity

The standard turn limit for the Battle Builder is 5 turns. Calculate Superiority Points at the end of Turn 5 to determine the winner. 


A look at the table after Deployment


Before the start of the 1st Turn the Allied player names Rosie and her Combat Ranger Squad + Bazooka as the unit with the Air Drop upgrade. They are kept off the table until the Allied player wishes to utilize them in the scenario. They must perform a March Move action during the Unit Phase and be placed no closer than 12" from an enemy unit when entering the table.

Turn 1
  • Initiative: 
    • Allied Command Pool: 10 dice
    • Axis Command Pool: 10 dice
    • Results:
      • Allied: 3 hits for 3 orders + 1 Command Squad Order
        4 orders in total
      • Axis: 1 hit for 1 order + 1 Command Squad Order
        2 orders in total
  • Command Phase:
    • Axis:
      • Radio Order: Ludwig moves 6" towards the ruined church
      • Radio Order: Blitzkrieg move order on Lara and the Heavy Recon Grenadiers towards the crater near the Allied objective. (No Reaction Marker)
    • Allies:
      • Fire for Effect order using 1st Platoon's 13 Foxtrot, but the roll is unsuccessful
      • Fire for Effect order using 1st Platoon's Ranger Command Squad, but the roll is unsuccessful
      • Heavy Ranger Tank Hunter Squad move order under 12" towards the ruined church.
      • 2nd Platoon's 13 Foxtrot move order into the forest on the hill near the Allied Small Tower Objective.
  • Unit Phase: 
    • Axis:
      • The 1st Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly at 2nd Platoon's 13 Foxtrot in the forest on the hill.
        • 1 Hit is scored
        • Soft Cover reduces damage by 1.
        • No damage dealt, but the Allied unit gains a Suppression Marker
      • The 2nd Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly at the Heavy Ranger Tank Hunter Squad.
        • 1 Hit is scored
        • Armor fails to make any saves
        • 1 miniature is lost and the unit gains a Suppression Marker
      • Lara and her Heavy Recon Grenadiers perform a March Move towards and into the cover of the crater.
      • Sturmpionieres March Move to the cover of a barricade.
      • Heavy Laser Grenadiers March Move with the Ludwig towards the ruined church
      • Heavy Flak Grenadiers Move into the safety of the Bunker near the Axis deployment zone
    • Allies: 
      • The Chef March Moves towards the 2 story building on the hill near the Axis deployment zone.
      • Assault Ranger Squad March Moves with the Fast ability into the ruined church.
      • 1st Platoons 1st Steel Rain fires indirectly using the 4.2" Rocket System and line of sight from 2nd Platoons 13 Foxtrot in the trees at the enemy Ludwig.
        • 3 Hits are scored
        • Armor fails to make any saves
        • The Ludwig takes 3 damage. Vehicle damage is rolled and the Ludwig is Blind.
      • 1st Platoons 2nd Steel Rain fires in the exact same fashion with the 4.2" Rocket System as the 1st Steel Rain at the Axis Ludwig.
        • 1 Hit is scored
        • 1 Armor roll reduces 1 Hit.
        • No further damage.
      • Ranger Weapon Squad March Move towards the ruined 2 story building near the crater. (An Allied objective)
      • 2nd Platoons Ranger Command Squad moves into the forest which contains 2nd Platoons 13 Foxtrot.
      • Heavy Ranger Tank Hunter Squad activates, but is unable to remove any suppression and cannot make any other actions due to both the Reaction and Suppression Markers.

Turn 2
  • Initiative: 
    • Allied Command Pool: 10 dice
    • Axis Command Pool: 10 dice
    • Results:
      • Allied: 7 hits for 7 orders + 1 Command Squad Order
        8 orders in total
      • Axis: 5 hits for 5 orders + 1 Command Squad Order
        6 orders in total
  • Command Phase:
    • Axis:
      • Radio Order: Blitzkrieg move order on Lara and the Heavy Recon Grenadiers towards the ruined 2 story building near the crater (and unknowingly into an Allied objective). (No Reaction Marker gained)
      • Radio Order: Ludwig moves order for 6" towards the ruined church.
      • Recon Grenadiers move order to the top floor in the 2 story structure on the hill (An Axis objective)
    • Allies:
      • Fire for Effect order using 2nd Platoons 13 Foxtrot, but the roll is unsuccessful
      • Fire for Effect order using 1st Platoons 13 Foxtrot, but the roll is unsuccessful
      • Reload Order on the 1st Steel Rain
      • Reload Order on the 2nd Steel Rain
      • Ranger Weapon Squad move in towards the ruined 2 story building near the crater (an Allied objective)
      • Heavy Ranger Tank Hunter Squad moves back towards the forest near the Steel Rains.
  • Unit Phase: 
    • Axis:
      • The Ludwig fires at the Allied 2nd Platoons 13 Foxtrot unit in the forest on the far hill with it's 8.8cm Doppel-FPK, and it's MG 44 at the Allied Assault Ranger Squad in the ruined church. (An Axis objective)
        • 1 Hit is scored against 13 Foxtrot with the 8.8cm Doppel-FPK.
          • Hard cover reduces damage by 2.
          • 0 Armor saves are successful.
          • No damage deal. The Allied Team gains a Suppression Marker.
        • 1 Hit is scored against Assault Ranger Squad with the MG 44.
          • Hard Cover reduces damage by 2 for each unit.
          • 0 Armor saves are successful.
          • No damage deal. The Allied unit gains a Suppression Marker.
      • The 1st Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly at the Ranger Weapon Squad.
        • 0 Hits are scored
      • The 2nd Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly at the Ranger Weapon Squad.
        • 2 Hits are scored
        • Hard Cover reduces damage by 2.
        • 0 Armor saves are successful.
        • No damage dealt. The Allied unit gains a Suppression Marker.
      • Lara and her Heavy Recon Grenadiers perform a March Move with the Assault Special Ability towards and into the cover of the ruined 2 story building near the crater (An Allied objective)
        • The Assault skill means that the end of the March Move may not trigger a reaction.
      • Heavy Laser Grenadiers perform a Sustained Attack against the Assault Ranger Squad in the ruined church (An Axis objective).
        • 2 Hits are scored with the Schwer Laser-Werfer
        • Hard Cover reduces damage by 2.
        • 0 Armor saves are successful.
        • No damage dealt. The Allied unit gains a Suppression Marker.
    • Allies: 
      • The Chef March Moves towards the 2 story building on the hill near the Axis deployment zone.
      • Ranger Weapon Squad activate and are able to remove the Suppression Marker. They target Lara and her Heavy Recon Grenadiers in the 2 story ruined building. Lara and her Heavy Recon Grenadiers react to the attack.
        • 11 Hits scored against the Ranger Weapon Squad with the 5 MG 44 Zwei's. 
          • Ranger Weapon Squad successfully roll 1 Armor save.
          • 10 hits get through and the Ranger Weapon Squad are eliminated from the battle.
        • 1 Hit scored against Lara and her Heavy unit with the U.G.L. All other weapons miss.
          • The use of U.G.L.'s by the Allies negate any cover bonus for the Axis.
          • 1 Armor save is successful reducing 1 Hit.
          • No damage dealt. The unit gains a Suppression Marker.
      • 1st Platoons Ranger Command Squad fails to heal the injured Heavy Ranger Tank Hunter Squad.
      • The 1st Steel Rain moves to get a better view around the ruined church.
      • The 2nd Steel Rain moves from behind the trees to support the 1st Steel Rain.


Turn 3
  • Initiative:
    • Allied Command Pool: 9 dice
    • Axis Command Pool: 10 dice
    • Results:
      • Allied: 4 hits for 4 orders + 1 Command Squad Order
        5 orders in total
      • Axis: 6 hits for 6 orders + 1 Command Squad Order
        7 orders in total
  • Command Phase:
    • Allies:
      • Fire for Effect order using 2nd Platoons 13 Foxtrot, but the roll is unsuccessful.
      • Fire for Effect order using 1st Platoons 13 Foxtrot, with a successful roll. 
        • The damaged, blind Ludwig along with the Heavy Laser Grenadiers are both with 6" of each other and well within line of sight. The 220mm Long Tom will be able to resolve a 5/1 attack on the Heavy Laser Grenadiers, and a 1/3 attack on the Ludwig
          • The roll against the Ludwig is successful for 3 Hits.
            • The Ludwig only rolls 2 successful armor saves, and 1 Hit gets through to finish off the Axis Walker.
          • The roll against the Heavy Laser Grenadiers only manages 1 Hit.
            • The Heavy Laser Grenadiers manage to roll 2 successful armor saves and only pick up a Suppression Marker.
      • Radio Order: Regroup Order to the Assault Ranger Squad to remove all suppression and move unit miniatures within 6" of the unit leader (unit leader cannot move). (No Reaction Marker gained)
    • Axis:
      • Radio Order: Heavy Flack Grenadiers move off the Bunker towards the ruined church (an Axis objective).
      • Radio Order: Lara and her Heavy Recon Grenadiers Attack the Allied 2nd Platoon 13 Foxtrot in the forest on top of the hill.
        • 9 Hits are scored with the 5 MG 44 Zwei's.
        • Since 13 Foxtrot is an Observer Team with the Team Special Ability, they gain the bonus of Hard Cover in the forest, and 2 Hits are reduced against the Allied Team.
        • Both Armor die roll successfully and 2 additional Hits are reduced.
        • The remaining 5 Hits are more than enough to eliminate the 2 man unit.
  • Unit Phase: 
    • Allies:
      • 1st Steel Rain fires the 4.2" Rocket System with a Sustained Direct Attack on Lara and her Heavy Recon Grenadiers.
        • 2 Hits are Scored.
        • Hard Cover reduces 2 Hits.
        • 0 Armor saves are successful.
        • No damage dealt. The Heavy Axis unit gains a Suppression Marker.
      • 2nd Steel Rain fires the 4.2" Rocket System with a Sustained Direct Attack on Lara and her Heavy Recon Grenadiers.
        • 2 Hits are Scored.
        • Hard Cover reduces 2 Hits.
        • 0 Armor saves are successful.
        • No damage dealt. The Heavy Axis unit gains a Suppression Marker.
      • 1st Platoons Ranger Command Squad fails to heal the injured Heavy Ranger Tank Hunter Squad
      • The Chef March Moves towards the 2 story building on the hill near the Axis deployment zone.
      • The Heavy Ranger Tank Hunter Squad Move Marches with their Jump skill into the 2 story ruined building that Lara and her Heavy unit occupies. (An Allied objective)
      • 2nd Platoons Ranger Command Squad Moves and Attacks Lara and her Heavy Recon Grenadiers.
        • 1 hit is scored with the M1 AR.
        • Hard Cover reduces 2 hits.
        • 0 Armor saves are successful.
        • No damage dealt. The Heavy Axis unit gains a Suppression Marker.
      • Assault Ranger Squad March Moves with the Fast skill into the 2 story ruined building with both the Axis and Allied Heavy units. (An Allied objective)
      • Rosie and her Combat Ranger Squad + Bazooka March Move and Air Drop just outside of 12" of Lara and her Heavy unit inside the ruined 2 story building. (An Allied objective)
    • Axis: 
      • Heavy Laser Grenadiers Move towards the ruined church. (An Axis objective)
      • Heavy Flak Grenadiers Move in behind the Heavy Laser Grenadiers to support the unit.
      • 2nd Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly at Rosie and her Combat Ranger Squad + Bazooka.
        • 2 Hits are scored.
        • Soft Cover reduces damage by 1 Hit.
        • 1 Armor save is successful reducing 1 Hit.
        • No damage. The Allied unit gains a Suppression Marker.
      • 1st Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly at  Rosie and her Combat Ranger Squad + Bazooka.
        • 4 Hits are scored.
        • Soft Cover reduces damage by 1 Hit.
        • 0 Armor saves are successful.
        • 3 Hits are taken on Rosie.
      • Lara and the Heavy Recon Grenadiers activate and only manage to remove 1 Suppression Marker and gets no Actions, since they also have a Reaction Marker from the Command Phase.


Turn 4
  • Initiative:
    • Allied Command Pool: 9 dice
    • Axis Command Pool: 9 dice
    • Results:
      • Allied: 4 hits for 4 orders + 1 Command Squad Order
        5 orders in total
      • Axis: 3 hits for 3 orders + 1 Command Squad Order
        4 orders in total
  • Command Phase:
    • Axis:
      • Radio Order: Lara and the Heavy Recon Grenadiers Attack order against the Heavy Ranger Tank Hunter Squad and the Assault Ranger Squad.
        • Since all 3 units are in the same building, none of the units benefit from cover.
        • 0 Hits are scored on the Assault Ranger Squad.
        • 2 Hits are Scored on the Heavy Ranger Tank Hunter Squad.
          • 2 Armor saves are successful reducing 2 Hits.
          • No damage dealt. The Allied Heavy unit gains a Suppression Marker.
      • Radio Order: Blutkriez Order to the Heavy Flak Grenadiers for a 6" move into the Rubble between the ruined 2 story building and the ruined church. (and Allied and Axis objective, respectively). (No Reaction Marker gained)
    • Allies:
      • Assault Ranger Squad Attack order against Lara and her Heavy Recon Grenadiers.
        • Since both units are in the same building, neither of them benefit from cover.
        • 6 Hits scored.
          • 1 Hit with the Flamethrower.
          • 4 Hits with the Shotguns.
          • 1 Hit with the Demo Charges.
        • 2 Armor saves are successful reducing 2 Hits.
        • 3 Hits are dealt to Lara, and 1 Heavy Recon Grenadier miniature is removed. The unit gains a Suppression Marker.
      • Radio Order: Tank Busters Attack order against Lara and the Heavy Recon Grenadiers. 
        • Since both units are in the same building, neither of them benefit from cover.
        • 2 Hits are scored 
          • 0 Hits from the M10 Bazooka.
          • 2 Hits from the Rocket Punches.
        • 1 Armor save is successful reducing 1 Hit.
        • 1 Heavy Recon Grenadier miniature is removed. The injured Heavy Axis unit gains a Suppression Marker.
      • Fire for Effect order using 1st Platoons 13 Foxtrot, but the roll is unsuccessful.
      • Fire for Effect order using 2nd Platoons Ranger Command Squad, with a successful roll. 
        • The 220mm Long Tom targets Lara and her Heavy Recon Grenadiers in the ruined 2 story building. (An Allied objective).
          • 3 Hits are scored.
          • 2 Armor saves are successful reducing 2 Hits.
          • The final Heavy Recon Grenadier is removed to eliminate the Heavy Soldier unit. However Lara is still alive, with a single hit remaining. All Suppression Markers are removed since Heroes do not suffer the effects of Suppression.
      • Radio Order: Rosie and her Combat Rangers + Bazooka Attack order against Lara and her Heavy Recon Grenadiers.
        • The use of U.G.L.'s by the Allies negate any cover bonus for the Axis.
        • 4 Hits are scored.
          • Both M9 Bazookas Miss
          • All 3 M1 AR's Miss
          • 3 U.G.L.'s score 4 Hits.
        • 1 Armor save is successful reducing 1 Hit.
        • 3 Hits remain and are more than enough to eliminate the Axis Hero.
  •  Unit Phase: 
    • Axis:
      • Heavy Flak Grenadiers utilize their Burst weapon for a Sustained Attack on the Assault Ranger Squad in the ruined 2 story building. (An Allied objective)
        • The Fliegerfaust weapon may be fired as a Burst weapon, which negates any cover bonus' the target would normally receive, however an Out of Ammo Marker must then be placed on the unit and it must spend an action in the next Turn to reload it's weapon before it can fire again.
        • 5 Hits are rolled by the Fliegerfaust.
        • 1 Armor save is successful reducing 1 Hit
        • 4 miniatures are removed, leaving only the Flamethrower. The Allied unit gains a Suppression Marker.
      • 1st Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly at the Rosie and her Combat Ranger Squad + Bazooka.
        • 1 Hit is scored.
        • Soft Cover reduces damage by 1 Hit.
        • 0 Armor saves are successful.
        • No damage dealt. The Allied unit gains a Suppression Marker.
      • 2nd Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly Rosie and her Combat Ranger Squad + Bazooka.
        • 1 Hit is scored.
        • Soft Cover reduces damage by 1 Hit.
        • 0 Armor saves are successful.
        • No damage dealt. The Allied unit gains a Suppression Marker.
      • Heavy Laser Grenadiers March Move into the ruined church. (An Axis objective)
      • Battle Grenadiers March Move out of the bunker towards the 2 story building on the hill. (An Axis objective)
      • Recon Grenadiers March Move to the ground floor of the 2 story building on the hill. (An Axis objective)
    • Allies: 
      • The Chef March Moves into base contact with the 2 story building on the hill. (An Axis objective)
      • 1st Steel Rain Reloads and Attacks the Heavy Flak Grenadiers in the rubble obstacle.
        • 1 Hit is Scored
        • Soft Cover reduces 1 Hit.
        • 0 Armor saves are successful.
        • No damage dealt. The Heavy Axis unit gains a Suppression Marker.
      • 2nd Steel Rain Reloads and Attacks the Heavy Flak Grenadiers in the rubble obstacle.
        • 0 Hits are Scored
      • The Heavy Ranger Tank Hunter Squad Attacks the Heavy Flak Grenadiers in the rubble obstacle.
        • 0 Hits are Scored.
      • Rosie and the Combat Ranger Squad + Bazooka Activate and are able to remove both Suppression Markers.
      • Assault Ranger Squad Activates and is able to remove 1 Suppression Marker and does not need to retreat.



Turn 5 
  • Initiative:
    • Allied Command Pool: 9 dice
    • Axis Command Pool: 8 dice
    • First roll each player rolled 2 hits. Re-roll Command Pool.
    • Results:
      • Allied: 4 hits for 4 orders + 1 Command Squad Order
        5 orders in total
      • Axis: 3 hits for 3 orders + 1 Command Squad Order
        4 orders in total
  • Command Phase:
    • Axis:
      • Radio Order: Blutkriez Order to the Heavy Flak Grenadiers for a 6" Move from the rubble obstacle towards the ruined church. (An Axis objective) (No Reaction Marker gained)
    • Allies:
      • Radio Order: Rosie and her Combat Ranger Squad + Bazooka Move order towards the ruined 2 story building. (An Allied objective)
      • Fire for Effect order using 1st Platoons 13 Foxtrot, but the roll is unsuccessful.
      • Fire for Effect order using 2nd Platoons Ranger Command Squad, but the roll is unsuccessful.
  •  Unit Phase: 
    • Axis:
      • 1st Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly at 2nd Platoons Ranger Command Squad.
        • 1 Hit is scored.
        • Soft Cover reduces damage by 1 Hit.
        • 0 Armor saves are successful.
        • No damage dealt. The Allied unit gains a Suppression Marker.
      • 2nd Platoon Hans uses the line of sight of the Kommandotrupp to fire the Granatwerfer indirectly at 2nd Platoons Ranger Command Squad.
        • 1 Hit is scored.
        • Soft Cover reduces damage by 1 Hit.
        • 0 Armor saves are successful.
        • No damage dealt. The Allied unit gains a Suppression Marker.
      • Heavy Flak Grenadiers Move from the rubble obstacle into the ruined church. (An Axis objective)
      • Battle Grenadiers March Move into the 2 story building on the hill. (An Axis objective)
    • Allies: 
      • 1st Steel Rain Reloads and Attacks the Heavy Laser Grenadiers in the ruined church.
        • 3 Hits are Scored.
          • Petard Mortar Misses.
          • 3 Hits from 4.2" Rocket System.
        • Hard Cover reduces 2 Hits.
        • 2 Armor saves are successful reducing 2 Hits.
        • No damage dealt. The Heavy Axis unit gains a Suppression Marker.
      • 2nd Steel Rain Reloads and Attacks the Heavy Flak Grenadiers in the rubble obstacle.
        • 2 Hits are Scored.
          • Petard Mortar Misses.
          • 2 Hits from 4.2" Rocket System.
        • Hard Cover reduces 2 Hits.
        • 0 Armor saves are successful.
        • No damage dealt. The Heavy Axis unit gains a Suppression Marker.
      • The Chef Moves into the 2 story building on the hill and Attacks 1st Platoons Hans.(An Axis objective)
        • 0 Hits are scored
      • Rosie and the Combat Ranger Squad + Bazooka Activate and are able to remove a Suppression Marker and move into the ruined 2 story building. (An Allied objective)

End of Game Results:

ALLIES ARE VICTORIOUS 
  • Axis has 2 Superiority Points:
    1. Heavy Laser Grenadiers and Heavy Flak Grenadiers hold the ruined Church for 1 Superiority Point.
    2. 2nd Platoons Kommandotrupp, Recon Grenadiers, and Battle Grenadiers hold the 2 story building on the hill for 1 Superiority Point.
  • Allies has 3 Superiority Points:
    1. 1st Platoons 13 Foxtrot holds the small tower on the hill for 1 Superiority Point.
    2. Heavy Ranger Tank Hunter Squad, Assault Ranger Squad, and Rosie and her Combat Ranger Squad + Bazooka hold the ruined 2 story building for 1 Superiority Point.
    3. The Chef holds the 2 story building on the hill for 1 Superiority Point.
 


I hope you enjoyed the Battle Report, and I look forward to working on another one in the future. Perhaps a 3 player game if I can set aside enough time to play for 6 or so hours... The documenting and picture taking really prolongs the game time, which is why this report had no final pictures.

We will be updating with new League results soon from our League Play on September 30th. Also working on other updates for the blog. Stay tuned for more and Good Gaming!!

Tuesday, September 18, 2012

Dust Warfare Clarifications! Sept 2012



I had some questions building up over these past months that I have been recording in odd places in and around my DUST items and finally gathered them all up to be sent in and clarified. A special thank you to Zack Tewalthomas at Fantasy Flight games for the speedy response. If anyone wishes to view the original email(s) feel free to send your request to pdxdusttactics@yahoo.com and I will forward them your way as soon as possible.


1) I noticed that The SSU Hero Nikolai does not have the "- Pilot" associated with his Take Aim skill. He is promoted as being unparalleled in Walker combat, so I am wondering if this is just a misprint, or is he not allowed to use this skill as a Pilot?

  • First Answer: Nikolai is not allowed to use his Take Aim special ability while piloting a vehicle.
  • Second Answer: Quick clarification! Nikolai's Take Aim special ability CAN be used in conjunction with the Vehicle he is piloting. Take Aim is a shared ability, which means all miniatures in the unit benefit from the ability. When Pilot is associated with a special ability, that simply means that the special ability only carries over to the Vehicle being piloted. In terms of Nikolai and Take Aim, this ability works with the Vehicle he is piloting, and also with any squad of Soldier units he might be attached to. 
  • Third Answer:You are partially correct, and I can see where there can be confusion on this issue.

    Page 52 of the Core Rulebook states: "Some special abilities are noted as "shared." If at least one miniature in the unit (including Heroes) has a shared ability, the entire unit is considered to have the ability." This would seem to not apply solely to Soldier units, as a single Aircraft or Vehicle miniature constitutes a unit as well.

    However, a Hero piloting a Vehicle is not technically part of that unit, they are simply piloting another unit and must be activated as though riding in a Vehicle through the Carry Capacity special ability (a player may choose to have the pilot do nothing during his activation, of course).

    A Hero's ability with the Pilot keyword allows a piloted Vehicle to make use of that ability, even though they are not joined together as a single unit.

    So, you are correct. Nikolai's Take Aim special ability does not have the Pilot keyword, and therefore Nikolai cannot use the Take Aim ability while piloting a Vehicle.

2) A soldier unit decides to perform a move and attack action during it's activation. After it moves an enemy unit reacts and hits, giving the activated unit a suppression marker. Does the activated unit continue on with it's second action, or does it's activation immediately end after gaining the suppression marker from the enemy reaction?
  • The activated unit continues with its second action, even if it gains a suppression during its activation. 
3) Since a low flying Aircraft is considered a Vehicle when being targeted, do the units inside an Aircraft Transport survive and deploy with a reaction marker like with Vehicles when the Aircraft Transport is eliminated, or do they still die with the Aircraft?
  • Units inside an Aircraft transport are eliminated along with the Aircraft, even if it is flying low. The only exception to this rule are units with the Air Cavalry special ability, which disembark unharmed and gain a Reaction marker.
4) I noticed a difference in the number of dice rolled for Soldier units between the SSU and Allied U.G.L. Is this intentional or a mistake?
  • It's no mistake. Allied UGLs are superior to those of the SSU. :)

5) Does the Steel Rain have a total limit of Four 4.2" Rockets?
  • No. The 4.2" Rocket System has unlimited uses, but it is a Reload weapon.

6) If the 4.2" Rockets on the Steel rain are ready to fire, why is it a "Reload" Weapon? Is it to reload 4.2" Rockets that have already been fired?
  • The Reload weapon status of the 4.2" Rocket System is in place mainly for the purpose of game mechanics. In terms of what happens in the field, the reload time can be allotted to be the preparations that are needed to prepare the next rocket for firing after each attack.
7) Can the Steel Rain fire more than One 4.2" Rocket in an attack?
  • Since the Steel Rain is not a weapon with limited ammunition, such as the bombs carried by SSU helicopters, the number of rockets being fired is irrelevant to the attack. When an attack is made with the Steel Rain's 4.2" Rocket System, it simply rolls a 5/1 attack against its target. Whether one, two or four rockets are being fired is up to you, but a 5/1 attack will be resolved regardless. I prefer to imagine the rockets being fired one at a time, but that's just me. :)
8) Can the Steel Rain fire both of it's Indirect Weapons during the same Indirect Attack? I.E., I trace a line of sight from the Command Squad to a Walker at 19" from the Steel Rain for the Petard Mortar, and another line of sight from 13 Foxtrot to an enemy soldier unit for the 4.2" Rocket.
  • Yes.
9) Can Artillery Direct Fire be sustained for a re-roll on the attack dice?
  • Yes
10) From where is cover determined for Indirect Artillery Fire? Does it come from the Artillery Unit, the Artillery Strike unit, or does the target only benefit from cover that it is in base contact with?
  • Cover for Indirect Fire is determined from the unit with the Artillery Strike special ability.
11) Can The Chef hold a "Key Position Objective" without having to reveal himself.
  • Yes
12) The Compulsory Move Action for Aircraft; does this count towards the total number of actions for the unit, or is it a "free" action? So one could potentially do the Compulsory move and simultaneously drop a bomb, then perform a sustained attack for it's 2 actions? Or even compulsory move/drop bomb, regular move/drop bomb, and then perform an attack? Now matter how I look at it this totals up to 3 actions and the rules specifically state that Aircraft are limited to 2 actions, just like any other unit. Most people seem to think the compulsory move is free, but it is still listed as an action (hence Compulsory move ACTION, instead of just Compulsory move).
  • The Compulsory Move action of an Aircraft unit does not count towards the total number of actions a unit receives as part of its activation. It is possible for an Aircraft unit to drop a bomb during its Compulsory Move action, and then make a Sustained Attack action. It is also possible for an Aircraft unit to drop a bomb during its Compulsory Move action, drop another bomb during its declared Move action, and then perform a declared Attack action. It is important to keep in mind, however, that–unless the Aircraft unit has the Hover special ability–the Compulsory Move action must be resolved by moving forward in a straight line in directly from the center of its front arc, and it may not change its facing before or after the movement. Additionally, once a bomb has been used, it is removed from the game and cannot be used again.
    According to page 15 of the Zverograd rulebook: "Like other units, Aircraft activate in the Unit phase and declare two actions…However, they must maintain forward momentum by making a required Compulsory Move action during each activation." They are never explicitly "limited" to two actions. These lines in the rulebook are simply stressing that they must declare actions during their activation as does any other unit. Step 3 of an Aircraft activation, "Declare Actions" is where these two actions are declared. This occurs after step 2, "Resolve Compulsory Move Action."
    The Compulsory Move action is not a "free" action, so to speak. It is a required action that must be performed before declaring and resolving a unit's standard actions. This can be both a benefit or a detriment to an Aircraft unit. If an Aircraft unit is not positioned carefully, it may open itself up to attack Reactions from enemy units, since units may React to Compulsory Move actions.
13) The Charge ability; It sounds like that at GenCon there was a ruling that Charge does not trigger a reaction. There is nothing even remotely addressing this in the rulebook, so I am trying to put the pieces together. Is the entire action (Move March + Attack) immune to reaction, or just the Attack at the end? So Markus and his gorillas could move 12"/18"(w/ fast) every turn and, as long as they are within the 3" required for their close combat weapons, never trigger a reaction?
  • The judge made his ruling and it was upheld by the players, which made for an excellent and sportsmanlike tournament. However, the ruling at GenCon was incorrect. The issue regarding the Charge special ability will be addressed in the next FAQ update. 
  • The Charge special ability allows a unit to make a March Move action followed by a bonus Attack action. Charge provides a unit with an extra Attack action. It does not combine the actions into a single super-action. Therefore, a unit with no Reaction or Suppression markers could React to either the March Move action or the bonus Attack action.

Some of these make a lot of sense and others I am having a hard time with.
  •  The Allied 4.2" Rockets can fire 1, 2, 3, or 4 Rockets at a time and will only do 5/1 damage, period. That just makes no sense whatsoever... How can 4 times the fire power of 1 rocket have no additional attack die?
  • I'm still not a fan of the Aircraft triple action in the unit phase ruling. After looking at some strategies in the last Warfare game I can see how flying low spells a very good chance of death for any vehicle, so the triple actions aircraft have might not be so bad. And for those who have disagreed with me I say triple actions because of the Compulsory Move Action + 2 Actions in the unit phase (subject to vehicle damage and reaction markers from the command phase where an action was still used) always gives a maximum of 3 actions. Triple is a term to reflect a pattern of 3. Hence triple actions.
  • I am not too surprised by the UGL clarification. I guess there were different yields on grenades so it is very plausible. It's pretty obvious that the rules clearly show that Charge in no-way-shape-or-form prevents reactions, though I could understand if either the move OR the attack action were immune to reaction since it is a "Heroic" ability. But having a unit that could potentially move 18" and attack every turn without ever triggering a reaction is a bit much, even for the world of DUST.

Stay tuned for more updates soon! Good Gaming!