Starting Into Dust

By Peacekeeper_b, in Dust Tactics

I am very interested in Dust. It looks like a better alternate Germany vs World setting then Tannhauser and I like some of the figs so far (love the idea of evil science-engineered Gorillas and Zombies on the same force!).

I have a few questions.

Are the mechnics simple or coplex? I am generally a warhammer 40K player so if that helps as a basis, shoot.

If I bought the basic set (which is only $70 from The Warstore) is that enough to keep two players happy for a while, or would I have to invest in some of the booster sets (aside from my curiousity and interest in Zombies and Gorillas mentioned above)?

Are there rules for making/modifying your own units or is everything a fixed factor?

Do the vehicle rules work?

Peacekeeper_b said:

If I bought the basic set (which is only $70 from The Warstore) is that enough to keep two players happy for a while, or would I have to invest in some of the booster sets (aside from my curiousity and interest in Zombies and Gorillas mentioned above)?

Are there rules for making/modifying your own units or is everything a fixed factor?

Do the vehicle rules work?

Yes, the basic set will entertain you for some time, but after playing every mission one or two times you should buy the expansions believe me. The different new units are great and will bring lots of fun in your games...

Until now I don´t know about rules for self built units, except some fan made unit cards on this site. But I think it aint impossible to create own vehicles and units, if you keep an eye on the balancing. Now when Iam thinking about it, it shouldn´t be that difficult...

Yes the vehicle rules work fine, like the others... in my opinion, DUST is a exceptional easy and balanced game for both newbies and advanced.

A different twist to this game is that if your a smart shopper you can put together a sizeable army for between $200-300.00. If you go to the $500-600.00range you can have a very large group of minis. When you compare this with what you get for those prices in 40K the cost can be a surprising factor. Oh and the game plays very quickly and smoothly like AT 43 does. Anyway good luck and enjoy the game.

Peacekeeper_b said:

Are the mechnics simple or coplex? I am generally a warhammer 40K player so if that helps as a basis, shoot.

If I bought the basic set (which is only $70 from The Warstore) is that enough to keep two players happy for a while, or would I have to invest in some of the booster sets (aside from my curiousity and interest in Zombies and Gorillas mentioned above)?

Are there rules for making/modifying your own units or is everything a fixed factor?

Do the vehicle rules work?

i come from a minis background of 20 years , which included 40K and numerous others . .

the game is much simpler than WH40K rules , but that doesnt mean "dumbed down " . infact , we have quite a few people who play 40k , fantasy , warmachine, and other minis games that have cut down on their other game play in favor of DT , BUT , its not the game for everyone . you can print out the rules from the main page , and give them a read .

the games simple rules , keep you playing the game , not re-re-re-re-re-reading the rules and army books , or argueing over rules or game turns . you are there to play a game , and dust makes sure you actually do get plenty of play in every game .

there are no rules for moding units , every thing IS fixed , but if you are into casula play , and not the official tourny system , this game is simple enough that you can make your own units once you get enough experience play the game to understand how it all fits together . i have a numebr of house units , and some special rules , as well as i started a blog on BGG , the links are all in my signature . my latest blog , breaks down weapon calibers , and ammunition types . also , check out the files section of the BGG DT page .

what you need to understand , is that this game is very different than 40K , so its kinda hard to really really get it all across . in one go .

as far as what you need to buy , unlike other minis games starters , the starter has 2 equal forces . so you can play the enclosed scenarios , but you dont have to . each force is different , but equal . the enclosed scenarios make a good starting point , and really good for helping learn the game , but you dontHAVE to play them .

this game is being developed like a traditional board game , in that you dont HAVE to have the expansions to have fun , or be able to beat some one else who does have the expansions . you get what you want , not what the sales department has decided you HAVE to buy so they can win a vacation

as far as how long they will keep you occupied , this game is billed as a board game , but its really a minis game in every way that matters . JUST the starteer is alot of fun , but it makes you WANT so much more . i would suggest buying 1 starter to give it a try , if its the game for you , be prepared to follow up with one of each of the 2 walkers , a sniper team for each , a command squad for each side , and printing the OC expansion rules off the supprt page , then once you have gotten familair with how those units work and figured out your play style for this game , decide what new units you want , and buy the expansions so you get the boards , and the heros and scenarios .

there are not really vehicle rules as such , there are just a few rules that effect vehicles as opposed to infantry . again , this isnt 40K , so you would have to give the rules a read to understand , and also reaise that the game dramaticaly changes as you make the boards bigger or smaller , and how you set up the terrain . right now there is very little rules in regard to terrain , but you an always make your own for casual play , and add in 3d terrain .

again , this is a minis game in every way that counts , so dont let the "board game" lable fool you .

and lastly , i will close with DUST IS WARRRRRRRRRRRRR!

Peacekeeper_b said:

I am very interested in Dust. It looks like a better alternate Germany vs World setting then Tannhauser and I like some of the figs so far (love the idea of evil science-engineered Gorillas and Zombies on the same force!).

I have a few questions.

Are the mechnics simple or coplex? I am generally a warhammer 40K player so if that helps as a basis, shoot.

If I bought the basic set (which is only $70 from The Warstore) is that enough to keep two players happy for a while, or would I have to invest in some of the booster sets (aside from my curiousity and interest in Zombies and Gorillas mentioned above)?

Are there rules for making/modifying your own units or is everything a fixed factor?

Do the vehicle rules work?

The rules are simple because all rules use the same mechanics whether you are firing an anti-tank gun or MG, they use the same rules.

The starter game is plenty to get on with, in fact I would advise NOT to buy any extra's until you have completed the first scenario book at least once or you will have to many new toys to play.

Vehicle rules work well, they are neither week or over-powering.

Perhaps it`s a little different that the things that got me into Dust was my attraction to the reallistic looking Walkers I paint, play and collect, D-20 system Weird War 2 and 1949 Secrets of the Third Reich. Disappointed by the giant robot look of other company's Walkers, I`d purchased none and used AT-43 till now. One thing I`d like to see, is more game use of crews in bail outs etc. Is there an expansion rule I`ve missed somewhere covering this, or will this be featured in Dust Warfare?

Airborne said:

Perhaps it`s a little different that the things that got me into Dust was my attraction to the reallistic looking Walkers I paint, play and collect, D-20 system Weird War 2 and 1949 Secrets of the Third Reich. Disappointed by the giant robot look of other company's Walkers, I`d purchased none and used AT-43 till now. One thing I`d like to see, is more game use of crews in bail outs etc. Is there an expansion rule I`ve missed somewhere covering this, or will this be featured in Dust Warfare?

No rules on bail outs. It probably just complicates things. Would not be too hard to do as a house rule, you just need a few spare figures laying around. After the walker takes its last hit, and is dead, just roll 2 die, and if one comes up a shot, your pilot bails out. For allied, since the consensus is there are 2 or 3 crew (I think 2), just roll 1 die per crewman plus 1 extra. As far as what these crew are good for, you could use them as small infantry units running around the battlefield causing mischief, you could use them as artillery spotters, whatever. Perhaps they could join an already weakened armor 2 squad?

Grand Inquisitor Fulminarex said:

Airborne said:

Perhaps it`s a little different that the things that got me into Dust was my attraction to the reallistic looking Walkers I paint, play and collect, D-20 system Weird War 2 and 1949 Secrets of the Third Reich. Disappointed by the giant robot look of other company's Walkers, I`d purchased none and used AT-43 till now. One thing I`d like to see, is more game use of crews in bail outs etc. Is there an expansion rule I`ve missed somewhere covering this, or will this be featured in Dust Warfare?

No rules on bail outs. It probably just complicates things. Would not be too hard to do as a house rule, you just need a few spare figures laying around. After the walker takes its last hit, and is dead, just roll 2 die, and if one comes up a shot, your pilot bails out. For allied, since the consensus is there are 2 or 3 crew (I think 2), just roll 1 die per crewman plus 1 extra. As far as what these crew are good for, you could use them as small infantry units running around the battlefield causing mischief, you could use them as artillery spotters, whatever. Perhaps they could join an already weakened armor 2 squad?

I would have it work as follows.

When vehicle is reduced to exactly 0 wounds (meaning if they are attacked by a squad that inflicts enough wounds to take the vehicle beyond 0 the vehicle and crew is gone, just gone) roll 1 die. On a hit you have a AC1 Infantry Figure with 1 Wound, a knife and a sidearm on the table in the same square as the vehicle was. He is currently in hard cover as well. In Dust Warfare the pilot wound be supressed for the first round.

The die roll is modified as follows.

Allied Vehicle +1 Die

Medium Walker +1 Die

Heavy Walker +2 Die

Destroyed in Close Combat +1 Die

The number of surviving crew is equal to the hits you roll. However, light walkers have a max of 1 crew and Medium Axis walkers have a mas of 1 crew. All other walkers gain one bailed out crew member per hit.