Our 1st 4 player game, new troops and new battlefield

By Major Mishap, in Dust Tactics

Tonight our new board and custom troops made their outing to club in a 2v2 battle. After initial 1st turn deployment going round the table we have:

1st time player Wiggy and starter Axis army. Wiggy's Army

Then we have Paul H's new and custom Allies. It's his 1st time with the walker expansion and his power armour 3pt unit and hero. His Airbourne arrives elsewhere.

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My custom forces and 1st use of the Panzer Killers. Pic also shows the Airbournes landing position at bottom middle of pic.

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And noob, Paul B's standard Allied force.

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An overview of the battlefield.

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Walls and inside tiles were placed to represent our bunkers, on the corner of each bunker is a soft cover sand bag position, depoyment could be any of these squares or the entrance. A building was placed dead center and then the terrain randomly placed, I loathe symetrical wargames tables as it removed some of the stratagey. Each player then had a tank trap to place anywhere he liked as long as it wasn't adjacent to a wall or blocking an entrance.

The objective was to get a model into an enemy bunker to score a victory point, in the event of a draw the win went to whoever held the central building.

Custom model notes:

My power armour troops were taken out by Pauls without firing a shot, his were then destroyed by a pair of 88's and my twin 50mm's and finished of ny the Panzer Killers (after they took down a wounded Micky)

My Rifle Panzer Grenadiers holding the sandbags were set upon by pounder but lost just 2 models due to crap dice rolling, who then destroyed the Airborne before they could move. They destroyed Paul B's BBQ squad (after they destroyed my mech) with a pair of MG's and went on and lasted the whole game in the building.

Paul B was over cautious regarding my new Valkerie hero and she took down Joe in hand to hand combat in 2 turns after she survived an attack by the recon.

So, all in all the new troops performed ok, no better or worse than anything else although the Panzer Grenadiers are the luckiest squad on the table :)

With full 16pt forces per player, the game lasted 5 turns with an easy victory to the Axis and still only took just over an hour that included teaching the rules - this is a BRILLIANT game

If anybody is interested I'll be taking the game to Broadside wargame show in Essex in June.

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This looks amazing. i guess you had loads of fun. I'm looking forward to getting a few games in over the weekend.

Where do you get the plans for the 3D walls?

multi player games are not something we have really done here yet ,so i wanna know :

since this was a 4 player game sey up as it is , i presume each player activated each turn as opposed to 2 sides with one player each turn like in the rules book ?

if it was 4 sides , did you do anything special for determining iniative , and did you go in iniative order or just clockwise from first player on ?

if it was 4 sides , how did it play compared to normal ?

were there any issues with one person getting ganged up on ?

what did your first timers have to say about it ?

and if you are gonna keep doing multi player games , please update this post as appropriate to note any issues you come across and how it developes .

At our club multi-player games are the norm, so are well versed in handling them. As Dust is an Allied V Axis game (and possibly Russian if they ever get released) we kept it themed at that with partners in opposite corners. I doubt that we will play an all v all game due to theming reason, but once other players are trained up I'msure we can think of a scenario and give it a go.

When a side is activated both players get to go, I feel that alternating one unit per side will incease playing time uneccessarily.

Due to the nature of the scenario, although there was working as a team, there was no real gaging up as each player had to fight on two fronts. I think it was only the Allied power armour infantry who took damage from both players in one turn as twin 88's are really rubbish against infantry armour 3.

The players really enjoyed it, once we had packed up we took a look at the Dystopian wars game, it looked like they had moved 6" and lost 3 frigates in 2 hours.

I dare say we will be playing multi-player for the next few weeks, I'll keep you posted :)

HOLY CRAP that looks awesome, thank you soo much for posting pics!

its a beauty!!

Where do you get those trees?

Thanks Nalta, well I got my trees in a box I found in the cupboard at club :) But you can get similar from any railway model shop in bags of 25. Mine were plain green and I just sprayed top down to whiten them up a bit, you can buy them pre-coloured as well (as I've just found out) such as here: www.howardscenicsupplies.co.uk/categories/Trees/Fir-Tree-Packs/ They have twisted wire trunks, so make 92mm squares of mdf, paint and flock white (dirty it up a bit of you like, drill a hole and just screw them in place, Takes literally minutes to do.

Here's a closer view with sand bag defences in front:

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WOW..

I love the board, the tarain, the theam, and all the work that went into making that suck a great game to look at as well as play.

As someone who is soooo looking forward to multiplayer games, i reconize that the table layout was probly for simplisity and trial. But are you guys looking at doing much less semetrical boards and deployments? If so..what?

Also..is there a reason yall didnt just use each persons own intishative? i mean i feel that the random ebb and flow of the battle is part of the unquie aspect of the game..and in larger multi player games ...would just make things harder but more realistic (interresting) . As some turns maybe both of one faction go, but some times not..also makes the tactics more interresting.

But i do love the look and feel...and look forward to similar games up here.

Also.. air born units? stats please? i love the ranger idea.

Nuff said.

Sgt G

Sgt. G said:

that suck

Sorry.. Such a great game

Hi Sgt.G I guessed that was a typo happy.gif

The table was set up that way purely for the scenario and to integrate the players more, so a player has to fight 2 opponants, just playing side by side would probably result to basically two 1V1 games with little interaction. But the board is by no means symetrical as all the terrain tiles were placed randomly.

I can't see all players rolling for initiative working purely because of the number of draws rolled slowing up the game, it might be possible to have a different system to determine priority though, maybe by dealing playing cards to each player and highest goes first.