Errata Thread

By Dr.Cornelius, in Dust Warfare

Gimp said:

Air Drop specfies: 'Instead of entering as normal per the Reserved rules , the unit is placed anywhere on the board more than 12" away from any enemy miniatures.' Reserved specifies the unit must take a March Move, and instead of moving, each miniature is placed at any table edge more than 12" away from enemy models.

Since Air Drop specifies it does not enter using the Reserved rules, with no further clarification, than exactly what rules Air Drop uses needs to be specified. I certainly hope the intent was to consider it a March Move to enter with Air Drop, but Air Drop only specifies that it does not enter using the Reserved rules, but only that they are kept off the board from initial deployment using the Reserved rules.

Minefields do not specify clearance by weapons with the Artillery Weapons special ability. Minefields are cleared using artillery described as shooting high explosives at the ground nearby. Even a 20mm canon on the Luther was and still is classed as a piece of artillery that throws high explosives around. A 155mm howitzer is certainly classed as an artillery weapon, and the German 88mm was famous as a multi-purpose artillery weapon. If they meant it to include only weapons with the Artillery Weapon special ability, it should be clear, though they may then want to consider why a Long Tom barrage can't be targetted on minefields as it does not include that specification.

UGL's removing cover protection for all weapons included in the attack being suggested as balanced by things like Blitzkrieg is ludicrous. Blitzkreig is an order available to one platoon type allowed to be used on one squad per turn. That cannot balance the removal of cover for all other platoon types and squads not currently recieving Blitzkreig's benefits.

Allowing UGL's to remove all cover benefit means all cover is negated by the attack. Even Blitzkrieg's immunity to Suppression does not negate the loss of two points of automatic damage reduction. That's the equivalent of adding six dice to the UGL squad's attack (to otherwise attain the two additional damage points heavy cover would otherwise negate).

Direct comparison of units can shift based on metagame concepts, but those balancing concepts must be overarching concepts , and not limited case specific possibilties to properly reflect force balance. Blitzkrieg would be balanced by each of the Allied platoon advantages, but UGL's negating all cover would have to be balanced regardless of which platoons are chosen, or the balance fails.

A unit's point value has to reflect its capabilities, so even if direct comparison of units can be difficult with varied abilities and weapons, the overall capabilities of two units with the same point value should be similar. The Gunners offer four assault rifles, one bazooka, and four UGL's. The Battle Grenadiers offer four assault rifles of equal capability, one panzerschreck equivalent to the bazooka, and two panzerfausts capable of the same overall damage as the four UGL's against vehicles, but far less against infantry.

Both are relatively equal, with a minor edge against infantry for the Gunners, and higher individual damagepotential against vehicles for the Battle Grenadiers.

Adding the removal of cover for fire from the Gunners radically increases their damage potential, with nothing to balance that for an Axis unit point costed to say it has equivalent capabilities.

Laser Grenadiers cost more, with slightly improved anti-vehicle damage potential againt light vehicles, but with far less anti-infantry capability, though capable of using it every turn.

Recon Grenadiers cost the same, gain against aircraft, lose against Armor 4 infantry and vehicles, and vary between slightly more or less against other infantry based on reloading the UGL's.

Those are all similar squads. What overarching metagame concept balances the loss of all cover protection against all possible platoon types the Axis can field? Remeber that vehicles can benefit from cover in Warfare, and so loss out with the enhanced cover loss from UGL's as well.

you may wish to read the book b4 reving up the ***** machine or better yet play a few game and see how it pans out. For one thing at 12' the unit can react by ether moving out of range of the ugls or firing back at the unit with the ugls. im already 4 game deep into this system and i can tell you already its been well thought through.

What about the "Climb" trait/ability? It hints at it in the description for the axis apes but the ability does not appear on any unit entry that I can find?

Harliquine said:

What about the "Climb" trait/ability? It hints at it in the description for the axis apes but the ability does not appear on any unit entry that I can find?

Blutzkrug(sp?) Ape has Climb…

Oh thankyou. That makes a huge difference.

I don't understand why people are so upset about the grenade thing? In DT grenade's also negated cover but I did not hear people complaining about that.

reptilebro1 said:

I don't understand why people are so upset about the grenade thing? In DT grenade's also negated cover but I did not hear people complaining about that.









it makes sense that since cover is a fixed dame reduction per each incoming attack grenades would have to negate damage on the entire attack to work as described but i think they could have done a better job creating a system and describing it.

Remember it isn't just grenades… it's any weapon with the burst rule… Grenades just have the added bonus of always causing supression regardless if they get any hits.

I think thematically it makes sense - I mean, grenades are going to scare people out of cover. You throw a grenade next to me, I'm going to get clear of it, even if that means compromising my cover.

Harliquine said:

What about the "Climb" trait/ability? It hints at it in the description for the axis apes but the ability does not appear on any unit entry that I can find?

pg 54, try the index in the back of the book thats generally where you can find page numbers for things… o0

losing cover or even armor from phasers isnt that bad when you keep the reaction system in mind. This isnt going to be a walk up and shoot game system. every action will have reactions, and those reactions will prob be more damaging than your action.

Rhino is listed as only having regular rocket punch, when I'm certain he should have heavy rocket punch (otherwise there's no point in even having it listed.)

I'm furious, if this book is so full of typos and contradicting information ffg should reprint it and send everyone a free copy of the revised book, this is disgusting behaviour. I'm not going to keep downloading and printing of bloody pieces of paper to stick in a book I just spent £25 on. For the amount of time I've had this on preorder and ffg release a shambles of a book,terrible.

Im really disappointed and they will be getting an email from me.

Azrell said:

you may wish to read the book b4 reving up the ***** machine or better yet play a few game and see how it pans out. For one thing at 12' the unit can react by ether moving out of range of the ugls or firing back at the unit with the ugls. im already 4 game deep into this system and i can tell you already its been well thought through.

I have read the book, and have been re-reading it several times. Obviously, our opinions on how well thought out the rules are disagree, but different people think differently.

Yes, if a unit has not gotten a Reaction marker or been Suppressed, they can react to a unit approaching with UGL's. Hurray!

So, a unit in heavy cover sees a unit with UGL's move into another patch of heavy cover within 12". They use reactive fire, and the UGL unit takes a Suppression counter if they get any hits, but then negates two points of damage by virtue of their heavy cover, and get to roll to negate any more. Two automatic successes from heavy cover will negate an average 6 dice worth of attack, with their armor giving a chance to negate more. Only the Recon Grenadiers of the Axis light infantry can generate more than seven dice worth of attack. With their ten dice, they'll average just over three hits, while with their armor, the Allied UGL squads in heavy cover will negate just under three.

The UGL unit then gets to fire every weapon they have at the reacting unit, who is automatically Suppressed due to the grenade effect, and only has their armor to roll against the full damage roll. If they actually took a casualty from reactive fire, the weakest UGL squad would still attack with ten dice (if they wanted a bazooka instead of the fourth UGL), up to twelve dice after casualties . If they saved against the reactive fire, the weakest UGL squad would have thirteen dice, averaging just over four damage, with the defender saving less than one on average. The strongest UGL squad would roll fifteen dice, so they would wipe out a full strength defending squad unless they made their armor saves (55% for one survivor, down to 11% for two).

Obviously, the Allied tactic should be to Suppress units before the UGL squads approach, or go for Axis units that did anything in the command phase of the turn to gain a Reaction marker, because then the UGL's are unit killers.

felkor said:

I think thematically it makes sense - I mean, grenades are going to scare people out of cover. You throw a grenade next to me, I'm going to get clear of it, even if that means compromising my cover.

That's the idea of grenades, so the untrained troops will compromuse their cover to get shot. All of the current units are supposed to be elite.

The trained troops will react to keep as much cover as they can, even if it's simply moving away a meter or two and staying on the ground, because a ground bursting grenade throws most of its force and fragments up. Standing to move away is more likely to get you killed by either the grenade or the unit that threw it..

Dakkon426 said:

it makes sense that since cover is a fixed dame reduction per each incoming attack grenades would have to negate damage on the entire attack to work as described but i think they could have done a better job creating a system and describing it.

I'd have no issue with grenades negating cover for their attack dice, though the increase to two dice against Armor 2 is a little extreme.

The part that makes it a problem is that it negates cover for all of the other weapons from the attacking unit.

Snowshadow said:

Gimp said:

Air Drop specfies: 'Instead of entering as normal per the Reserved rules , the unit is placed anywhere on the board more than 12" away from any enemy miniatures.' Reserved specifies the unit must take a March Move, and instead of moving, each miniature is placed at any table edge more than 12" away from enemy models.

Since Air Drop specifies it does not enter using the Reserved rules, with no further clarification, than exactly what rules Air Drop uses needs to be specified. I certainly hope the intent was to consider it a March Move to enter with Air Drop, but Air Drop only specifies that it does not enter using the Reserved rules, but only that they are kept off the board from initial deployment using the Reserved rules.

Actually that is pretty clear to me. I read it as only modifying how they "Enter" the field of play. It never says to alter any part except the entrance.

[Disclaimer: I do not own the book, just using the info provided.]

Reserved units 'Enter' by making a March Move that leaves them with no actions. By stating the Air Drop unit does not 'Enter' by using the normal Reserved rules, they take away the stipulation that entering requires a March Move, leaving the Air Drop unit with both actions undefined after they're placed on the table.

I would like to add that the sentiment that cover would not help units from incoming indirect fire (burst) is a totally wrong one. Take WW1 troops in their trenches against an artillery barrage vs. troops out in the open, and you'll find a world of difference in the results.

Even linear cover like a solid wall is of great help, because on average 50% of the enemy shells will fall on your protected side of the cover, protecting you from heat, pressure and shrapnel. Even with hand grenades it's a fine art to get the grenades to land on the enemy's side of the wall but close enough to hurt them. And we aren't even modeling hand grenades in DW, but rifle grenades for them most part.

For once cover is really strong in this game, but to then take it all away because of burst / grenades….not good.

That said, it's a bit of a problem as well that projected casualties from units scale exponentially than in a more linear fashion, this is because cover and armor are static factors whereas firepower varies according to unit and its remaining number of miniatures. Reduced units quickly become combat ineffective, besides for suppression.

Gimp said:

Azrell said:

you may wish to read the book b4 reving up the ***** machine or better yet play a few game and see how it pans out. For one thing at 12' the unit can react by ether moving out of range of the ugls or firing back at the unit with the ugls. im already 4 game deep into this system and i can tell you already its been well thought through.

I have read the book, and have been re-reading it several times. Obviously, our opinions on how well thought out the rules are disagree, but different people think differently.

Yes, if a unit has not gotten a Reaction marker or been Suppressed, they can react to a unit approaching with UGL's. Hurray!

So, a unit in heavy cover sees a unit with UGL's move into another patch of heavy cover within 12". They use reactive fire, and the UGL unit takes a Suppression counter if they get any hits, but then negates two points of damage by virtue of their heavy cover, and get to roll to negate any more. Two automatic successes from heavy cover will negate an average 6 dice worth of attack, with their armor giving a chance to negate more. Only the Recon Grenadiers of the Axis light infantry can generate more than seven dice worth of attack. With their ten dice, they'll average just over three hits, while with their armor, the Allied UGL squads in heavy cover will negate just under three.

The UGL unit then gets to fire every weapon they have at the reacting unit, who is automatically Suppressed due to the grenade effect, and only has their armor to roll against the full damage roll. If they actually took a casualty from reactive fire, the weakest UGL squad would still attack with ten dice (if they wanted a bazooka instead of the fourth UGL), up to twelve dice after casualties . If they saved against the reactive fire, the weakest UGL squad would have thirteen dice, averaging just over four damage, with the defender saving less than one on average. The strongest UGL squad would roll fifteen dice, so they would wipe out a full strength defending squad unless they made their armor saves (55% for one survivor, down to 11% for two).

Obviously, the Allied tactic should be to Suppress units before the UGL squads approach, or go for Axis units that did anything in the command phase of the turn to gain a Reaction marker, because then the UGL's are unit killers.

Reactive fire in simultaneous, in this example the Axis should retreat out of UGL range or behind cover that blocks LoS (if they can). This then wastes the UGL attack forcing a reload :)

And if you don't like UGL's in your face, use the battle builder to make sure deployment suits your style and make them try to run across the board.

While I can agree that everyone is entitled to their opinion, I would ask that the complaints (and praise) be kept to other threads- let's try and keep this one limited to errata only. If it just becomes thread number 15 of arguing over the quality of the game, FFG isn't likely to pay it much attention. (And if you really think the game is awful, I think a thread in which post after post is nothing but a list of errors and rules issues will do a better job of that than anything you might have to say.)

happy.gif JigBakerSugar said:

While I can agree that everyone is entitled to their opinion, I would ask that the complaints (and praise) be kept to other threads- let's try and keep this one limited to errata only. If it just becomes thread number 15 of arguing over the quality of the game, FFG isn't likely to pay it much attention. (And if you really think the game is awful, I think a thread in which post after post is nothing but a list of errors and rules issues will do a better job of that than anything you might have to say.)

Very Good point lets stay on subject PLEASE!

Gimp said:

Reserved units 'Enter' by making a March Move that leaves them with no actions. By stating the Air Drop unit does not 'Enter' by using the normal Reserved rules, they take away the stipulation that entering requires a March Move, leaving the Air Drop unit with both actions undefined after they're placed on the table.

no, they "enter" from a table edge. The march move is the action…. cost <?!> when you activate the unit.

Airdrop keeps everything but the Entry method. Atleast that is how I read it.

no reason to toss the baby out with the bath water.

Gimp said:

Dakkon426 said:

it makes sense that since cover is a fixed dame reduction per each incoming attack grenades would have to negate damage on the entire attack to work as described but i think they could have done a better job creating a system and describing it.

I'd have no issue with grenades negating cover for their attack dice, though the increase to two dice against Armor 2 is a little extreme.

The part that makes it a problem is that it negates cover for all of the other weapons from the attacking unit.

I agree with you on most points with the grenade issue.

Devils Advocate

I could see the removal of cover for all guns if it were meant to represent cover being disrupted, but then it should only reduce cover not negate it.

/Devils Advocate

And to be fair, no matter how much of a veteran you are if a tiny bomb lands near you most people lose their #$%. =D

Snowshadow said:

Gimp said:

Dakkon426 said:

it makes sense that since cover is a fixed dame reduction per each incoming attack grenades would have to negate damage on the entire attack to work as described but i think they could have done a better job creating a system and describing it.

I'd have no issue with grenades negating cover for their attack dice, though the increase to two dice against Armor 2 is a little extreme.

The part that makes it a problem is that it negates cover for all of the other weapons from the attacking unit.

I agree with you on most points with the grenade issue.

Devils Advocate

I could see the removal of cover for all guns if it were meant to represent cover being disrupted, but then it should only reduce cover not negate it.

/Devils Advocate

And to be fair, no matter how much of a veteran you are if a tiny bomb lands near you most people lose their #$%. =D

IN ten years of afghan war, I dont know any troop who is comfortable and calm with a grenade by them.