Yesterday, after diving into every searchable review for almost a week, I finally purchased my Core Set of Dust Tactics. I've come to understand that it's good to buy it if there's a chance, because it'll no longer be produced in the future.
Anyway. These are my thoughts on the game. It can be good to note that I play a lot of board games, but have also played Warhammer (fantasy and 40K) and currently play Flames of War. So I'm not in either camp between board gamer or tabletop gamer: I'm both.
1. Value
The game really feels worth it once you open the box. Tons of content, beautiful models and really serious packaging. I was instantly impressed. I did feel that the comic book was just plain ridiculous (eight pages?!) and could easily have been more fleshed out, but that was my only gripe with the content. It's probably going in the bin, to be honest.
There were some spelling mistakes as well as phrasing and layout errors, but nothing that took away from the game experience and nothing that was too much to bear. Not like Mansions of Madness, which is a game I didn't buy because of all the errors I saw when I played it.
2. Setting
I like the setting, but it's not terribly original. Alternate WWII settings are all over the place. However! The designs for mechs/robots and the way they've portrayed the military units I really like. Overall, it was more the designs than the setting that sold me on the game, but the setting is growing on me. Maybe after playing it more, I'll like it more.
3. Rules and Gameplay
So, the game, then? I actually love it. It's simple, fast and extremely flexible. It's sort of a best of both worlds between boardgame and tabletop game. I'm actually thinking of running it at the local game store at some point in the future, to try and get more players playing it.
The gripe I do have is really with the packaging. I would have preferred to have more larger boxes with more units in them than to have to buy every unit type for a small price on its own. Granted, it's not that expensive -- especially not compared to any GW products -- but it's still a little annoying. I would have preferred if AEG's intended release plan for the Artillery Strike thing had been kept, as advertised. Then I could buy a box and get artillery, command and snipers in one box.
As compared to for example 40K, I also really like the scale of skirmishes. You don't have the enormous 20 or 10-unit squads, which means that the game plays even faster.
Also, the dice were never as much of a problem as I thought they would be, reading reviews. With multiple options to reroll, especially with some of the units' special abilities, bad luck is a smaller problem than it is in Flames of War.
4. House Rules
After testing the game for a bit and reading through the rules once, at least, I instantly came up with two house rules: tank facing and tank casualty cover.
Tank facing means you can only fire a tank's weapons in the direction it's facing, making facing important. Might already be part of the rules and I missed it, but the way I thought of it differentiated the german and allied tanks: allied tanks can rotate their turret and fire the main cannon and 50-cal in any direction.
Tank casualty cover means that a killed tank stays on the table and still works as a blocked square. Even if it's broken, the hydraulics and motors wouldn't just suddenly break down. It might be relevant to have a way to destroy it, like the walls in one of the scenarios.