Dust Chronicles Issue 4

dust.chronicles.com

Dust Chronicles Issue 4

the siege of zverograd * inside dust studio * from the front

the waking bear * how2: make cheap and easy buildings

tactical corner * and much more


2

dust chronicles issue 4

editorial

Pick-up games, usually on my local league’s

night, are fun. Tournaments are a nice break

from the usual game nights. Special scenarios

are great. You know what really floats

my boat? Campaigns. Map based, linked

scenarios, it doesn’t really matter what the

format is as long as the group is dedicated.

Campaigns, just offer me so much, they give

structure to our usual meet-ups and there are

always special scenarios. Your armies build

a real narrative as certain units become hardened

veterans of the vicious campaign while

others are reduced to a few stragglers or are

whipped out completely. These are just

some of the reasons I’m especially excited

for what we’re featuring in this month’s

Dust Chronicles.

Many of you have seen the campaign presented

in Operation: Hades. And if you

haven’t, why not? There’s a great map included

and many of the locations are keyed

and some have scenarios included. What

we have done here at Dust Chronicles is

partnered with the World Wide Dust League

to bring you a fully fleshed out Dust Tactics

Zverograd Campaign. Each location is

keyed and has a scenario described right here

in DC. By partnering with WWDL we have

the ability to do a global campaign. As you

play out each scenario, send in the results

to http://dust-chronicles.com/dhome.html

and your games will help determine control

of objectives and ultimately of the fate of

Zverograd itself. Not only will you be able

to fight for control of Zverograd, your wins

and losses will go towards your player ranking.

If you don’t normally play Tactics (and

why not?) this might be a good break for you

from the normal routine. Also, this league

period has a new category for player rankings

called ‘Overlord’ which will combine

your reported Tactics and Warfare games.

So what are you waiting for? Turn to page

51 and get cracking, log on and record your

results. Good luck!

editorial

submissions

We have received many submissions, many

of which are better than what we were coming

up with ourselves. We must ask that if

you submit something to us and we tell you

we want to use it, that you not post it elsewhere

prior to publishing in Dust Chronicles.

Doing so will disqualify it from inclusion,

of course once it’s published you are

free to post it wherever you like, though we

would appreciate it if you wait till the 10th

of the month to do so.

As you may have noticed, we are trying to

theme each issue to a subject and/or a season.

If you have an idea that doesn’t fit the upcoming

theme, please be aware that we may

well wish to use it in a future issue. We are

always looking for reports From The Front

for either Tactics or Warfare. We have no

set format for these reports at this time, just

be sure to include both text and photos. For

painting and modeling How2 articles, use

the format that has been established here

and is universal to the subject (i.e. step-bystep

with accompanying pictures). If you

have ideas for submissions that don’t ‘fit’

the current layout of the magazine submit

them anyway. If they are good, we’ll find a

way to make ‘em fit.

Due to the time it takes to edit and layout the

content of the magazine, please submit your

content 30 days prior to the date of publishing.

The next issue will be April and so content

needs to be submitted by March 1st.

Submit articles, communications and complaints

to dustfanzine@hotmail.com

Editor-in-chief

Patrick D


dust chronicles - issue 4

table of contents:

Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02

Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03

Incoming! News From The World Of Dust . . . . . . . . . . 04

Spotted!: Olympic Cards & Comics . . . . . . . . . . . . . . . . 05

Inside Dust Studio - Operation Cyclone . . . . . . . . . . . . . 06

Experimental Rules: Blutkreuz Korps . . . . . . . . . . . . . . 08

How2: Paint An Axis Sniper Grenadier Squad . . . . . . . 10

The Waking Bear - Part 4 . . . . . . . . . . . . . . . . . . . . . . . . 14

Decisions, Decisions: Wotan vs. Wotan AR . . . . . . . . . 20

How2: Cheap & Easy Bunkers And Trenches . . . . . . . . 22

300 Army Points Sample Sturmgrenadiere List . . . . . . . 26

Dust Chronicles Competition . . . . . . . . . . . . . . . . . . . . . 29

From The Front: Dust Tactics Battle Report . . . . . . . . . 30

Rosie’s ScrapYard Vehicle Showcase . . . . . . . . . . . . . . 37

Dust-Up In The Desert . . . . . . . . . . . . . . . . . . . . . . . . . . 40

How2: Make Quick And Easy Buildings . . . . . . . . . . . . 41

Tactical Corner: More Gun . . . . . . . . . . . . . . . . . . . . . . . 47

Experimental Platoon: SSU Chopper Assault Platoon . . 49

Step Away From Everything . . . . . . . . . . . . . . . . . . . . . . 50

Worldwide Campaign: The Siege Of Zverograd . . . . . . 51

Next Issue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

“Frantic Arm Waver”: Patrick Doty

“Guy With Scissors And Sticky Tape”: Floris Hussaarts

“The Real Stars Of The Show”: Jason McFarland, Lee Langston, Ignacio Brizzio,

John Sisk, Roger Gerrish, Rick Ivansek, Michael Stacy, Vincent Fontaine,

Christopher Barnhart, Steve Kenniff, Kenneth RB Chipman, Rob Hearn and Viêt Nguyên

“Only Ones With A Clue”: Paolo Parente and Olivier Zamfirescu

Cover Artwork by: Paolo Parente

Names and artwork are © 2013 Dust Ltd. and/or Fantasy Flight Games Ltd. All Rights Reserved.

Dust Tactics & Dust Warfare and their logos are trademarks of Dust Ltd.

Images and trademarks used with permission.

This magazine is unofficial and is not endorsed by Fantasy Flight Games Ltd.

We do our best to ensure www. links are correct but do not take responsibillity for the content of web pages

this magazine links to.

dust chronicles issue

table of contents


incoming!

dust chronicles issue 4

4

news from the world of dust

incoming!

news from the world of dust

Southwest Dust Day will be held

in Phoenix, Arizona on February

22nd and 23rd, 2013. The event is

hosted by the Southwest Dust Devils

at one of Arizona’s premiere game

shops, Imperial Outpost Games.

www.swdustdevils.com

201 dust regionals

Regional Championships give you a chance to meet new

players, reconnect with old friends, and test your abilities

in a tournament environment. Meet other fans and discover

new strategies for your favorite game. Have fun, compete for

prizes, and see how you fare against your fellow players!

If you’re interested in participating in a 2013 Regional

Championship event, be sure to check with your local retailer

or keep an eye on the Fantasy Flight Games website

where on February 15th they will announce the venues that

will be hosting tournaments (Players: Please note that some

Regional Championship venues may charge an entry fee).

The SSU and Axis forces have closed off the

other points of entry to Zverograd. Now, as the

world’s greatest militaries battle for control of

the crumbling city and the skies above it, the

Allies risk everything to establish a greater foothold

and a base of operations for their future air

strikes.

It’s an all-out offensive fought in the open, and

there’s no time to spare. Get ready for fast

and furious combats as the Allies seek to

seize Zverograd’s airfield in Operation

“Icarus.”

The sixth campaign expansion for Dust

Tactics, Operation “Icarus” is scheduled

to arrive in the first quarter of 2013.


spotted!: dust nights

at olympic cards & comics

Dust Nights on Thursdays and Saturdays from

6pm to10pm.

In the the heart of the Pacific Northwest, at

the base of the Puget Sound lies the store built

with love by Gabrielle Shepherd-Trautmann.

Known as Gabi by all who have ever entered

her store, she is always there to greet everyone

with a smile and treat you like family from the

first time you meet.

Olympic Cards and Comics is a 7000 square foot

wonder of gaming, cards, and comics of every

variety and the store dwarfs the small mall store

that she first bought 19 years ago when she was

just merely 18 years of age. Since then, she has

grown the business to be the place to go for your

geeky guilty pleasures in the South Puget Sound

area of Washington State. Looking for something

obscure, hard to find, that unique thing

you saw online once? Odds are, she has it there

somewhere.

Gabi has also built her business into a pillar to

the community, whether it’s been auctions, food

drive tournaments for the community, a sanctuary

for people out of power or victims of bad

weather with hot food on hand. She has even

won the highly coveted Best in the Northwest

comic store category from a local Seattle news

group in 2010.

She currently has been very supportive of the

Dust group that has steadily been gaining momentum

from about 4-5 players to the last Dust

Regional tournament that was 16 players strong.

You can usually find a game of Tactics or Warfare

on Thursdays or Saturday nights depending

on the time of year (hard to get a good turnout

on Saturdays during the summer). And there are

a bunch of other mini and card game leagues,

games, and tournaments being run there pretty

much every night of the week. So, if you are in

the Seattle and Tacoma area, feel free to take

a spin down to Lacey and check the place out,

you’ll not soon forget the experience.

dust chronicles #4


inside dust studio - operation cyclone


dust chronicles issue 4


dust chronicles issue 4

experimental rules:

blutkreuz korps

experimental rules:

blutkreuz korps

Dust Tactics doesn’t force players

to take certain units or only

allow you unit X if you also

take unit Y. This means that

people are free to create armies

made up on only infantry or vehicles

and any combination in

between. At the moment there is nothing stopping

you from building any Axis force and declaring

it to be a Blutkreuz Korps. The rules on

this page provide you with an alternative way of

building a Blutzkreuz Korps force.

Try the rules and let us know what you think of

them on the Dust Chronicles Facebook group.

Dust Tactics Blutkreuz Korps Platoon

Experimental Rules Version1.0

Heroes:

(Only the following heroes are available in a

Blutkreuz Platoon)

- Sigrid von Thaler*;

- Grenadier X;

- Markus;

- Totenmeister;

- Angela*.

* When fielding the Blutkreuz Korps, Sigrid

von thaler and Angela may lead any Untertoten

or Ubertoten unit. She will gain Damage Resilient

while with a unit that has this skill. When

targeting the whole unit count the Hero as having

the same armor value as the unit but if she is

targeted as an individual model she reverts back

to her armor of two (for example when targeted

by a sniper.)

Infantry Units:

(Only the following Soldier units are available

in a Blutkreuz Platoon)

- Sturmpioniere Squads;

- Untertoten Squads;

- Ubertoten Squads;

- Axis Gorillas;

- Heavy Laser Grenadier Squads;

- Laser Jagdgrenadiere Squads;

- Laser Grenadier Squads;

- Recon Grenadier Squads;

- Battle Grenadier Squads;

- Sniper Grenadier Teams.

Vehicle Units:

(Only the following Walker/Plane units are

available in a Blutkreuz Platoon)

- Hans; - Heinrich;

- Herman; - MPW II-A “Luther”;

- Wotan - MPW II-B “Ludwig”;

- Prinzluther; - Sturmprinz;

- Sturmkonig; - Konigsluther;

Flamm-Luther - Fledermaus III;

- Fledermaus IV.

Blutkreuz Korps Platoon Special Rules

Authority:

Organising the random elements that are zombies

and gorillas in combination with the complicated

high-tech weaponry means things don’t

always go as planned. Each round your opponent

may force you to re-roll all your Authority

dice (the second result stands, even if better).

Wiederbelebungsserum Failsafe:

The entire force has been issued injections of

the Wiederbelebungsserum. Once per game, as

soon as a friendly Soldier unit is destroyed you

may deploy an Untertoten squad in the square

of the destroyed unit. This new unit consists of

the same number of models as in the destroyed

unit it replaces.


miniaturemarket.com dust chronicles issue 4


dust chronicles issue 4

how2: paint an axis

sniper genadier squad

10

how2: paint an axis

sniper grenadier squad

by michael f. zabkar

As an Allied player, I’ve often found myself

stuck in sort of a rut as far as painting goes. The

Allies in the Dust World parallel the Allies in

World War II. All of their uniforms and equipment

tend to be varying shades of ‘O.D. Green’.

While that does make for a nice, uniformed

army…it does tend to limit variety.

On the suggestion of my friend, Patrick Doty,

I took on the challenge of painting up an Axis

Sniper Grenadier squad, and paint them in accurate

German camouflage colors of the period.

What follows is my step-by-step method in answering

this challenge.

Step One:

Always consult the notebook. Prior to painting,

I try to research the subject of what I’m painting

as much as I can. In this case, I have several

books with color photographs of German World

War II camouflage uniforms to use as a reference.

Utilizing this, I looked through my paint

library to find colors that most closely matched

the colors of the photographs. After doing so, I

always write down what I find in my painter’s

notebook. No painter should be without one. ;)

Step Two:

Wash the miniatures in mild dish soap and warm

water. Allow them to dry completely. This

prepares the miniature (already primed) to take

paint. It also allows you to attempt to straighten

any bent gun barrels, antennas, etc. I also lay

out the colors I’m going to use so I don’t have

to fumble trying to find them. Normally, I paint

‘assembly line’ fashion and paint units of five or

more at a time.

Step Three:

In order to make painting on the base colors a

little bit easier, I disassemble the miniatures into

sub-assemblies, if I can. This allows me to get

paint into more difficult areas and keep the coverage

uniform. I start with a base of PolyScale

Soviet Green on the tunics, followed by a coat

of Tamiya Field Gray on the trousers.


Step Four:

After the base colors are put down, now comes

the beginning of the detailing. Whenever you

paint a miniature, it is usually best to paint inward

to outward. That is, paint the skin first,

then undershirts…followed by tunics/trousers,

and finally belts, boots and weapons.

First, I paint the faces and exposed flesh with

Ral-Partha Flesh. I usually give two coats, or a

coat of white, followed by flesh-tones.

German camouflage of the time tended to be

red-brown and olive-green ‘triangles’ on a

lighter green field. I simulate this with PolyScale

German Olive and PolyScale German Red-

Brown. These colors match exactly the colors

used by the Axis during this time period. They

also match the colors used on Axis vehicles.

I start by placing the German Olive down first,

making sure to keep the coverage consistent

over all sides of the miniature. I next paint on

the German Red-Brown next to the Olive patches.

I always make sure to have the Red-Brown

touch the Olive patches, and leave some of the

Soviet Green showing through. If the helmets

are molded with cloth coverings, these can be

done at this point as well.

Next, I paint the armor with Ral-Partha Steel,

which is a very nice deep ‘gunmetal’ color that

contrasts nicely with the tunics. Be careful not

to paint over your work and make sure to get

the edges of the armor. I follow this with Soviet

Green for the leggings, and Reaper Faded Black

for the boots. Weapons are done in Games

Workshop Boltgun Metal, with the wood furniture

being PolyScale U.S. Earth Red. The

miniatures are starting to come together at this

point.

Step Five:

At this point, I look over the miniature and

touch up any mistakes or splashes. This step

is the one that is most important. The dip. For

shading and sealing, I use Minwax PolyShade

in Tudor. I’ve found this matches ArmyPainter

Dark Tone exactly and is significantly more inexpensive.

Dip the miniature and give it a good

shake over a piece of old cardboard. Generally,

how2: paint an axis unit

11


dust chronicles issue 4 how2: paint an axis

sniper grenadier squad

12

I shake until I can no longer hear drops hitting

the cardboard. Set it aside to dry overnight, at

least. 24 hours is best.

The purpose of the dip is two-fold. First, the dip

is oil based and shades the entire miniature very

well, without overpowering the base color. The

dip acts as a filter that subtly brings all of the

colors closer together. It is an absolute delight

for faces and flesh tones. I’ve used this on every

color, including white, and it shades beautifully.

Second, the dip completely seals the miniature

and protects it. If you have decals to put on, I

recommend they be applied at this stage as the

dip provides a very nice gloss surface for decals

to adhere to.

Step Six:

This is the point where final finishing begins.

After the miniature is COMPLETELY dry, I

base it. I start with a mix of brown and white

model railroad ballast, mixing coarse, medium,

and fine grits. I lay down a small pattern with

super-glue to begin the ‘dirt’ portion of the base.

When I have the shape I want, I sprinkle the ballast

on, and let it dry.

Step Seven:

When the ballast is dry, it’s time to sprinkle on

some static grass. I use static grass from Woodland

Scenic, which is readily available in most

hobby stores. I mix dark green, light green and

tundra. Water down some regular white glue

with water and paint it into all of the areas not

covered by the ballast. When you get these areas

covered, dab on the static grass. The effect

achieved is a good contrast to the ballast and

gives the base some character. I also dab a little

static grass onto the helmet of the miniature

with the sniper rifle.


Step Eight:

All that is left is to cut down the glossy finish.

For this, I use Testor’s Dullcote, which is the

BEST flat-finish I have found. For those of

you on a budget, I have found something that

is 98% as good as Testor’s Dullcote. Head out

to your local paint store and look for Rust-Oleum

‘Frosted Glass’. The Rust-Oleum finishes

as flat as Dullcote, but with only a slightly less

smooth texture.

Once the Dullcote is dry, all that’s left is to send

them onto the battlefield to wreak havoc…and

hope my Allies don’t find them first. ;)

dust chronicles issue 4 how2: paint an axis unit

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story by by john sisk dust chronicles issue 4

14

The sound of sharp, cracking, gunfire ringing

through the tunnels woke him from a fitful fevered

sleep. The effects of the cold, the pain,

and the fear combined in his tired mind, and for

a few moments he thought he was in the middle

of another nightmare. The tortured screech

of the wounded Zombie jolted him to sudden,

alert, wakefulness.

Taking tight control of his panic, the Agent

pulled himself from his hiding place behind a

mess of cold water pipes in the darkened subway

tunnel a hundred yards from the abandoned

station platform he passed up just hours ago.

How many hours, he wasn’t sure, his watch had

been smashed along with his wrist during the

Untertoten attack on the Ranger platoon back

on the surface.

Careful not to jolt his arm in it’s makeshift

sling, the agent crouched listening to the booming

of large bore weapons and the screams of

the Axis Zombies. He could just make out the

voices yelling in American accented English, so

he knew these had to be more Rangers sent to

meet him, but it seemed every Ranger he met

in this city, had Axis forces crawling all over

them! He was tired. He was wounded. And he

carried vital information smuggled out of Moscow

that simply could not be allowed to fall into

Axis, especially Blutkreuz, hands!

He crouched in the inky dark, listening to the

soldier’s voices becoming more frantic......

* * *


A calm, detached corner of Sergeant Miller’s

mind wondered just how the hell he had gotten

himself into this particular mess, as he lay on the

cold cement platform of an abandoned Russian

metro train, in the middle of winter, struggling

to keep a dead Axis soldier’s brown, rotten teeth

from ripping out his throat!

Miller jerked his head from side to side, keeping

just ahead of the Zombie’s snapping jaws, using

his left hand to push the creature’s chin away

with all his strength, and floundering for the .45

at his belt with his right. The Zombie, too close

to use the massive steel maces it had for fists,

focused all its alchemically induced strength to

hold the struggling soldier still enough to get a

good taste!

“A little help here, someone!” Miller yelled,

gasping with effort, “That’s an order!”

As Kimble continued to fire blasts into the

darkness, and Pinksi finally got over his shock

enough to slip on the straps of his tanks a few

feet away, Manny Malone stepped up and swung

his shotgun with all his might into the back of

the Zombie’s head. The only effect it seemed to

have was to anger the creature, as it snapped its

head around to snarl a lipless blackened grin at

Malone, its red eyes narrowing dangerously.

That brief distraction was enough for Miller as

he yanked his .45 from his holster and pressed

it against the back of the Zombie’s turned head,

pulling the trigger for three fast shots. The inhumanly

strong skull of the Zombie resisted the

first bullet, the flattened slug of lead ricocheting

off into the darkness. The second and third

bullets did the trick, blasting into the creature’s

head and out through its snarling face spraying a

shocked Malone with foul, stinking, black icor!

Miller’s breath whooshed out of him as the Zombie’s

body collapsed on him. Malone shoved the

creature’s dead weight with all his strength, and

rolled the carcass off his struggling sergeant,

then helped him to his feet. Shaking himself off,

Miller saw Pinski struggling to strap the flamethrower’s

tanks on, Kimble was crouched behind

the toppled trashcan, firing into the dark tunnel

mouth where the sounds of more shuffling feet

could be heard, and Bauer was busy stuffing

bedrolls and gear into everyone’s packs.

“Hurry up, we need to move down the south

tunnel, before they regroup. Pinski! Got that

thing working?” Miller started barking orders

fast, snapping everyone’s minds back to the

routine of duty and away from the shock of the

sudden attack.

“Pilot light won’t start, Sarge! I think the feeder

pipe is pinched somewhere!” The young Private

answered as he inspected the business end of his

weapon.

A louder sinister hissing issued from the black

tunnel mouth. The men began to slowly back up

towards the south end of the platform, putting

distance between them and the enemy. Pinski

slung the hand unit for his weapon over his

shoulder, and snatched up the extra fuel tank

pack, and moved to the back of the group, behind

the guns of his squad mates.

As the squad reached the middle of the platform,

about halfway to the south tunnel, the noises

from the north end increased, and in twos and

threes, more of the Axis creatures stepped out

of the darkness and into the low flickering light

of the platform. They didn’t charge to the attack

right away, but came to a halt as a group a dozen

strong. Some crouched, some stood, but they all

stared unblinkingly with red glowing hunger at

the men.

the waking bear part 4

1


dust chronicles issue 4 the waking bear part 4

1

“W-what are they waiting for?” Bauer whispered,

staring right back at the wall of cold, unnatural

death.

Before anyone could answer, a feeling of dread,

colder than the frigid winter air, swept down the

tunnel. As the goose flesh stood out on the men,

the Axis Zombies started shuffling restlessly,

and then the group slowly parted as a new shadow,

deeper and darker then the tunnel emerged

from behind them.

The figure was slight, dressed in a slick leather

coat and boots all of black, a black rubber hooded

gas mask completely covered the face and

head. It’s left arm ended in a strange metal device

studded with instruments of unguessable,

arcane purpose, a sickly greenish mist emanating

from vents and seams. A deep disquieting sense

of wrongness and loathing slithered through the

bellies of Miller and his men as they realized

that the figure’s booted feet didn’t touch the

ground as it moved, floating a few inches above

the surface. Indeed, it almost seemed as if the

very earth contracted shrinking away from the

touch of such an unnatural creature...

Bile rose in Miller’s throat at the sight of this

creature, as with a churning nausea, he realized

there was a certain, undefinable feminine quality

about the apparition.

There was a moment of silence as Miller’s men

stared at the Axis abominations, and they stared

right back. Then the Zombies began to shift and

hiss, and the men could feel the tension rising.

The black clad creature suddenly raised its encased

left arm with a flare of green light, and

the Zombie horde leaped forward with a howl,

charging down the platform!

Orders entirely unnecessary, the four men

raised their shotguns and started blasting as fast

as they could work the slides of their weapons!

At this range, only one Zombie went down to a

solid hit to the face, others had chunks of desiccated

flesh and tattered uniform blown off in

showers of icor, but these wounds didn’t slow

them a step! In a few heartbeats, the Zombies

had cleared nearly half the distance to the men!

“Fall back! Run for the south tunnel!” Miller

roared over the gunfire, “Move!” He fired one

more shot, taking the leg off a Zombie in front,

the falling creature snarling the legs of the two

behind who went down in a tangle of limbs.

Then he too turned and ran, pushing Pinski

ahead of him.

Malone ran as hard as he could, the ammo tube

of his shotgun empty, his breath wheezing, but

he had little hope. He and Miller had faced these

creatures before, in Italy he had seen them run

down fleeing men in jeeps over short distances,

and knew there was no way the men would out

run them. As Private Pinski, young, strong, and

scared witless, ran past him, Manny saw the two

flamer tanks swaying on his back and an insane

idea flashed through his brain!

Pinksi almost fell as Malone yanked the extra

tank from his shoulder with a shouted, “Thanks

kid!”


Miller caught up with Malone as he slowed,

Kimble and Bauer running past with Pinski, the

howls and hissing of the Zombies getting rapidly

closer from behind. Miller saw Malone pull

a pineapple grenade from his webbing and then

roughly jam it in-between the main fuel tank

and the frame of the pack’s harness, “Dont be

a hero, Malone!” Miller shouted as he ran past

the slowing soldier, “If you get yourself killed,

I’ll have you court marshaled!” Malone grinned

manically at his Sergeant’s back, “Yes sir!”

Malone came to a sliding stop and spun to

face the Zombie mob, winding his arm back to

throw the tank pack, his throwing hand hooked

through the grenades pin ring. The sight before

him almost cost him his life as the fear gripped

him. The Zombies running at him were terrifying

enough, but the black clad figure gliding

strait for him, hovering in a nimbus of angry,

green energy, like some Master of Death, almost

stopped his heart cold! With a blink, he

shook off the paralysis and threw the tank with

all his might, the pin coming away with a reassuring

ping!

The pack sailed twenty yards back down towards

the onrushing Zombies, clattering to the

floor near the base of one of the concrete support

pillars. The creatures ignored the tanks ahead

and just ran faster, sensing their prey’s desperation.

Malone ran as hard as he could, his legs

burning with the effort, silently counting in his

head,’5....4...3...’ ahead of him, the rest of the

squad was just reaching the end of the platform,

and dropping down out of sight. Malone tried

to run harder, realizing he might not make it in

time.’...2...1’ he curled himself into a crouch

and threw himself forward as hard as he could!

Behind him, the grenade exploded, just as the

middle of the Zombie mob stepped past it, rupturing

the fuel tanks, and igniting the pressurized

gasoline mix in a rapidly expanding wall

of fire and force! A number of the dead creatures

were instantly blasted apart, or incinerated, and

all the rest were blown, flaming off their feet!

Malone, in mid leap, was picked up by the hot

blast and thrown clear over the edge of the platform

to smack into the curved wall of the train

tunnel on the far side, where he slid down and

came to rest, unmoving.

From the inferno on the platform, the black

figure of the Zombie leader floated out of the

flames, smoking and scorched, wreathed in

green energy, waves of insulted anger boiling

from it. As Miller’s men looked on from the

gravel track bed in surprised horror, the creature

let loose a high shrieking cry of hatred.

Suddenly, a bang rang out from the darkness behind

Miller and his men. A spray of black fluid

burst from the creature’s chest as a bullet ripped

through its weakened protection, arresting its

forward motion. A second and a third shot tore

into the creature’s form, forcing it back, for just

a moment its foot dropped and touched the platform.

The cement cracked and split, crumbling

to dust where it touched.

Miller spun around, shotgun racked and raised,

to see a tall man step from the shadows behind

them, dressed in the dirty, torn, and blood stained

vestments of a Russian orthodox catholic priest.

One bloody arm in a makeshift sling, the other

holding a smoking Webley revolver.

story by john sisk

dust chronicles issue 4

1


1

dust chronicles issue 4

the waking bear part 4

The figure fired off the last round from his

revolver and dropped the gun to hang from a

wrist cord, then pulled a bundle of explosives

tucked in his injured arm and lit the fuse with

the cherry of his expensive European cigarette.

“You might want to duck.” He said calmly as

he pulled back and threw the bomb into the fire

behind the dark creature, where it came to rest

right next to the damaged support pillar. Then

he calmly knelt and lowered his head, almost as

if in prayer.

Miller and his boys threw themselves to the

ground just as the bomb went off, shaking the

whole station like an earthquake. When the

ground stopped moving, Miller rose up and

peered over the lip of the platform. Through the

smoke and dust, he could see that the bomb had

brought a good portion of roof down in the middle

of the station, completely blocking off the

north from the south ends. Of the Zombies and

their terrifying leader, there was no sign, just

a smoking pile of shattered concrete. Satisfied

there was little danger left, Miller turned back to

see the tall priest pulling the dazed and bruised

Malone from the gravel.

“Uncommon bravery there, lad.” The man said,

clapping him on the back in a puff of concrete

dust. Miller noted the aristocratic English accent

of the Russian priest.

The rest of the squad joined in congratulating

Malone as Miller sized up their new

acquaintance.”Good job, Malone,” Miller gruffly

told his old friend, “but you’re going to have

to explain the loss of the fuel tank to the quartermaster

when we get back. Might even come

out of your pay.” So deadpan was his tone, that

for a split second, everyone was shocked by the

rebuke. Then they all saw the smile in his eyes,

and the release of the coiled tension from the

fear and adrenaline hit them all in a wave of

laughter.

Letting the men wind down for a moment, Miller

approached the man. “Forgive me, Father, I

haven’t been to church in a long time. I didn’t

know explosives had been added to the good

book.” Miller snapped off a salute as the man

smiled in amusement. “Sergeant Nathan Miller,

US Rangers, third squad, second platoon. And

you must be Agent...?”

“Just call me Father, for now, sergeant.” The

ASOCOM Agent replied, offering his uninjured

hand, witch Miller shook with a firm grip. “After

the ambush in the store, I didn’t think any

Allied forces were still here looking for me.”

The Agent saw the look in Millers eyes, “Sorry

chap, friends of yours I suppose. Nasty business,

that.” He continued quietly, “I got there just after

the Untertoten did their business, I came up

through the tunnels and they chased me back

down here, I lost them in the drain tunnels, and

tried to find my way to the Allied beach head,

only, I don’t rightly know where it’s at, you

see.” He finished.

“Understood, Sir. Don’t worry, we know where

we are going, we’ll get you there.” Miller assured

the Agent. “Whatever intel you have must

be valuable, Sir, to cause this much uproar.”

The Agent eyed Miller for a moment, getting

his measure. “It could change the course of the

entire war, sergeant. And no mistake, the SSU

will stop at nothing to keep what I carry out of


Axis or Allied hands. Things could get very

dicey soon, once he gets here.” The Agent’s

tone was heavy with portent.

“’He’ Sir?” Miller asked.

Just then, the pile of rubble shifted and groaned,

rocks clattering to the floor. Every head and

weapon snapped up alert for danger.

“We should get moving, we don’t have a lot of

time.” The ASOCOM Agent moved back into

the shadows as the squad gathered their gear,

“Winter is coming.”

Miller paused at the almost fearful note in the

Agent’s voice, then shouldered his pack and

followed the squad into the dark tunnel.

Behind them, the rubble pile shifted, and shook

slightly. A sickly glowing green vapor coiling

up from between the blocks and pieces...

To be continued....

dust chronicles issue 4

1


dust chronicles issue 4

decisions, decisions

20

decisions, decisions:

wotan vs. wotan ar

by Leutnant Manfred Hirtzel

When the Wotan first arrived to

the tables of Dust players, there

was some controversy over the

usefulness of the Wotan AR in

Dust Tactics. The extra point cost

was difficult to swallow, and for

many they could see no use for the

upgraded armor. After all, most

weapons are just as strong against

Armor 6 as they are Armor 5. And

with only 6 health, any allied Napalm

Throwers would still kill this

unit with a single shot.

Yet as new units have arrived to the field, the

Wotan AR’s purpose has become clearer. With

them, I hope to provide to you a definitive guide

of when springing for the Wotan AR might save

your precious Kampfläufer from certain death.

i’m an axis player,

battling the axis

So you’ve chosen to fight your own faction,

most likely because you’re playing in a tournament.

Either that or all of your friends have

chosen to acknowledge the clear superiority of

the Axis, but skipped the whole “join our cause”

phase. When should you plan to mount those

armored plates?

…If your opponent favors infantry. Specifically,

there are two you should watch your enemy

for: The Jagdgrenadiere and the original Laser

Grenadiers. Despite their meager anti-tank firepower,

the Jagdgrenadiere distinguish themselves

as being the only infantry unit with range

U, a note that will cause your opponents to favor

them for picking off wounded tanks like a

lioness hunting gazelle on the Serengeti. However,

the firepower of their Caseless PaK drops

by two dice at Armor 6, leaving a measly 1/1 in

their place. The Laser Grenadiers, on the other

hand, derive their anti-tank firepower from the

old Laser Werfer. However, it is unable to damage

Armor 6 and 7 targets, turning this weapon

into a laser pointer for all it’s worth.

i’m an axis player,

battling the allies

Ah, the timeless battle of good vs. evil. What

could possibly go wrong? (You are the good

side, right?) Either way, the U. S. of A. will not

lay down their arms to bask in your glory, so

you’ve decided to make them bask in the heat

of your Schwer Laser Kanonen. When will the

Wotan AR be better at crushing your foes?

…If your opponent favors Phasers. Armor 6

is the bane of Phaser weapons in Dust Tactics.

Both the 120W Phasers of the Honey and the

60W Phasers of the Red Devils, and their charismatic

leader, lose all effectiveness against an

Armor 6 target. They might as well shoot bubble

gum at you, at least that would leave you

pink and vaguely sticky. The Allies must go all

the way to the Cobra’s 180W Phaser in order

to damage your metallic hide. Even then, the

180W loses one of its dice against a Wotan AR,

which is one less chance to hit and up to 6 less

damage it can potentially deal.


i’m an axis player,

battling the ssu

My friend, you’ve hit the jackpot. There are a

slew of reasons why the Wotan AR proves more

effective against the forces of Communism.

When will your state-of-the-art walker reign supreme

(or at least, less dead)?

…If your opponent favors Sulfur Jets. These

are the only walker-mounted flamethrowers that

deal less than 6 damage at the Armor 6/7 range.

This speaks a lot for your survivability, with the

Sulfur Jet being mounted on what is soon to be

3 different KV-47’s, and 4 damage is a lot easier

to shake off than insta-death. Furthermore, if

one of those Sulfur Jet wielding walkers on the

field is Grand’ma, you’ll be pleased to learn that

her VK-916 Howitzer loses one of its precious

dice at Armor 6, reducing its effectiveness to a

mere 1/1

…If your opponent likes Babushka. What’s better

than taking 3/1 damage from rapidly firing

Gatling guns? How about no damage, because

Wotan AR laughs in the face of your puny bullets.

…If your opponent brings heavy Tanks. In particular,

the Karl Marx and the Vladamir Lenin

looses effectiveness at the Armor 6 level. The

Karl Marx’s Heavy Tesla Cannon, the bastard

child of a Flamethrower and a Laser, loses half

its firepower, dropping from 2/3 to 1/3. Which

is like the difference between battling a Hermann

and a Wotan, oddly enough. Suddenly,

Wotan AR has the upper hand in this clash of

titans, and its lasers will surely melt through the

tank’s hull like foul-smelling butter. The Vlad-

amir Lenin, on the other hand, will still wreck

your sh…stuff, but will wreck the Wotan AR

with less gusto. While still carrying enough firepower

to autokill, the Vladamir Lenin’s mortar

rolls one less dice against Armor 6, which significantly

increases your chances of survival.

…If your opponent favors Helicopters. Specifically,

the Death Rain and the Airblaster, which

carry the tank-busting 250kg bombs. These munitions

suffer the same fate as the Lenin’s mortar,

in that they drop from dealing two skull dice

to a single dice dealing six damage. You’ll still

die if you’re hit, but suddenly your opponent is

rolling less dice to do it with.

…If your opponent likes Winter Child. While

still the personification of the terrible Russian

winters, Comrade Vasiliev loses a dice from

each of his Radiation Beams against Armor 6,

resulting in a net -2 dice at range. In close combat

though, his fists are just as strong.

wotan vs. wotan ar

21


how2: make bunkers dust chronicles issue 4

22

how2: cheap & easy

bunkers and trenches

By CS Barnhart

bunker conversion

The upcoming Icarus expansion mentions the

ability to add in place anti-aircraft weapons as

part of the Battle Builder for Dust Warfare. In

addition, in standard Dust Warfare, armies can

at time purchase fortifications such as bunkers

and trenches. In this tutorial I plan to provide

guidelines to create simple, cheap and easy bunkers

and trenches for Dust Warfare.

THE BUNKER

PARTS NEEDED:

Hobby knife, scissors, glue, piece of wood,

ruler or measuring tape, a marker of some sort,

Observation Bunker w/ 20mm Flak Gun from

www.hobbybunker.com.

The Bunker I used is available at http://www.

hobbybunker.com/products/observation-bunker-w-20mm-flak-gun-2406

and costs $7.99.

The site has several other useful items of similar

scale to the Dust line of miniatures, such as the

Burnside Bridge set (http://www.hobbybunker.

com/products/antietam-burnside-bridge-w-soldiers-5569).

STEP ONE:

The Bunker is a tad bit too large for use with

Dust miniatures, so the first step is to trim it

down to size so it fits in more with the models.

To do this use a marker and a ruler or measuring

tape and measure up from the base of the model

about 1”. Mark several lines around the bunker

at this 1” measurement , this is the cut line you

will be using to trim the bunker.

Use a pair of scissors or a decent hobby knife to

cut the model, do not worry if the cut isn’t 100%

even, but get it as even as you can without trying

your patience or risking injury to yourself.


Carefully inspect your new bottom of the Bunker

and use scissors or cutting knife to trim up

any obvious flaws.

STEP TWO:

Using a piece of wood (I used Craft Wood from

www.demisproducts.com it was $1.99 for a

4.5” x 9.5” piece) place the bunker base down

to check to see how level and smooth the Bunker

fits on the wood. Some gaps are ok as the

recommended glue will fill in these games and

harden to make the fit solid.

STEP THREE:

Apply a generous (meaning lots, I used Quick

Grip All Purpose from www.beaconcreates.

com works pretty well) of glue to the newly cut

bottom of the bunker and place it on the wooded

base board. Ensure that there is plenty of

space around the Bunker to allow Dust sized

miniatures room to stand and move around the

bunker.

STEP FOUR:

Let the glue dry. While it is drying you may

place other terrain piece to the base wood. For

the bunker in the picture above I added a standard

Dust Tactics tank trap and a barrel from a

wood kit (from www.craftsetc.com the mini

pickle barrel set, $1.50 or so) to add some detail

to the area. Other pieces added could be jerry

cans, ammo crates, sandbags, flags or random

debris.

STEP FIVE:

Base coat, paint and base the bunker. As I am

not the best painter in the world, I opted to base

the model black, dry brush it with various shades

of gray (Codex and Fortress) and white (Skull)

and then apply an Astrogranite texture paint to

match my table.

bunkers and trenches

2


how2: cheap & easy

bunkers and trenches

dust chronicles issue 4

24

TRENCHES

PARTS NEEDED:

2 boxes Tamiya Sandbags (www.tamiya.com

I use the 1/35 scale), cardboard, scissors, glue,

ruler or measuring tape.

STEP ONE:

On the cardboard glue 12-13 sandbags across in

a straight line touching each other end to end (a

small gap here and there is ok).

STEP TWO:

Measure from the bottom inside of the sandbags

two inches, begin in the middle and glue one

sand bag, go to left end of the cardboard and

two inches below the previous line of sandbags

glue another sandbag and then go to the far right

and do the same.

Fill in the gaps with more sandbags until you

have 12-13 sandbags forming a straight line two

inches below your previous line of sandbags.

NOTE: The two inch gap between sandbag lines

should be enough space to place a Dust miniature

with a little bit of wiggle room so they can

move without much hindrance.

STEP THREE:

Stack more sandbags on the top of the original

line of sandbags until you have a total of 4 rows

of sandbags. The ends of the sandbag rows will

slowly taper up, giving a slight angle to your

sandbags.

STEP FOUR:

Stack more sandbags on the top of the second

line of sandbags until you have a total of 4 rows

of sandbags. The ends of the sandbag rows will

slowly taper up, giving a slight angle to your

sandbags.

STEP FIVE:

Any remaining sandbags can be glued wherever

you see fit, on the top of the fourth row, at the

ends of the sandbag trench line or saved to be

used as bits for other models.

STEP SIX:

As with the Bunker it may be time to add other

details to the trenches, things such as barbed

wire, barrels, jerry cans and so forth. I recommend

keeping these items to a minimum and of


a smaller size to not restrict access and movement

in the trenches. Setting them on the top

of the sandbags or in the front of the trench is

ideal.

STEP SEVEN:

Base coat and paint the sandbag trenches. As I

am not the world’s best painter, I painted mine

with a base coat of black and applied various

shades of brown to them with dry brushing and

used a brown ink wash and then a black ink

wash on them.

cs barnhart

how2: bunkers and trenches

2


dust chronicles issue 4

2

00 army points

sturmgrenadiere list

by steve kenniff

I generally like to play armies that fit into a

sense of organization. I like there to be some

symmetry, as well as harmony. When I write

out my platoon lists for Dust Warfare, I try to

think about how a real unit would be organized

if this were a real war. That is mainly why I

enjoy playing as the Sturmgrenadiere Platoons,

plus they get the Awesome Blitzkrieg! Order.

This list packs a lot of anti-infantry, and antiair.

It also can be devastating to all Light Walkers,

and Most Medium Walkers. Where it lacks

to some degree is in its Heavy Walker dropping

ability. Sure, it has a ton of armament that can

kill it, with 8 Panzershrecks, and 8 Panzerfausts,

and then the two Hans with Panzerfaust-Werfers,

but taking them down is just hard in general.

You will also have 14 command dice to roll at

the beginning of the turn, giving you plenty of

orders to issue in the early part of the game.

The idea with this list is that it can be played

defensively or offensively. If you play it defensively

and make use of cover you can dig in and

use the long range of the Heinrich and use the

Hans as a Granatwerfer artillery piece. Hide the

Hans completely behind terrain if possible and

use the Kommandotrup to spot for it with their

Artillery Strike ability.

If you use this as an assault force, one option

that can pack a huge punch is that the Hans can

be used to quickly assault their prized walkers,

quickly debilitating the enemy’s strength.

You can use each Kommandotrup unit to issue

a Blitzkreig! Order to each Hans, sending them

6” forward to the enemy without gaining a reaction

token, plus they get the ability to use Scout

Move on that first activation moving them an

additional 6” closer to the enemy. Since this

movement is done in the Command Phase, it

cannot be reacted to by the enemy, and when it

is their Command Phase if they choose to shoot

you they will not be able to sustain fire. This

will close in the gap to allow the Hans to fire its

Panzerfaust-Werfers on the first turn provided

that you deployed and moved tactically enough

to not get yourself killed yet.

When your unit phase comes around you can

either: move and shoot if you need to get even

closer to get within the 16” range, or you can

sit and sustain fire since you don’t have a reaction

token and can’t be suppressed. So now you

sustain the Panzer-killing Panzerfaust-Werfer at

an enemy walker for a 1/4 attack that inverts the

die rolls on the Vehicle Damage Table, and then


you lob the Granatwerfer at a troop unit for a

S/1 attack. If you get to pull of both Hans with

the Sustained attacks then you will be tearing

up the opponents front lines in no time. Don’t

forget that during your enemy’s next Unit phase

you can still react with your Hans........deadly.

Just don’t expect those Hans to last more than

the first turn if you use them that way so be

careful that they deliver at least their 25 AP of

attrition to the enemy forces before falling dead.

With any luck you have destroyed some armor,

blasted a couple holes in their front lines and

made a big enough distraction for the remaining

troops to follow behind and clean up.

I typically will sustain fire with my Heinrichs,

and either use them to tag team the same enemy

unit as each other, or use them in tandem with

my Hans. Fire the Hans indirectly from behind

cover at the unit for an S/1 attack, then sustain

with the Heinrich for a 5/1 attach against Armor

2 troops. That combo should put plenty of

suppression and casualties on a unit (even if in

cover) to make them much less effective during

your opponents unit phase.

The Heavy Flak Grenadiers provide multi-purpose

in this list. They are there as a backup antiaircraft

unit that can react with a devastating rain

of fire against incoming aircraft for when the

Heinrich is out of range to react. And their primary

mission is to dig out the enemy troops that

refuse to get out of cover. When you fire them at

the entrenched enemy be sure to fire as a Burst

Weapon so that you ignore cover, just remember

that you will need to reload before firing again.

If your enemy doesn’t hide in the cover, then

wail away at them every turn with the Heavy

Flak Grenadiers. The Flak Grenadiers can take

a little beating before falling, because they are

Armor 3 with Damage Resistance. If you can

also manage to keep them in cover and away

from Heavy Walkers you will be golden.......but

keep an eye out for enemy snipers. If the enemy

has snipers, be sure to use the 2 sniper units and

Heinrichs to wipe them off the map as early as

possible.

You may ask yourself, “Why so many Battle

Grenadiers?”, “This isn’t my beautiful house!”,

“This isn’t my beautiful wife!” Well, the answer

is devastating anti-tank ability. At 16” range

they will bring 2/4 against enemy walkers with

their dual Panzershrecks, and at 12” they bring

an additional 2/2. The four units of upgraded

battle grenadiers ought to give your opponent

something to chew on while you are pounding

them all over the board with your 4 walkers and

2 sniper units. Depending on how your opponent

deploys you can either flank their sides with the

Battle Grenadiers, or you can spear head all four

units up the middle and then fan out.

Another question I get asked often about my

lists is, “Where are your characters?” While

the comic books and genre may be all about the

characters and their heroic exploits, I don’t play

the game to see what Sigrid and Bazooka Joe

are up to. I play the game because I like to see

what the army is up to. Sure, from time to time

I may through in a Lara to beef up some Heavy

Flak Grenadiers, or a Manfred to add some extra

punch and survivability to battle grenadiers,

but they are not my mainstay. My tactical ability

lies in the list of stage hands, not who’s on

the Marquee out front.

--- Sturmgrenadiere Platoon (148)

Command Section: Kommandotrupp (25)

1st Section: Heavy Flak Grenadiers (26)

2nd Section: Battle Grenadiers [Upgrade] (20)

3rd Section: Battle Grenadiers [Upgrade] (20)

Support: LPW I-C “Hans” (25)

Support: LPW I-A “Heinrich” (20)

Support: Sniper Grenadier Team (12)

--- Sturmgrenadiere Platoon (148)

Command Section: Kommandotrupp (25)

1st Section: Heavy Flak Grenadiers (26)

2nd Section: Battle Grenadiers [Upgrade] (20)

3rd Section: Battle Grenadiers [Upgrade] (20)

Support: LPW I-C “Hans” (25)

Support: LPW I-A “Heinrich” (20)

Support: Sniper Grenadier Team (12)

00 ap sample axis army list

2


dust chronicles issue 4

2


win a miniature market

gift voucher

Our friends at Miniature Market have kindly

provided us with some gift vouchers for

their online shop.

One lucky reader will win a £50 voucher and

two runners-up will each get a $25 voucher

for use at miniaturemarket.com

All you need to do to be entered into the

prize-draw is email us at the following address:

competitions@dust-chronicles.com

and answer the following question in the

body of the email.

Question:

Who Created Paolo Parente’s Dust?

Was it:

A Sheldon Cooper

B Paolo Parente

Put “Miniature Market” as the subject and

make sure it gets to us by the 10th of March.

On the 11th of March 2013 a random winner

will be drawn from all the entries, followed

by the runner-ups.

This competition is open to anybody, anywhere

except members of staff of Dust

Chronicles or Miniature Market.

The boring but important bits:

Members of staff for Dust Chronicles are

those people who have their name on the

contents page of this issue.

No details will be passed on to third parties

and apart from a conformation email

you will not receive any further emails from

Dust Chronicles.

The only people contacted are the winners

and the winners will also be announced on

the Dust-Chronicles website and in the April

2013 issue of Dust Chronicles (DC#5).

This competition is not supported by Fantasy

Flight Games Ltd. or Dust Studio Ltd.

Note that entries that do not have “miniature

market” as their subject will not be accepted

and all entries must be in by Sunday the 10th

of March 2013 (UTC-9*).

competitions@dust-chronicles.com

* UTC-9 means the competition is closed at 9am Monday 11th of March 2013 British time.

dust chronicles issue 4

2


dust chronicles #4

from the front:

dust tactics

0

from the front: dust tactics

battle report

In this From The Front: Dust Tactics report,

Michael Zabkar unleashes his Allied forces

against Michael Ceferatti’s SSU. They chose

Location 18 Zverograd Central Station from the

Worldwide “The Siege Of Zverograd” Campaign.

For all the details on the scenario see page 86 of

this issue. The only thing changed was the fact

that since neither side owned the location prior

to the game, for this reason the Zombie Infestation!

Special Rule was not used.

The surface area

The underground area

Scenario Objective:

This battle is a fight to the death. After 8 rounds

add up Victory Points, the player with the most

VP is declared the winner.

Special Rules:

Zombie Infestation! (Not used).

The underground area uses the Underground

Fighting and Fighting in the Metro Special

Rules presented in the Operation Hades book.

The surface area has a train cart with two crates

on it. These crates contain explosives. Any

player who moves at least one of the crates onto

a train in the underground area can elect to blow

up the explosives and collaps the train tracks.

This will automaticly end the game in a draw.

(Further details of this rule can be found on page

75 of this issue of Dust Chronicles.)


Michael Ceferatti’s

7th Revolutionary Guard Division:

Ceferatti: The Red Guard are coming!

The majority of my army is comprised of members

of the Red Guard, adding in a Levrenty Beria

to control the street side and keep Zabkar

from getting either of the crates to the train below.

The Fakyeli with Yakov and the rest of the

Red Guards will seek victory below ground.

Michael Zabkar’s

21st Armored Infantry Phaser Company

- ‘Big Zab’s Bug Zappers’:

Zabkar: I chose a primarily anti infantry force

capable of taking out multiple infantry units and

maximizing dice rolls. I have the flamer units

for the underground and Phaser units as support

for both above and below. Armor assets are;

pounder for antitank, Rattler for anti-infantry

and a Micky for general purpose. My goal is to

decimate the enemy’s infantry.

Red Guard Command 50

Red Storm w/ Trediakovsky 28

Red Guard 21

Red Thunder 22

Red Thunder 22

Chinese Volunteers 12

Chinese Volunteers 12

Fakyeli w/ Yakov 58

Lavrenty Beria w/ Nikolai 109

Jnetzi 12

Total: 346

Rhino w/ Hammerers 48

Action Jackson w/ Red Devils 52

Red Devils 28

Corps Officers 35

BBQ Squad 30

Hell Boys 34

Crack Shots 10

Rattler 34

Mickey 35

Pounder 40

Total: 346

from the front

dust chronicles issue 4

1


from the front:

dust tactics battle report

dust chronicles issue 4

2

Above Ground…

round 1

With the lists and scenario sorted, it was time to

get rolling.

With Yakov’s Legendary Tactician Ceferatti

easily won the initiative roll and began by deploying

onto the table. As this was the first turn,

there wasn’t much shooting.

By the end of the turn, there had been no casualties

inflicted. Ceferatti spent the first round

deploying the Lavrenty Beria piloted by Nikoli,

...and below.

both Red Thunder squads, Red Command and

one of the Chinese Volunteers on the surface

and the rest of the army into the underground.

Zabkar deployed all three walkers topside, along

with Rhino and Hammerers, Red Devils and the

Red Devils with Action Jackson. The remainder

of his forces entered the dimmed subway

station, nervous trigger fingers at the ready…


ound 2

Yakov wins Ceferatti the initiative again and

he capitalizes by blasting the Pounder to smithereens

with the Lavrenty Beria. Not to be out

done, Zabkar’s Hammerers and Rhino move

towards the Beria with the intent of ripping it

plate from rivet.

The Hammerers seek to avenge the Pounder.

After failing to reactivate the Beria with a command

skill, the Red Guard Command moves

into the open and is promptly turned into warm

salsa by the Mickey. You’d think they would

have learned by now to stay out of sight or push

some ‘volunteers’ out front.

Zabkar follows up killing the Red Command by

sustain firing the Rattler at a Red Thunder squad

and killing them to a man. He then moves one

Red Devil Squad down the stairs to take part in

the metro battle.

In the metro, units jockey for position but are

too far away to be able to shoot eachother due

to the dim conditions.

Dim lighting keeps shooting in check.

Ceferatti: Hindsight has taught me I should

have kept the Command Squad back. Oops!

The Beria is holding tough and there isn’t much

left on the table to hurt it other than the Hammerers.

Come on Yakov, win me initiative!

round

Sure enough, Yakov wins Ceferatti the initiative

once again and he takes full advantage by

sustain firing it’s main gun at Mickey and the

MGs and Flamer at the threatining Hammerers.

The Mickey sustains 3 damage, but lives

to keep fighting. The Hammerers fare as badly,

all are killed and only Rhino remains standing,

though with only one wound.

Rhino, seeking to avenge his buddies, launches

a sustained attack on the Beria inflicting one

point of damage. This could take awhile.

Before Rhino can scratch anymore of the Beria’s

paint, the Volunteers open fire on him riddleing

him with bullet holes. Rhino joins the

Hammerers on the casualty pile.

The Rattler unleashes a lead storm against the

second Red Thunder squad and kills all but one

of them. His Red Devils and Action fire on the

snipers hidden in the building and score no hits

with their Phasers.

Zabkar: I HATE Phasers!

Below the city streets, Ceferatti’s Red Storm

squad, accompanyed by their Commisar move

up and fire on the BBQ squad. The hapless

BBQ boys are gunned down.

allies vs ssu battle report

dust chronicles issue 4


dust chronicles issue 4

from the front: dust tactics

4

The BBQ about to get toasted.

To finish the round, Mickey sustains fire at the

lone Red Thunder trooper with an MG and on

the Volunteers with the Howitzer. The Red

Thunder trooper is eliminated as are four of the

Volunteers. To add insult to injury, the Mickey

Self repairs all three damage!

round 4

Ceferatti wins initiative again, thanks to Yakov.

He moves Yakov and the Fakyeli towards the

Hell Boys who succesfully react to the enemy’s

movment. Both sides open fire on eachother

with Yakov sustaining 3 wounds and 2 Fakyeli

being killed while the Hell Boys are in turn

wiped out.

Reactive Fire proves deadly.

Zabkar’s NCO squad sustains fire from the

safety of their railcar eliminating the Fakyeli

and leaving Yakov with a single wound. At the

other end of the underground board, the Volunteers

kill the allied snipers who had been slinking

their way forwards.

The Red Devils, that had come down to the

metro, line up a shot against Yakov and finish

him off.

Zabkar: I LOVE Phasers!

Meanwhile the Devils topside fare less well as

one of their members falls victim to a sniper’s

round.

The Beria sustains fire at the Mickey and manages

to inflict only a single wound. Nikolai

wasn’t really living up to his legendary tank ace

reputation. The MGs did better by inflicting 3

wounds on Action Jackson. He must have heroically

pushed his Red Devils out of the line

of fire and taken the bullets that were meant

for them. Shrugging off the pain, he leads his

squad in a sustained fire attack against the SSU

snipers, killing them both.

The Mickey takes a licking but keeps on ticking

while the Devils clear the building of the

sniper threat. The Rattler hides behind the rubble,

safely out of sight.


Seeing Yakov phased out of existence, the other

Red Storm squad opens fire on the Devil squad

and manages to take one out.

Once again going last, Mickey takes out the

remaining Volunteer and Self Repairs it’s

wound.

round

Zabkar wins initiative(!) and the NCO squad

promptly brings back a Red Devil in the adjoining

railcar. Yakov’s loss is felt.

The Beria opens up and Nikolai redeems himself,

causing unsustainable damage and sending

the Mickey to the scrap heap. Just to make sure

there is no dispute about who’s running things

at the street level, the MGs kill off the remaining

Red Devil and Action Jackson. Only the

Rattler remains.

Cat and Mouse game begins.

The Red Storm maneuvers below ground and

fires on the NCO squad killing the mechanic.

The NCO squad takes cover in their railcar

against a storm of bullets.

round

Ceferatti wins initiative. He sustains fire with

the Red Guard at the NCO squad to no avail.

They just don’t build railcars like that anymore.

The NCOs break out some new experimental

drugs and inject the Red Devils with it, telling

them it’s for ‘social diseases’, and there are absolutely

no negative side effects…

The Volunteers finally move up and open fire

on the Red Devils while they are busy trying

to figure out what a ‘social disease’ is and why

now would be a good time to be injected with a

vaccine. One Devil less.

The remaining Devils are seized by a burst of

energy, musta been the G.I. issue coffee, and

blaze away with their Phasers at everything in

sight, killing the Red Storm and the attendant

Commissar. Suddenly spent, they fall to the

floor.

dust chronicles issue 4


dust chronicles issue 4

round

The NCO squad revives the downed Devil, and

opens fire on the Volunteer eliminating one of

them.

The Chinese seek to retaliate against the NCO

squad, but they duck behind the Devils, and one

of them is eliminated instead.

The Beria manuovers to try and gain a shot

against the Rattler.

round

Ceferatti wins initiative for the last time. He

opens fire with the volunteers against the Devils,

but the railcar takes all the damage.

The NCOs revive a Devil yet again and open

fire on the Volunteers eliminating them forever.

The metro is now uncontested.

Masters of all they survey, will it be enough?

The Beria lines up a shot on the Rattler and fires.

Once the bucket load of dice stop tumbling and

the damage is assessed, it turns out that the Rattler

takes only 3 damage! Not enough to take

him out!

The game is pretty close, time to do the math as

neither side moved the explosives down below.

After much counting on fingers and resorting to

a calculator, it turns out the SSU have beaten

the Allies, but only by 12 points!

SSU Victory!

For the Motherland!

post battle debriefing

With the game now decided, we turn to Zabkar

and Ceferatti to give us their closing thoughts.

Zabkar:

-Phasers are high risk/high gain. Once they

worked, they worked well.

-Corps officers with their special skills were

also key. Plus their dual victory MGs were very

effective.

-Always deploy Pounder, and really any walkers,

to cover when facing those big SSU tanks.

-Mickey was death incarnate to ALL infantry.

My MVP!

Ceferatti:

Thanks to Lavrenty Beria! Knowing what I

know now, the Beria and command squad (hidden)

should have been the only thing I left up

top. All other troop units should have gone to

the metro. The Beria was king and I should

have had more faith in my usual bad dice rolling

and Take Aim. The explosives were well

guarded by Beria.


osie’s scrapyard

vehicle showcase

All the vehicles listed here were made

from the Rosie’s Scrapyard v1.1 article

in the previous issue (DC#3). If you

have some converted or historical vehicles

you’d like to see in Dust Chronicles,

send their profiles and pics to (dustfanzine@hotmail.com)

and we may include

them in a future issue.

MCW M19A1 Bliss

Damage Capacity 3

Armour 4

Speed 8

Weapons: Dual US 90mm canons, counts as Zwei 88’s

Special rules: Fast and Agile

AP Cost: 49

8 4 3

created by:

chris wolfe

The M19 Bliss is the next step in the Allied Gun Motor Carriage line of armoured vehicles. Out-gunning

and out-running its predecessors—the M10 and M18 Tank Destroyers—the M19 is as agile as a

stag, able to dash from cover to cover, showing itself just long enough to make quick work of enemy

targets with its impressive Duel 90mm Main Guns.

rosie’s vehicle showcase


osie’s scrapyard

dust chronicles issue 4

Heuschrecke

Move: 6

Armor: 3

Damage Capacity: 3

Weapons: 5.0cm Zwei Flak

AP Cost: 21

6 3 3

MH7 “Tommy”

Move: 4

Armor: 5

Damage Capacity: 5

Weapons: 17 pounder (turret),

Napalm Thrower (fixed forward),

.30 cal MG (fixed forward), .50 cal (turret) AP Cost: 50

6 4 4

created by:

chris wolfe

created by:

kris gorham


Built and designed by Irish

factories after the German invasion

of England , the MH7

project is providing a serious

counter punch to axis aggression

in Europe . More than just

a battle field brawler , their

production has brought clout

jobs and cash to what was previously

a neglected backwater

of the British empire .

While outwardly it resembles

the Grant/Lee that were

its inspiration , the designers

learned from the mistakes

made in those tanks , and

sought to build a well armed

and armored fighting machine

that could take the fight to the

enemy , and take all the enemy

could give when on the receiving

end of the beat down .

MH7 “Johny”

Move: 4

Armor: 5

Damage Capacity: 5

Weapons: 180 watt phaser (fixed forward), 180 watt phaser (turret),

.30 cal MG (fixed forward), .50 cal MG (turret)

AP Cost: 74

by:

created

4 5 5

kris gorham

Note: To order the Hull conversion parts and to see much more of Kris’ great conversions

visit http://boardgamegeek.com/blog/545/classic-aegs-dust-is-warrrrrrrrr

rosie’s vehicle showcase


dust chronicles issue 4 dust day southwest 201

40

www.swdustdevils.com is the home of the Southwest Dust Devils, an alliance of Dust

and Panzerpunk fans centered in the Southwestern United States. Our goal is to promote

Dust Tactics, Dust Warfare, related games and products, and everything Dieselpunk.

To this end, we run Dust demos, tournaments, and special events, as well as gaming

“get-togethers”. Watch the site for more information about the Southwest Dust Devils

as it unfolds and don’t forget to Like our Facebook page, where you can join the members

of our community as they discuss all things Dust and Dieselpunk/Panzerpunk.

We’re also proud to share our first major event announcement - Dust Day Southwest

2013, “Dust-Up in the Desert” will be held on February 22nd and 23rd, 2013. We

think you’ll enjoy our host venue - Imperial Outpost Games in Glendale, Arizona -

and know that you will love our very special guest, Paolo Parente! Make your plans to

join us in February for games, tournaments, prizes, and more. Watch this site for more

information and event news.

Gamers, would be dieselpunk scientists, cosplayers, and anyone who enjoys the world

of Dust or dieselpunk in general will find this destination event to be the highlight of

their year!

dust day southwest 201 , “dust-up in the desert”

february 22nd and 2 rd, 201

Imperial Outpost Games

Address: 4920 Thunderbird Road,

Glendale, AZ 85306, United States


how2: make quick and easy

buildings for zverograd

In issue 1 of Dust Chronicles we took a look at

how to use the plastic building components of

the Tenement Building or Operation: Zverograd

to create a city scape. This time we take a look

at how to quickly and easily (and cheaply) create

some building for your games of Tactics and

Warfare.

To build the three buildings shown here, it took

me one afternoon to do all the cutting and glueing.

I let it dry overnight and then did the spray

painting the next day. The whole project cost

me about twenty American style dollars.

Things you’ll need:

Foam Core sheets ¼”

Sharp xacto knife

Wood or PVA glue

Glue stick

Textured spray paint

Grey spray paint

Ruler

Step 1

Create a template for your buildings.

Using a standard 8.5”x11” piece of printer paper

and one of the tiles from Dust Tactics, divide

the page length wise three times vertically.

This will make a wall three tiles wide. You can

make narrower by decreasing the number of

times you divide the page, to make it wider, add

a second sheet of paper and add the divisions as

before.

Once you’ve got the width of you template

down, it’s time to add a second story and balcony

lip. Use the same tile as before and bisect

your paper lengthwise horizontally twice. That

will give you a second story and a roof line (or a

third story). Once you have added the roof line,

the remaining space can form a ‘lip’ for your

roof line. If you want to add additional stories,

be sure to trim it off so that when you stack the

next floor/s you keep a consistent height.

Add Windows and doors. I spaced the windows

about 3/4” from the dividing lines while

the door was spaced approximately 1 ¼” from

the dividing lines.

Step 2

Using a glue stick, adhere your templates onto

the foam core (foam core BTW is a thin sheet of

foam sandwiched between two sheets of cardboard).

how2: make easy buildings

41


how2: make buildings

dust chronicles issue 4

42

This will make it easy to cut out your templates.

When making your cuts, use a ruler to guide

your xacto knife as you cut. Between the ruler

and the template being glued to the foam core,

you should be able to get pretty clean cuts.

Only cut out the doors and windows you want,

leave the rest solid walls.

Alternatly, if you want to do a ‘ruined’ look,

draw a jagged pattern onto your templates and

cut off the excess.

Alternate layout

Step 3

Glue the walls together using either wood or

PVA glue. What you want to do is glue two

walls together at a ninety degree angle. When

you do this with four equal size walls, you’ll

end up with two corners that can be place together

to form a ‘whole’ building or can be

placed on the edges of you board to create two

partial buildings.

Use a book or other object to keep your walls

aligned.


Alternate Layout

Step 4

Measure the length of your walls a cut out a

floor to fit them. Glue the floors onto the lines

you drew to designate the second story and roof.

See how there is a low wall ‘lip’ for the roof on

the left side of the picture? That provides hard

cover. You don’t want to neglect that.

Once the glue on your walls and floors are dry,

you can see some of the ways you’ll be able to

align your buildings.

Step 5

At this point you can go straight to step 7 and

add paint. However, you can take a few minutes

to add some simple detail.

Using some of your cast off foam core, cut ¼”

window sills the width of your windows and

door frame. Glue on with wood/PVA glue.

how2: make buildings

dust chronicles issue 4

4


dust chronicles #4

cheap and easy buildings

44

To add corner stones, use a bit of thin card (cereal

box works well) and measure out the height

and width you want to cover. Then cut it into

roughly 1” tall sections and glue it to the corners

of the building with wood/PVA glue.

Step 6

Seal your foam. Thin down a bit of glue and

paint it onto any exposed foam. If you don’t,

you’ll be sorry when you hit it with spray paint

as it dissolves away…

Step 7

Time to get painting. First, primer your building

black. No need to use your expensive model

quality primer, get some cheap stuff from the

hardware store. Once that’s dry, spray textured

paint on the building, thin layers and add more

when each coat is dry until you have the texture

you want. Once that’s dry, spray your building

grey, once again, use the stuff from the hardware

store.

Because I wanted the corner stones to remain

smooth, I covered them with a bit of painter’s

tape. After I sprayed the textured paint I peeled

it off and then sprayed the entire thing grey.


Textured paint added

Once the grey paint was dry, I picked out the

corned stones with a reddish paint and dry

brushed the surface areas with a light grey and

added a bit of water run off to the window corners

with dry brushed brown.

If you are very ambitious, you can print out

some propaganda posters (see issue #1 for details)

and glue them on. I was not that ambitious

this time. Maybe I’ll add them at a later

date.

Here’s an example of a taller building. By

stacking two templates on top of one another

and trimming the roofline ‘lip’ off the bottom

template we end up with a building that could

easily stand in for a hotel or something.

The alternate template. Sprayed a bit of black

towards the top and the windows/doors to look

like soot.

Size comparison to the Dust buildings.

dust chronicles issue 4

4


4

dust chronicles issue 4

how2: make cheap and

easy buildings

The buildings are equally usefull in Tactics and Warfare.

By varying the sizes and layouts of

your buildings, the possibilities are

endless.

Well there you go folks. Hope that was quick

and easy for you. If you have any questions feel

free to contact us on Dust Chronicles Face Book

Group or at dustfanzine@hotmail.com


tactical corner: more gun

by leutnant manfred hirtzel

Do you have a problem? Zombies pummeling

you down? Flamethrowers toasting your Grenadiers?

Wish you could mow down Chinese Volunteers

just a little faster. Well you’re in luck,

because I solve problems. I use a gun, and if that

don’t work, I use more guns.

lara

The Natural Choice: Heavy Recon Grenadiers

or Heavy Laser Grenadiers

Fielded because the Axis apparently needed

someone a little more “butch” to balance out all

the schadenfreude enraptured fräuleins they are

better known for, Lara is built like a tank and

has enough guns to boot. Armed with dual twin

MG44’s, she’s chosen to replace “spray and

pray” with additional spray. Of bullets. Therefore

it’s only natural to want to place Lara in the

Heavy Recon Grenadiers, creating a squad full

of machine guns that can, and will, promptly replace

the air with bullets. Alternatively, placing

her with the Heavy Laser Grenadiers, a common

combination that arose from the Revised Core

Set itself, you create a versatile squad capable

of decimating both infantry and walkers alike.

The Unusual Choice: Jagdgrenadiere or Laser-Jagdgrenadiere

These new units, the first Heavy Weapon Teams

to take the field, present some interesting options

to the workhorse hero of the Axis Schwer

Sturmgrenadiere. Since these units do not lose

any combat effectiveness until they receive their

second wound and field long ranged weapons,

they are ideal for use in battles involving enemy

snipers. Combined with their Damage Resilient

armor, that extra point of buffer health also

makes this squad even harder than others to take

down a notch. The Laser-Jagdgrenadiere are arguably

even better balanced than the Heavy Laser

Grenadiers, fielding the damage equivalent

of two Schwer Laser Werfers, greater range,

and an extra Twin MG44 for protection against

attacking infantry (a weak point of the Heavy

Laser Grenadiers). The Jagdgrenadiere, on the

other hand, are liable to take the wrath of your

enemy, so Lara’s extra health will help keep this

long-ranged unit fighting when it matters most.

johnny one-eye

The Natural Choice: BBQ Squad

Johnny is like if Rambo had a love child with

his machine gun. His card says it all: Badass.

While not the heaviest hitting hero in his own

right, many players are rightfully tempted to attach

him to the BBQ squad. His Victory MG

will hit like an extra Shotgun, and Badass will

keep these Rangers chucking Satchel Charges

at enemy walkers. While his range may seem

wasted, remember that you can split his fire to

harass another target, especially while you blow

up that aforementioned walker.

dust chronicles issue 4

4


4

dust chronicles issue 4

tactical corner: more gun

The Unusual Choice: The Gunners

It’s hard to say what isn’t nice about this combination.

It’s not too expensive at 41 points, it

has a hero, and it’s like having a Death Dealers

squad with 4 UGL’s that can be used ad nauseam.

The Gunners not only carry more UGL’s

than the Recon Boys, but since the Bazooka

also has a range of 3, they’re more likely to get

into proper range. It’s a win-win situation. Except

for your enemy, for them it’s just a lose

situation.

the trediakovsky

The Natural Choice: Frontoviki or Red Assault

Commissars are like cheap heroes that you can

use to customize your squads as you see fit, as

well as provide some “political encouragement”.

If you can’t tell, that’s a euphemism for bullets,

which have been a common theme in this article.

The Trediakovsky allows you to customize

your squads with an extra DPM MG. Adding

him to the Frontoviki makes for a mean, bullethell-inducing

squad, especially when brought

into SMG range. Likewise, the well equipped

Red Assault squad is extra scary with two machine

guns.

The Unusual Choice: Red Thunder, Ohotniki,

or Jnetzi

A better question would probably be “What

squad wouldn’t benefit from an extra machine

gun?” But, since I can’t find any answers to that

question, I’ll share some of my favorites instead.

Worried that your Red Thunder might become

the target of enemy infantry? Add Trediako-

vsky. Need some mid-range firepower to bridge

the gap between the Ohotniki’s Widowmakers

and their PPsH-48’s? Add Trediakovsky. Want

some extra protection while your Jnetzi pick of

enemy officers? Add Trediakovsky.

the karamzin

The Natural Choice: Red Thunder

Need something to really put the hurt on enemy

vehicles? How about three PTRS-47 rocket

launchers in a 6 man squad. Not healthy enough?

Add a hero, like Red

Yana, on top of the mix.

In the right combinations

of hero, commissar,

and squad, the SSU

can really shine. Explosions

for everyone! No

refunds.

The Unusual Choice:

Red Assault or Chinese

Volunteers

Red Assault is a beast of a squad on its own,

with all those UGL’s and Molotovs. What could

make it better? Increased anti-tank capability.

But perhaps you’re on a budget and can’t afford

the nicer things in life, like warning shots

or sufficient heating. For that, I suggest you

combine the Chinese Volunteers with the Karamzin.

Falling in at 19 points, this squad fulfills

the basic anti-tank role for a point cheaper than

the opposition, trading limited weapons for an

extra man and the agile skill. That, my friends

and foes, is how you use the Volunteers to full

efficiency.


experimental platoon:

ssu chopper assault platoon

Last issue we introduced Experimental Platoon:

Armored Platoon. This issue we take a look at

fielding armies composed entirely of helicopter

borne troops.

The SSU are the leaders in the field of Helicopter

technology. As such, they are developing

new and innovative ways to strike at the enemy,

inserting troops where the enemy least expects

them.

Command Section (Mandatory)

-SSU Command Squad

and Mil Transport Helicopter

OR

-Any SSU Hero. If you choose to take a hero,

he must join the first section squad and ride in

their helicopter unless he has the Pilot: Helicopter

Skill, in which case he must pilot an attack

helicopter bought from the support section

(That would count as both a Command Section

and a Support section and you would still need

to purchase a second squad).

1st Section (Mandatory)

-Mil Transport Helicopter

And one of the following:

-Chinese Volunteers

-SSU Rifle Squad

-SSU Assault Squad

2nd Section (Optional)

-Mil Transport Helicopter

And one of the following:

-Chinese Volunteers

-SSU Rifle Squad

3rd Section (Optional)

-Mil Transport Helicopter

and Chinese Volunteers.

4th Section (Optional)

-Mil Vehicle Transport Helicopter and any Aero

Kv-47

Support Section (one per two sections)

-Any Attack Chopper

Special Rules

Inflexible Doctrine

SSU combat doctrines are notoriously inflexible

and combined arms operations are rarely seen.

An army containing an SSU Chopper Assault

Platoon may take no other platoons except other

SSU Chopper Assault platoons.

New Doctrine

The air assault doctrine is a new development

in the SSU’s tactical toolbox. Due to the newness

of this doctrine and attendant inexperience,

poor communications and planning, the SSU

Helicopter Assault Platoons have difficulty in

reaching their objectives in a coordinated manner.

To reflect this, when building your scenario

with the Battle Builder, each player spends his

scenario points as per the normal rules. Once

all four points have been spent however, the

deployment for the player with the SSU Helicopter

Assault Platoon automatically changes to

Unprepared.

For example if after all points have been spent

the Battle Builder results in; Objectives: Eliminate

the Enemy, Deployment: Force Collision,

Conditions: Off Target Shelling, the SSU player

will deploy onto the table via the Unprepared

deployment while the opposing player would

deploy via the Force Collision. Resolve the rest

of the game as normal.

dust chronicles issue 4

4


dust chronicles issue 4

step away from everything

0

step away from everything

An Italian, a Frenchman and a Dutchman walk

into a bar...

No wait I’m getting ahead of myself here, I better

start at the beginning. On this occasion the

beginning is the 19th of May 2012, in Antwerp,

Belgium.

The Dust Regionals for 2012 where under way

and the United Kingdom had managed to get

an impressive zero of these events. For this reason

I had to pack my bag and catch a plane to

Belgium as that was the closest location with a

Dust Regionals taking place.

So there I was on the morning of the 19th of

May, ready to take on droves of players in exciting

games of Dust Tactics . . . . well not droves

. . . . . not even a handful actually. Including

myself, the total number of players there was

one. Yes I said one. In defence of the organisers

they had advertised the day and people had contacted

them for details. Not only that, the shop

was massive with a bar and enthusiastic staff.

So if you planned to come to Antwerp for the

Dust Regionals and didn’t, you missed out on

the possibility of a great day.

I paid my entry fee, waited until an hour after

the official start time, walked around the city

for a bit and then checked in with the shop before

heading back to the car. I won the Regionals

without rolling any dice and my prize came

in the post a few weeks later. My trip hadn’t

turned out as I had hoped and I was a lot of

money poorer. A few months later I stumbled

upon a conversation on a French Dust forum

about an upcoming Dust Tactics tournament in

Paris. It was tempting to sign up but did I really

want to risk the same thing happening again? I

mentioned my dilemma and that is when Olivier

Zamfirescu posted a reply, stating that he and

Paolo Parente would be there.

No more dilemma, just needed to find a way to

convince my partner to let me book a plane ticket

to Paris. Do you know what? Turns out she really

likes the words “trip” and “Paris”. That same

day the plane and hotel got booked, all I needed

to do now was decide on what army to take with

me. That turned out to be a simple choice, the

same army that I had painted for the tournament

in Antwerp, that way it was actually going to

see battle. Then in Early November I found out

that the points value for the tournament was

350. The army only totalled 250 points so now

I had three weeks to paint an additional hundred

points. For most people that isn’t a problem but

I don’t have much time to paint so I needed to

plan everything to the minute.

I guess the weather didn’t get my memo because

on the day I was going to start it was raining and

that meant I couldn’t spray my models black out

in the garden. No problem, a few newspapers

on the floor in front of the open patio doors and

I will get away with using a spray-can inside

the house. When I was done it turned out that

I hadn’t put down enough newspapers and the

carpet now has a nice rectangular shape on it.

Its a good thing Paris has a whole bunch of nice

shops so she can buy herself something to forget

about my little mistake.

Finally the day came to fly to France and While

on the subway in Paris I arranged to meet with

Paolo and Olivier later that night. We got to the

hotel and sorted our luggage out and had something

to eat nearby. Later I got picked up from

the hotel and Olivier showed us where the tournament

was going to be the next day. My partner

had done her homework as the hotel was

less than ten minutes walking from the venue.

Olivier and Paolo hadn’t had any dinner yet so

we decided to find somewhere to eat.

So . . . . . An Italian, a Frenchman and a Dutchman

walk into a bar.

I had a great weekend and even managed to win

two of my four games and spend a lot of time

talking to Paolo Parente and Olivier Zamfirescu

about all things Dust. When I told Paolo about

what I had done to my SSU helicopter he suggested

I take it a step further but I’ll talk about

that in a future issue.


www.dust-chronicles.com

www.zverograd.com

www.dust-league.com

dust chronicles #4

siege of zverograd

1


dust chronicles issue 4

worldwide campaign

2

the siege of zverograd

worldwide dust campaign

For almost 10 years now, the Axis have actively searched the globe for any trace

of Vrill settlements. Countless special operations have been mounted, hundreds of

missions launched in the hopes of gaining an extra edge in this bloody World War

through the use of alien technology.

Very few of these operations have been successful, and nearly all the discoveries that

have been made could not be favorably exploited, as Vrill facilities are typically set

to explode when non-Vrill attempt to enter them. A few months ago, however, intelligence

reports from the Axis’ top spy network in the SSU confirmed the existence of

a massive alien structure below the city of Zverograd, by far the largest discovery of

its kind on the planet.

The orders were relayed over the next few days: the Axis Army was to take the city

at any cost. Situated just 20 miles behind SSU lines, on the Caspian Sea, Zverograd

seemed a relatively straightforward target. However, Axis High Command did not

anticipate the toughness of the Soviet resistance. Neither did they anticipate the reaction

of the Allies, who had also learned of the Kremlin’s secret “Vrill treasure”

beneath the city, and who planned to join the fray once the Axis and the SSU had

sufficiently weakened one another.

Dust Chronicles and Dust-League.Com have

joined forces to bring you the first worldwide

campaign for Dust Tactics and Dust Warfare.

From February the 1st till May the 31st the

Axis, SSU and Allies will all be fighting to

take control of the city of Zverograd and its

buried secrets.

The following pages will provide you with

everything you need to know to take part in

the first half of the campaign (February and

March). The second half will be presented in

Dust Chronicles issue 5 (April and May). The

Zverograd.com website will be updated daily

with the latest developments and results.

All the submitted results will count towards

the Worldwide Dust League. The new League

runs from February till the end of May to coincide

with the Siege of Zverograd campaign.

We have tried to make this campaign as easy

as possible and you can decide for yourself

how involved you wish to be.


taking part in

the siege of zverograd

As already stated, you can decide for yourself

how involved you wish to be with the worldwide

campaign. All you need to do is fill in

the results form that can be found at www.

Zverograd.com and we will do the rest.

However, if you want to then you can do more

than just fill in the form. The city of Zverograd

has been split into 27 locations and if you

fill in where your battle took place then you

can try and take control of key locations of

the city.

At this stage we are still simply talking about

filling in a form. You can take it further. There

is a Dust Tactics scenario for each of the 27

locations on the map and we encourage players

to use these scenarios when fighting over

specific locations. Many of these scenarios

will change in the second half of the campaign,

depending on results of games in February

and March.

There is nothing stopping you from taking it

even further. Each of the locations is under

the control of one of the blocs (SSU, Axis or

Allies). If one of the players is in charge of the

force that controls the location you are fighting

over then that player will be the defender.

dust warfare players

The scenarios presented here are for Dust

Tactics but don’t let that stop you from taking

part in the worldwide campaign. The

Dust Warfare core rulebook and the campaign

books contain scenarios that make

excelent Zverograd missions.

Have a look on page XX for some suggestions

on how to create scenarios for Dust

Warfare based on the missions presented

in this issue of Dust Chronicles.

We will be publishing a number of Warfare

scenarios on www.Zverograd.com.

gaming groups / clubs

If you are part of a gaming group or club then

you can get even more involved with the wolrdwide

campaign.

Anybody who organises a campaign day

or tournament should contact us in advance

and all the results entered by your group will

count double towards control of the locations.

Please note that for the Worldwide League the

results do not count double (sorry).

Keep an eye on the www.Zverograd.com

website for the list of events and tournaments

that count towards the campaign.

www.dust-league.com

Everybody who takes part in the Siege of

Zverograd Worldwide Campaign will be entered

into the Leaderboard table at www.dustleague.com.

There is no need to fill in any extra

forms. More information about the League

can be found on page 57 of this issue of Dust

Chronicles.

dust chronicles issue 4


the siege of zverograd

4

the scenarios

The 27 scenarios provided for the locations

of the city of Zverograd range from small encounters

to massive battles. We advice that

you read the scenario descriptions before you

decide what location to fight over.

Each scenario includes details of what Dust

Tactics expansions are required to create the

battlefield map as described in the briefing.

This will help you select your location, based

on your collection of expansions, game tiles

and gaming posters.

Even if a scenario looks familiar, it is still a

good idea to read the description and look at

the image of the battlefield as many scenarios

have been altered to represent locations in the

city of Zverograd. Many of the scenarios also

have Optional Special Rules. The details of

these Special Rules can be found on pages

55 and 56. Please note that as the campaign

unfolds additional Special Rules can be introduced.

dust warfare players

It is important to note that the location and

scenario numbers provided are based on

those from the Dust Tactics expansion and

that these differ from the numbers given in

the Dust Warfare book.

This should not be a problem but is worth

remembering when submitting results to

the www.zverograd.com website.


optional special rules

The special rules on these pages are intended to

be used with the Siege Of Zverograd scenarios

presented in this issue of Dust Chronicles. Some

of these rules require additional models and not

everybody will have access to these, for this

reason the rules are optional. Please agree with

your opponent, before the game, if these special

rules will be used or not.

Each of the scenarios will clearly state what optional

special rules we suggest you use. Please

note that we encourage players to use these rules

as they enhance the scenario experience.

Trees

These tiles don’t represent an area of forest, but

rather a single tree that is large enough to stop

the forward momentum of a tank. The tree tiles

used in The Siege Of Zverograd use the following

rules:

+ Trees block movement for all ground vehicles,

even if they have the Jump skill.

+ Soldier units may move freely onto and

through trees. Trees grant Soft Cover to any

squads inside them.

+ Trees block line of sight, unless a soldier unit

is inside one. A soldier unit inside a tree space

has clear line of sight to and from any other unit

that is not blocked by another obstacle.

+ No cover elements may be placed on a Tree

space.

+ Trees can be destroyed by flamethrowers and

artillery weapons. To destroy a tree, a unit with

a flamethrower or artillery weapon must use an

ATTACK action with the tree as its target. It

cannot simultaneously target both the tree and

a unit sharing the same space as the tree. To

resolve the attack, roll three dice. If you score

at least one MISS, the tree is destroyed and removed

from the board.

Please note that these Tree rules are the same as

those presented in Operation “Icarus” and will

be official upon its release later in the year.

Zombie Infestation

During the early stages of the axis onslaught

into Zverograd, Blutkreuz units unleashed

swarms of zombies into the underground

labyrinth below Zverograd’s streets.

Whenever a scenario includes underground

tiles (the metro or sewers for example), and

one of the player’s factions is from the same

faction as controls that location, that player

rolls for Zombie infestation. Before the game

begins, the player rolls a single combat dice.

On a ‘hit’ he gains a unit of two zombies,

if a ‘blank’ is rolled, he gains a unit of one

zombie. Axis players may roll two dice and

chose the result they wish. Zombies gained

in this way never count towards VP and may

never contest or seize an objective.

For example: If an Axis and a SSU player

play in a location that is a SSU controlled

area, the SSU player would make the rolss

for Zombie Infestation before the start of the

game.

dust chronicles issue 4


dust chronicles issue 4

optional special rules

Apes Gone Wild

Bleutkreuz Apes were used to seize key objectives

in the early days of the invasion. Initially

wildly successful, many troops of apes

failed to return and mysteriously disappeared

into the blighted city. They have now gone

feral and attack anything that moves. Rumors

of Axis Apes working in conjunction with

SSU forces are merely enemy propaganda.

Whenever a scenario includes the Apes Gone

Wild rule, and one of the player’s factions is

from the same faction as controls that location,

that player rolls for Apes Gone Wild. Before

the game begins, the player rolls a single combat

dice. On a ‘hit’ he gains a unit of two Axis

Apes, if a ‘blank’ is rolled, he gains a unit of

one Axis Ape. SSU players may roll two dice

and chose the result they wish. Apes gained

in this way never count towards VP and may

never contest or seize an objective.

For example: If an Axis and a SSU player play

in a location that is a SSU controlled area, the

SSU player would make the Apes Gone Wild

rule (and would get to roll 2 dice choosing the

result he wishes).

Civilian Refugees

In some areas of Zverograd there are still

small groups of civilians who didn’t make it

out of the city when the siege began. Low on

food and medications, these people will try

and stay close to any soldier offering to take

them to safety.

When the Civilian Refugees rule is used each

player places two civilian figures in any legal

square on the board that is outside any deployment

areas.

When a Soldier unit enters a square with a civilian

in it, the civilian will become part of the

unit and moves with the unit for the rest of the

game.

A Civilian Refugee does not have a profile itself

and can never be targeted in any way. This

means that flame and Artillery weapons don’t

roll any extra dice when targeting an unit with

a Civilian Refugee and snipers can not elect

to shoot the refugee. Neither can the owning

player place any damage taken by the unit on

the Civilian Refugee. Should the last Soldier

in the unit be removed from the board then

the Civilian Refugee is removed with him (assume

he has run away to hide).

If a Soldier unit with a Civilian Refugee has

any models left at the end of the game, the

player receives an additional 5 Victory Points

on top of any earned as part of the game objective.

Players using the Allied faction can deploy an

extra Civilian Refugee at the start of the game

as it is rumoured that Allied forces are more

willing to share rations and protect civilians

than the other blocs. This means that refugees

will try harder to get close to them.


entering results

and www.dust-league.com

When you have played your game of Dust

Tactics or Dust Warfare the only thing left to

do is enter the result with the campaign website.

You do this by filling in the results form.

RESULTS FORM LINK

Just fill in your name, army and game result

and the details of your opponent together with

the location where the battle took place.

If no location is given then a location will be

randomly allocated to the result. This random

location will always be under the control of

one of the factions involved in the battle but

not always the winning army.

the worldwide dust league

All results entered will also be counted towards

the Worldwide Dust League. The new

League period runs from February 1st up to

and including May the 31st.

For every game you win you will earn two

points and for every loss or draw you will

earn a single point. At the end of the current

League period the person with the most points

for each game system will be declared the winner.

For both games the winner, second and

third placed players will all receive prizes.

dust overlord

We are introducing a new competition, The

Dust Overlord. Besides the two seperate Leaderboards

for Tactics and Warfare we will

also have a combined leaderboard to find out

the true Dust Overlord.

On this leaderboard you will only receive

points for games won. One point for every

Dust Tactics game won and 1.3 points for

every Dust Warfare game won (the reason for

this is that Warfare games tend to take longer

and so a single game session might only have

one result, while a Dust Tactics session can

have multiple games).

So what are you waiting for? Turn the page

and start playing . . . . . .

dust chronicles issue 4


dust chronicles issue 4

the siege of zverograd

the siege of zverograd

scenarios february - march

what follows are the scenarios for all 27 key

locations of Zverograd. These scenarios will

be used during the first half of the Worldwide

Campaign.

Everything you need to know to play each scenario

is provided on the page. Please note that

some locations consist of two scenarios that

are linked. The idea is that both are played to

decide a winner, however we understand you

might not have time to play multiple games

in one session, even if you only play half the

scenario of a location report the result.

To break the pages up a bit (even we find 30

pages of scenarios a bit much) we have included

some pages with community showcases

and a few surprises.

If you have any questions then there are a

number of ways to get in contact with us;

You can email us at:

dustfanzine@hotmail.com

Go onto our facebook page:

Dust-Cronicles-On-Facebook

We will also start a dedicated Q&A topic on

various internet forums. These topics will be

updated on a regular basis to include all the

questions and answers asked on the forums.

That way it doesn’t matter what forum you

visit, you will also be kept informed.

who controls zverograd?

To find out what bloc is in control of each key

location in Zverograd you can go to:

WWW.ZVEROGRAD.COM

The pages provided in the magazine will state

control when the Worldwide Campaign starts

and will be updated in the next issue. The

website will be updated on a daily basis.


starting control zverograd

february 1st

1 - SSU 7CP

2 - SSU 2CP

3 - SSU 2CP

4 - SSU 7CP

5 - ALLIES 3CP

6 - FREE 3CP

7 - AXIS 7CP

8 - AXIS 7CP

9 - SSU 2CP

10 - SSU 2CP

11 - SSU 3CP

12 - ALLIES 2CP

13 - ALLIES 7CP

14 - SSU 3CP

15 - ALLIES 2CP

16 - SSU 2CP

17 - SSU 2CP

18 - AXIS 3CP

19 - SSU 3CP

20 - ALLIES 1CP

21 - SSU 1CP

22 - SSU 1CP

23 - ALLIES 2CP

24 - SSU 1CP

25 - SSU 1CP

26 - SSU 1CP

27 - AXIS 1CP

Each location is worth a number of Campaign

Points (CP) and the bloc with the most CP is

currently in control of Zverograd.

1 cp 40cp 1 cp

worldwide campaign

dust chronicles #4


dust chronicles issue 4

0

location 1:

communist party headquarters

(control provides cp)

current control: the ssu

Surprisingly, the major center of political

power in Zverograd, the Headquarters of the

Soviet Communist Party, was spared during

the first weeks of the invasion. The three blocs

knew that this massive edifice, with its thick

walls of reinforced concrete, would be a tough

one for artillery to destroy.

More importantly, it contains everything the

SSU have learned about the alien structure

beneath the city, and so the invaders are determined

to take the building with a ground

assault, rather than simply bombarding it

with heavy artillery fire.

location notes:

This location consists of two scenarios that

are played one after the other.

The outcome of the first game will have an

effect on the second game.

game 1: battle for october station

special rules:

Players may only field soldier units in this

scenario.

Rules for Underground Fighting and Fighting

in the Metro apply.

objectives:

Attacker and Defender: The player controlling

the two objectives on the upper train at

the end of round 8 will be able to deploy his

soldier units through metro entrance A during

the next battle.

The player controlling the two objectives on

the lower train at the end of round 8 will be

able to deploy his soldier units through metro

entrance B during the next battle.

The winner of this scenario is decided by

counting up the vp of destroyed enemy units

at the end of round 8.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Hades

* 9 Dust Tactics tiles

* 1 Dust Tactics Battle Map

* four ammo crates and four tank traps


game 2:

battle for the communist party hq

special rules:

The structure is one story tall.

Players may deploy soldier units through

metro entrances A & B, if they controlled the

corresponding objectives at the end of the previous

battle (see “Game 1: Battle for October

Station”).

The defender places all cover, which can be

placed anywhere on the board to the right of

the red dotted line.

Objectives:

Attacker: You must breach the defenses of

the Headquarters of the Communist Party! If

you have at least one surviving unit within the

structure at the end of round 8, you win the

game.

Defender: You must repel the invaders! If,

at the end of round 8, the attacker has no surviving

units within the structure, you win the

game.

Optional Rules: None.

the siege of zverograd

1


dust chronicles #4

worldwide campaign

2

location 2:

october revolution avenue

(control provides 2 cp)

current control: the ssu

The October Revolution Avenue stretches

more than a kilometer to the northeast and

starts at the Headquarters of the Communist

Party. It is the longest and widest of all the

streets in the city of Zverograd and was once

its main artery with charming shops and rows

of fully grown trees. Before the siege it was a

delightful promenade, today it is a corridor

of death.

Special Rules:

The buildings in this scenario can be up to

two levels high, depending on the number of

building sections in your collection.

objectives:

Attacker and Defender: This scenario uses

a special system of Victory Points. In order to

gain any Victory Points you must move units

into your opponents Deployment Zone.

Each type of unit is worth a varied amount of

points as follows:

* Infantry, Helicopters and Planes = 1VP;

* Walkers = 3VP;

* IS Heavy Tanks = 4VP;

* Heavy Walkers (any walker that takes up 4

squares) = 5VP.

At the end of round 10 count up the VP of

your units inside the enemy Deployment Zone

and the player with the most Victory Points is

the winner. No other VP are available in this

game.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need:

* two Dust Tactics Playmats (available from

www.dustgame.com)

Each of the Playmats can also be re-created

using 6 standard tiles or 1 game poster

* two sets of the Dust Tactics 3D building

* twelve tank traps (or other terrain elements

to fill this role)


location :

victory plaza

(control provides 2 cp)

current control: the ssu

At the center of Victory Plaza stands the Victory

Statue. A landmark known throughout

the SSU and the defining symbol of the city

of Zverograd. It is a monument dedicated to

the Soviet soldiers who fought in Finland in

1939.

Beneath Victory Plaze the Blue and Red metro

lines cross and this makes it an important

strategic location. The bloc that controls Victory

Plaza can limit access to large parts of

the city by defending the metro lines underneath.

Due to weeks of bombardments by the Axis,

there is no cover left for infantry to find protection.

Any soldier brave (or stupid) enough

to try and cross Victory Plaza is cut down by

artillery, air attack or one of the many snipers

who have taken up position in the buildings

around the plaza.

special rules:

Death Zone! The area is bereft of cover and

therefore a no-go for infantry. Only vehicles

(including aircraft) may be taken in this scenario.

Characters with the Pilot skill (Operation:

Zverograd page 13) may be taken but

they must begin the game piloting a vehicle.

objectives:

Attacker and Defender: There can be only

one! Eliminate the enemy and secure Victory

Square.

The winner of this scenario is decided by

counting up the vp of destroyed enemy units

at the end of round 8.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* four Dust Tactics Playmats (available from

www.dustgame.com)

Each of the Playmats can also be re-created

using 6 standard tiles or 1 game poster

* four terrain squares

the siege of zverograd


dust chronicles issue 4 worldwide campaign

4

location 4:

orthodoxian monastery

(control provides cp)

current control: the ssu

It is claimed that the Monastery of Saint

Petrov was built on the remains of older religious

structures of an unearthly architecture.

None of the blocs know that the coveted Vrill

construct lies beneath the monastery. All suspect

something important is hidden beneath

the building, however even the SSU don’t

know exactly where to look.

The assault on Zverograd’s coveted monas-

tery begins! While tanks and walkers press

the attack over open ground, can attacking

soldiers find their way through the darkness

of the sewers? Will defending soldiers battle

underground to stop invading forces, or will

they hole up on the surface and wait for the

enemy to emerge from the darkness below?

For the moment, forces occupying the monastery

have been to preoccupied with staying

alive to conduct any search efforts. . . . .

location notes:

This location consists of two boards that together

form a single battlefield.


special rules:

The structure is one story tall.

Rules for Underground Fighting and Fighting

in the Sewers apply to Board Two.

The defending player places all cover. Cover

may only be placed on Board 1 to the right of

the dotted line.

The sewer entrances on Board One (numbered

from 1 to 7) are linked to their corresponding

spaces (also numbered from 1 to 7) on Board

Two.

At the end of each round, the attacker rolls 3

dice for each of his units in the sewer. If a triple

HIT is rolled, the unit is immediately ambushed

by a rogue squad of Zombies. Do not

add any Zombie units to the board. Instead,

use the weapon line below to roll a single attack

against the unit.

The Zombies then disappear back into the

darkness. The defender doesn’t make this

roll for his units; it is assumed that they know

where the Zombies are and are able to steer

well clear of them.

objectives:

Starting with round 12, at the end of each

round, each player rolls a number of dice

equal to the number of units they have in play.

The player who rolls the fewest HIT results

chooses to either end the game immediately,

or extend the game for an additional round.

Attacker: Break through the monastery’s defenses!

If you have at least one unit inside the

structure at the end of the final round, you win

the game.

Defender: Defend the monastery at all costs!

If the attacker has no units inside the structure

at the end of the final round, you win the

game.

Optional Rules: Trees.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Hades

* 9 snow terrain tiles (Original Core Set or

Tile Pack)

* 3 concrete terrain tiles (Original Core Set or

Tile Pack)

* 3D Structure (either from Operation: Zverograd

or the Building Pack)

* 1 Dust Tactics Playmat (available from

www.dustgame.com)

the Playmats can also be re-created using 6

standard tiles or 1 game poster

* four ammo crates and four tank traps

the siege of zverograd


worldwide campaign

dust chronicles issue 4


location : old town

(control provides cp)

current control: allies

special rules:

Chocking Smoke:

After rolling for initiative but before the first activation

of each round, place a smoke marker

on the board for each ‘blank’ rolled by each

player. The player who rolled the most ‘blanks’

places the first marker, with the players alternating

smoke marker placement until all markers

have been placed. Smoke markers must

be placed adjacent to a rubble square or other

smoke markers with no other placement restrictions

(they may be placed onto squares occupied

by units, crates etc).

The effects of smoke are as follows:

A unit in smoke receives soft cover, if the unit

would already receive soft cover then the cover

is upgraded to Hard cover. Smoke does not

block line of sight in this scenario.

A unit beginning it’s activation in a square with

a smoke marker must spend it’s first action moving

into an adjacent square. If a square without

smoke is available, the unit must move into it.

If no such square is available then the unit must

move into an adjacent square with smoke. If the

unit is unable to move due to being surrounded

by terrain and/or other units, it loses it’s first action.

The unit may spend its second action in

any way it would normally be able to.

The Chocking Smoke does not affect Walkers

or fliers (including flying infantry), though units

in smoke that are being shot at by Walkers and

fliers still receive the benefits of the smoke’s

cover.

Rubble squares:

The rubble squares represent the ruins of the

buildings that once formed Old Town. It is not

possible to move over these squares, unless the

unit uses Jump or can fly. No unit may end its

movement above a rubble square.

Rubble squares do not block line of sight and

never provide cover (this includes corner cover).

Objectives:

Attacker and Defender: Once there are 36

smoke markers on the board at the end of a

round, the game is over. Add up victory points,

the player with the most victory points wins.

Optional Rules: None.

the siege of zverograd


the siege of zverograd

dust chronicles issue 4

location : central hospital

(control provides cp)

current control: available

Central Hospital was the largest building in

Zverograd and many parts remain standing.

These intact portions are of great interest to

all forces involved in the siege because of the

remaining medical supplies. A few members

of staff hid inside the building when the siege

of Zverograd begun and these are now willing

to treat any wounded soldier in return for food

and protection, regardless of who the soldier

fights for.

It is not easy to defend the remaining structures

of the building. Control of Central Hospital

keeps changing, sometimes more than once on

the same day.

special rules:

The defender places all cover.

Cover elements can be placed anywhere on the

board, apart from inside the structure.

The structure is three stories tall.

objectives:

Attacker: You must destroy the enemy! At the

end of round 8, calculate the total AP value of

all your units that are still on the board. This is

your Victory Points total. Units brought in as

reinforcements do not count towards this total.

Defender: You must survive as long as possible!

At the end of round 8, calculate the total AP

value of all your units that are still on the board

and multiply this by three. This is your Victory

Points total. Units brought in as reinforcements

do count towards this total.

The winner of this scenario is the player with

the most Victory Points at the end of round 8.

Optional Rules: Zombie Infestation.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* 9 Dust Tactics tiles - Either from the original

Core Set or Tile Pack

* six tank traps


location : airfield

(control provides cp)

current control: axis

The Airfield was the first location to fall in the

Axis assault on Zverograd, the Airfield is now

under complete Axis control. It is currently

mainly used as an air drop zone. From the Airfield

air dropped supplies can be moved quickly

into the city over Red Bridge.

location notes:

This location will play a big part in Operation

Icarus and we have plans for it during the second

part of the Worldwide Campaign.

For now the Axis only have to put up with small

covert operations where the Allies and SSU are

gathering information.

special rules:

The structure is two stories tall.

Deployment: The attacker can choose what

board edge will become his deployment area.

All legal squares on that board edge should be

considered entry points for the Attacker.

The defender will then have his deployment

zone on the opposite side of the board.

Objectives:

Attacker: You must fight your way past the

soldiers on guard and find out as much as possible

about the lay-out of the Airfield. If you have

at least one surviving unit within the Defenders

deployment zone at the end of any round, you

win the game.

Defender: You must repel the invaders! If, at

the end of round 8, the attacker has not managed

to end a round with one of his units in your deployment

area you win the game.

Optional Rules: None.

dust chronicles issue 4

worldwide campaign


the siege of zverograd

dust chronicles issue 4

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location : red bridge

(control provides cp)

current control: the axis

Zverograd’s Red Bridge is a marvel of engineering

that inspires pride in every SSU citizen

who looks upon it. Its two-tier construction

(roads for motor vehicles and pedestrians

above, and metro tracks below) is proof that

the architects and construction teams of the

Soviet Union are among the finest in the

world.

Control of Red Bridge is crucial to the Axis

invaders, as they have to cross the bridge to

reach Zverograd. The SSU and the Allies have

turned each crossing into a deadly gamble,

firing machine guns, sniper rifles, antitank

weaponry and other ordnance at anything

they see moving over the bridge.

Special rules:

This scenario uses three boards at the same

time.

Board: Metro Tracks Beneath Red Bridge and

Board: Maintenance Corridors use the rules

for Underground Fighting.

Metro entrances A and B on Board:

Red Bridge correspond with the

spaces labeled A and B, respectively,

on Board: Metro Tracks Beneath Red

Bridge.

Sewer entrances 1 and 2 on Board:

Red Bridge correspond with the

spaces labeled 1 and 2, respectively,

on Board: Maintenance Corridors.

Board: Metro Tracks Beneath Red

Bridge represents the metro tracks

that run beneath the bridge. The rules

for Fighting in the Metro apply to

this area.

Board: Maintenance Corridors represents narrow

maintenance corridors that run along the

underside of the bridge. The rules for Fighting

in the Sewers apply to this area.

Cover may only be placed on Board: Red

Bridge. No cover may be placed on the

bridge.

Optional Rules:

Zombie Infestation! and Trees. (List and details

of all Optional Rules)

objectives:

Attacker: You must make a run for the other

side of the bridge! If you have at least one unit

within the defender’s deployment zone at the

end of any round, you win the game.

Defender: Hold off the attacker’s advance! If

the attacker fails to meet his objective by the

end of round 8, you win the game.


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the siege of zverograd

dust chronicles: issue 4

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location : north bridge

(control provides 2 cp)

current control: the ssu

North Bridge and Red Bridge are the only

crossings that pass over the Harbor, or the

river that feeds it, for almost sixty kilometers.

North Bridge is smaller and less grandiose

than Red Bridge, nonetheless it is a crucial

gateway into the city of Zverograd.

Each of the three blocs (Allies, Axis, SSU)

would benefit from controlling both of the

bridges and not a single day passes without

fighting taking place on and around North

Bridge. For the Axis the bridge is a secondary

way into Zverograd, for the Allies it will

provide a new landing zone for troops and the

SSU need control of North Bridge to slow the

constant stream of reinforcements that their

enemies are sending into Zverograd.

Special rules:

This scenario uses three boards at the same

time.

Board: Metro Tracks Beneath North Bridge and

Board: Maintenance Corridors use the rules for

Underground Fighting.

Metro entrances A and B on Board: North

Bridge correspond with the spaces labeled A

and B, respectively, on Board: Metro Tracks

Beneath North Bridge.

Sewer entrances 1 and 2 on Board: North Bridge

correspond with the spaces labeled 1 and 2, respectively,

on Board: Maintenance Corridors.

Board: Metro Tracks Beneath North Bridge

represents the metro tracks that run beneath the

bridge. The rules for Fighting in the Metro apply

to this area.

Board: Maintenance Corridors represents narrow

maintenance corridors that run along the

underside of the bridge. The rules for Fighting

in the Sewers apply to this area.

Cover may only be placed on Board: North

Bridge. No cover may be placed on the bridge.

Optional Rules:

Zombie Infestation! and Trees.

objectives:

Attacker: You must make a run for the other

side of the bridge! If you have at least one unit

within the defender’s deployment zone at the

end of any round, you win the game.

Defender: Hold off the attacker’s advance! If

the attacker fails to meet his objective by the

end of round 8, you win the game.


dust chronicles issue 4


dust chronicles issue 4

dust chronicles #4

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community showcase

axis gorilla unit

converted and painted

by:

paul gayner


location 10: soviet square

(control provides 2 cp)

current control: the ssu

Intended to evoke Moscow’s Red Square,

the Soviet Square ended up being derided

as a cheap copy. However, its importance

as a strategic location has been recognised

by the Axis and they have made capturing it

a priority.

The vast open space of Soviet Square makes

it impossible for infantry to get close and

any vehicle is spotted from far away and a

counter attack can be organised fast enough

to protect any troops stationed on the southside

of the park near the Caspian Sea.

For the moment the Blue Line Metro entrance

below Soviet Square is blocked but

attempts have been made by all blocs to take

the Square this way.

special rules:

Death Zone! The whole area is a no-go for infantry.

This means only vehicles (including aircraft)

may be used in this scenario.

objectives:

Attacker and Defender: There can be only

one! Eliminate the enemy and secure Soviet

Square.

The winner of this scenario is decided by counting

up the vp of destroyed enemy units at the

end of round 8.

Optional Rules: Trees.

worldwide campaign

dust chronicles #4


the siege of zverograd

dust chronicles #4

location 11:

great hotel of the red flag

(control provides cp)

current control: the ssu

Before the war, the Great Hotel of the Red Flag

was famous throughout the USSR for its gigantic

flagpole, which bore one of the largest Communist

Party flags in the world. When the Siege

of Zverograd started the defenders did not have

enough time to remove the flag and it was captured

by Axis forces when they entered the city.

This event is still regarded as a great mark of

shame by many SSU soldiers.

The hotel has since been retaken by the SSU but

the flag is still missing.

special rules:

Players must include a command

squad or Hero* in their force.

The 3D structure is 2 stories high.

objectives:

Attacker and Defender: You

win the battle if your command

squad or Hero* is inside the building

at the end of round 8. If both

players have achieved this then

work out who won by counting

up the Victory Points of destroyed

enemy units.

* If your force contains more than

one hero then you are required to

nominate one of them before the

game starts. Only this hero will

count for the objective.

Optional Rules: Trees.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* 12 Dust Tactics tiles or 2 Dust Tactics Battle

mats

* Dust Tactics - Operation Hades

* 3D structure from Operation Cerberus

* 2 ammo crates


location 12: market square

(control provides 2 cp)

current control: allies

The market square was bombarded in the early

days of the invasion and nothing remains of the

houses that stood round the square. The Allies

have moved supplies into the tunnels that run

under the square. These will be of great help

when attacking the nearby Monastery.

special rules:

The ammo crates may be placed within the grey

marked area.

objectives:

Attacker and Defender: The area marked in

red is the objective and this is one of the doors

leading into the tunnels under the market square.

The player controlling the objective at the end

of round 8 wins the game.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* 2 Dust Tactics Battle Mats (each mat can be

created by using 6 tiles)

* four ammo crates and four tank traps

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dust chronicles: issue 4

location 1 : lighthouse

(control provides cp)

current control: allies

The eastern coast of Zverograd is controlled

by the allies. Most of their troops arrive

here and it is from where the Rangers

launch raids into contested areas of the city.

The sweeping view of Zverograd from the

top of the lighthouse has proven invaluable

to the coordination of Allied attacks.

special rules:

Players may only place cover elements in the

grey shaded area.

objectives:

Attacker and Defender: Take control of the

lighthouse! The square marked with red lines is

the objective area (the door into the lighthouse

is on this side. At the end of round 8, the player

who controls the objective square wins the

game. If neither player controls the objective,

work out the winner by counting up Victory

Points of destroyed enemy units.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* two Dust Tactics Battle Mats (each Battle Mat

can be made from 6 tiles)

* Dust Tactics - Operation SeeLowe

* Dust Tactics - Operation Cyclone

* four ammo crates and four tank traps


Southwest Dust Day will be held in Phoenix, Arizona on February 22nd and 23rd,

2013. The event is hosted by the Southwest Dust Devils at one of Arizona’s premiere

game shops, Imperial Outpost Games.

www.swdustdevils.com

dust chronicles issue 4


dust chronicles: issue 4

the siege of zverograd

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location 14: the harbor

(control provides cs)

current control: the ssu

The harbor of Zverograd was once a thriving

port on the Caspian Sea. Now it has been almost

completely cut off from access to the sea

by the Axis who have mined the waters under

Red Bridge. Despite this, the harbor warehouses

are used by the SSU, who regained

control soon after the Axis initial assault.

These warehouses now hold many of the supplies

used by the SSU forces in the city.

Both the Allies and Axis are intent on capturing

the harbor and secret missions are carried

out to try and gain control of the warehouses.

For the moment the only way to get close is by

submarine but this limits the attacker in their

choice of equipment.

special rules:

The two squares with the ammo crates artwork

in them are considered to have normal ammo

crates in them for movement and shooting.

Factory tile 9 is a building. If you look at the tile

you can make out where the doors are.

The attacker can not field any models that take

up more than a single square and can not take

any units that can fly.

objectives:

Attacker and Defender: The enemy can not

be allowed to have control of the harbor. The

winner of this scenario is decided by counting

up the vp of destroyed enemy units at the end

of round 8.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* two Dust Tactics Battle Mats (each mat can be

made from 6 tiles)

* Dust Tactics - Operation: Cyclone

* Dust Tactics - Operation Seelowe

* factory tile from the original core set or Tile

Set


location 1 :

old fisherman village

(control provides 2 cp)

current control: allies

The Old Fisherman Village is held by the 4th

Allied Rangers Division, who have dug into

various caves found in the hard rock along the

coast. Allied cruisers on the Caspian Sea can

reach the surrounding area so when under attack

the Allies can call for bombardments. This

makes a full scale attack on the village a dangerous

prospect.

For this reason small groups of specialists are

called upon to try and infiltrate the village and

retrieve information about deployment and

troop movements.

special rules:

In this game the Attacker may only field Soldier

Hero units.

The attacker may choose to start the game at

night, in this case the Dim Light rules have to be

used (Operation Hades, page 10).

Objectives:

Attacker: Infiltra the village and do as much

damage as you can. If you have at least one surviving

unit at the end of round 8, you win the

game.

Defender: You must repel the invaders! If, at

the end of round 8, the attacker has no surviving

units, you win the game.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Victory Bridge (Revised

Core Set)

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dust chronicles issue 4

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location 1 :

zverograd powerplant

(control provides 2 cp)

current control: the ssu

Zverograd’s Power Plant is arguably the most

strategic asset in the city (apart from the Monastery,

of course). It is the only source of power

stable enough to reliably provide a measure of

light to underground operations.

There are a small number of maintenance corridors

underneath the Powerplant and fighting

has moved underground in the last few days. Just

outside the main entrance to the Powerplant is a

stairwell that leads to a metro station that never

was connected to either of the excisting metro

lines. The key to capturing the Powerplant seems

to lie within this metro station.

location notes:

This location consists of two boards that together

form a single scenario.

special rules:

Players only field soldier units on Board 2.

Rules for Underground Fighting and Fighting in

the Metro apply to Board 2.

No terrain elements may be placed on Board 2

(ammo crates, tank traps).

It is possible to blast gaps in the walls in order to

enter the Powerplant. A “wall”

square is considered T5 with 8

damage points. Once the wall

has been breached, treat the gap

as a normal square.

For this mission only, all attacking

Soldier units are equipped

with demolition charges. The

soldiers in each squad are each

equipped with one charge. These

charges can only be used against

walls and each charge does 1/2

against walls.

Any Soldier unit that moves onto

Board 1 by using the metro stairwell

may move an additional

square on the turn it emerges.

objectives:

Attacker: You must breach the

defenses of the Powerplant. If you have at least

one surviving unit on the objective area at the

end of round 8, you win the game. The objective

area is marked in red.

Defender: You must repel the invaders! If, at

the end of round 8, the attacker has no surviving

units on the objective area, you win the game.

Optional Rules: None.


dust chronicles issue 4

the siege of zverograd


dust chronicles: issue 4

worldwide campaign

4

location 1 : tractor factory

(control provides 2 cp)

current control: the ssu

The Tractor Factory was the symbol of the

SSU’s industrial might. During the initial invasion

by the Axis the defenders held out long

enough for the relieving SSU army to arrive

from the north.

The Tractor Factory has been transformed into

a formidable SSU strong point in Zverograd. It

is from here that all SSU supplies enter the city

and all major offensives are coordinated.

The remaining heavy machinery is now used to

produce tanks and damaged walkers that make

it back to the building are repaired. The factory

building often comes under attack and for that

reason most of the workshops have been moved

underground to better protect the mechanics.

special rules:

Players may only field soldier units in this scenario.

Rules for Dim Light apply (Operation Hades,

page 10).

Objectives:

Attacker: You must breach the defenses of the

Tractor Factory! If you have at least one surviving

unit within the objective area (marked in

red) at the end of round 8, you win the game.

Defender: You must repel the invaders! If, at

the end of round 8, the attacker has no surviving

units within the objective area you win the

game.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Blue Thunder or the

Tile Set

* four ammo crates and four tank traps


dust chronicles issue 4

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dust chronicles: issue 4

the siege of zverograd

location 1 : central station

(control provides cp)

current control: axis

A major transit hub, Zverograd Central Station

was built to connect the city with the rest of

Russia and, ultimately, the SSU as a whole. Of

modern design, it was one of the most advanced

rail buildings in the world before the fighting

began. The Station featured multiple entrances

to both the metro and the sewers, but it was

bombed heavily during the early days of the invasion,

the blasts creating gaping new access

points in the building’s façade, while blocking

old entrances with rubble. Tthese jagged openings

are now used to launch surprise assaults

on the defenders inside the Station.

location notes:

During the first part of the Siege of Zverograd

Worldwide Campaign, the scenario is set in

what remains of the west part of Central Station.

In April we will move into the Eastern part

of the building.

This location consists of two boards that together

make a single scenario.

special rules:

The structures are one story high.

If you do not own enough 3D structures to create

all the building on the map, please feel free

to substitute any buildings for terrain squares

and perhaps some buiulding tiles from Operation:

SeeLowe.

Rules for Underground Fighting and Fighting in

the Metro apply on board two.

The crates of explosives:

On the surface map is a rail cart with two crates

of explosives. If a player is able to move at least

one crate from their beginning location and

place it on one of the trains below the surface,

and that player losses the game due to having

fewer VP at the end of 8 rounds, he can choose

to detonate the explosives.

The explosion will cave in the metro and the

game result will be a tie rather than a win/loss,

with no recourse to VP.

A unit adjacent to the crates may pick them up

by spending a single action. While they are carrying

the crates they can commit no actions other

than to move (they still get two actions and thus

could move-move) or retaliate in close combat.

If the entire squad is killed then place the crate

in the tile they were occupying. The squad may

also place the crates in any unoccupied adjacent

square at the cost of a single action.

objectives:

Attacker and Defender: Neither side is willing

to retreat and this fight will be to the death.

The winner of this scenario is decided by counting

up the vp of destroyed enemy units at the

end of round 8.

Optional Rules: Zombie Infestation.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* 2 Dust Tactics Battle Mats

* tiles from the Original Core Set or Tile Set

* Dust Tactics - Operation: Hades

* large number of 3D structures from Operation

Cerberus and Zverograd

* 2 ammo crates


Board one: Above Ground

Board Two: Underground

dust chronicles issue 4

worldwide campaign


the siege of zverograd

dust chronicles: issue 4

location 1 : railway yard

(control provides cp)

current control: the ssu

The Railway Yard isn’t inside the city but it is

still one of the most contested locations. One

of the first locations to fall, it has since been

recaptured by the SSU and now a handfull of

soldiers hold their ground against wave after

wave of Axis troops.

special rules:

None.

Objectives:

Attacker: You must make your way into the

Railway Yard. Any friendly unit that makes it

onto the enemy deployment area is removed

from the game and you earn double its AP in

Victory Points.

Defender: You must repel the invaders! You

earn Victory Points for each enemy unit you destroy

before the end of round 8.

At the end of round 8 count up Victory Points,

the player with the most points is declared the

winner.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Victory Bridge (Revised

Core Set)

* 2 ammo crates and 2 tank traps


location 20: municipal zoo

(control provides 1 cp)

current control: allies

The cages are empty but that doesn’t mean the

animals are gone. Rumors are spreading of

packs of wolves and escaped lions roaming the

streets of Zverograd. There is even talk of Axis

Gorillas joining forces with apes that have escaped

from the zoo..

special rules:

None.

objectives:

Attacker and Defender: The winner of this

scenario is decided by counting up the vp of destroyed

enemy units at the end of round 8.

Optional Rules: Trees and Apes gone

Wild!

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Original Core Set or Tile Set

* Dust Tactics - Operation: Hades

* 2 ammo crates and 2 tank traps

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dust chronicles issue 4

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location 21: botanical garden

(control provides 1 cp)

current control: the ssu

The thicker vegetation in the Botanical Gardens

precluded airdrops but the dense trees and

shrubs provide plenty of cover in which troops

can seek shelter.

Airdropped troops who land in Zverograd Central

Park have to make a dash over open terrain

to get to the safety of the trees.

The gardens are far from safe, as the limited

visibility makes it ideal territory for ambushes.

To make matters worse, the area is inhabited by

dangerous wild animals that have escaped from

the Manicipal Zoo.

Rumors are spreading that a small group of

renegade Axis Gorillas has made the Botanical

Gardens their new home. This has not been confirmed

by any official reports, released to date.

special rules:

None.

objectives:

Attacker and Defender: Eliminate all opposition.

The winner of this scenario is decided by counting

up the vp of destroyed enemy units at the

end of round 8.

Optional Rules: Trees, Apes Gone Wild.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Blue Thunder or the

Dust Tactics Tile Set

* Dust Tactics - Operation: Hades

* two ammo crates and two tank traps


models

painted by:

tom bodicoat

the siege of zverograd

dust chronicles #4

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dust chronicles issue 4 the siege of zverograd

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location 22:

zverograd central park

(control provides 1 cp)

current control: the ssu

Central Park was once a lush, green and quiet

place where the citizends of Zverograd could

go to relax and children could play. Not any

more.

Central Park has been turned into a battlefield

and fighting has been fierce here from

day one. It is the only downtown area where

airdrops of men and supplies can be conducted

with relative safety. Care must be taken

with some of the larger trees, a minor inconvenience

compared to the hazards posed by

buildings in other locations.

Landing in Central Park is one thing, finding

a safe way out is another. The exit gates

are well guarded to prevent newly airdropped

troops from joining the fight in other locations

of the city.

special rules:

Securing the gates: To secure

a gate, the attacking side needs

to move onto one of the marked

squares. The unit does not have

to stop on the square, moving

through the square is enough.

The gate is then secured (the

unit used chains to lock the gate)

and the defender can no longer

open it.

Objectives:

Attacker: Secure the enemy’s

three access gates before the end

of round 8. The access gates are

red stripped on the map. You

must secure all three of the gates

to win the battle, any other result

means a loss (this includes

destroying all enemy forces but

not securing all three gates).

Defender: Eliminate all opposition!

And protect the gates. As

longs as at least one of the gates

is open at the end of round 8,

you win the battle..

Optional Rules: Trees and Apes Gone

Wild.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Blue Thunder or

The Dust Tactics Tile Set

* Dust Tactics - Operation: Hades

* four ammo crates and four tank traps


location 2 : city stadium

(control provides 2 cp)

current control: allies

The stadium is a convenient place to muster

troops in preperation of large assaults. However

it is almost impossible to defend because

of the many exits and places for snipers to

hide. The City Stadium changes hands on a

daily basis.

special rules:

None.

objectives:

Attacker and Defender: The player controlling

two of the three objectives at the end of

round 8 wins the game.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Blue Thunder (or

Tile Set)

* 2 ammo crates and 2 tank

traps

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dust chronicles issue 4

worldwide campaign

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location 24: revolution park

(control provides 1 cp)

current control: the ssu

Before the war, the citizens of Zverograd

would visit Revolution Park for all manner of

activities. The most common, sunbathing or

playing soccer. The SSU have been trying to

build a small airfield in the middle of the park

but so far attacks by enemy artillery have prevented

this.

Underneath Revolution park runs a maintenance

tunnel connecting the Tank Factory to

the Tractor Factory. The intial bombardments

by the Axis have collapsed most

of the tunnels but some sections

are intact and often these are

filled with building materials

dating back to the construction

of Zverograd.

location notes:

This location consists of two

boards that are used at the same

time.

special rules:

Rules for Underground Fighting

apply on Board 2 and only Soldier

units may move between the

two boards.

Remember: Soldier units who are

standing on the square marked “1”

on either board can only shoot at

and be shot by units on the same

board. The only exception to this

is if both units in question are

standing on one of the squares

marked with the “1”. In this case

those units may target eachother.

It is possible for a unit to stay on

top of the square marked “1” and

in this case movement between

the two boards is not possible.

objectives:

Attacker and Defender: The

first player to have a unit on either

objective square perform a sus-

tained action wins the battle. The game keeps

going until one of the players has achieved the

objective.

If one side has no Soldier units left, the battle is

over and that player has lost the battle.

Optional Rules: Trees and Apes Gone

Wild.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Blue Thunder or the

Dust Tactics Tile Set

* Dust Tactics - Operation: Hades

* four ammo crates and four tank traps


location 2 : tank factory

(control provides 1 cp)

current control: the ssu

Before the Siege, the Zverograd Tank Factory

held the SSU’s record for producing the T-34

tanks used on the Eastern Front. These days

little is left of the once proud building.

Because of its vital role in the defence of

Zverograd the Tank Factory was bombed

many times in the opening days of the invasion

and the few remaining workers have had

to hide in the underground storage rooms under

the ruins of the Tank Factory. The factory

is no longer capable of making new tanks

or walkers but its workers help to repair and

maintain those returning from the front lines.

special rules:

Players may only field soldier units in this scenario.

Rules for Dim Light apply (see Operation

Hades, page 10).

objectives:

Attacker and Defender:

The player with the most

Victory Points on the objective

area at the end of

round 8 wins the game.

To work out your Victory

Points total count up the AP

of any friendly unit within

the objective area at the end

of round 8.

Optional Rules: None.

To play the Dust Tactics

Scenario for this

location you will need

a copy of:

* Dust Tactics - Operation:

Blue Thunder or Tile Set

* 2 ammo crates and 2 tank

traps

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the siege of zverograd


worldwide campaign

dust chronicles issue 4


location 2 : gum

(control provides 1 cp)

current control: the ssu

The GUM was the largest department store in

Zverograd and is a much smaller replica of

its counterpart in Moscow. Most of the shops

have been plundered and are littered with

empty shelves. Still small groups of soldiers

may their way into the building in the hope of

finding things they can trade with comrades.

special rules:

Players may only field soldier units in this scenario.

Rules for Underground Fighting apply.

objectives:

Attacker and Defender: Both forces are using

the tunnels underneath the old GUM building

to get inside and look for supplies. The player

with a unit on the objective square at the end of

round 8 wins the game.

Optional Rules: None.

To play the Dust Tactics Scenario for this

location you will need a copy of:

* Dust Tactics - Operation: Hades

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dust chronicles issue 4

the siege of zverograd

location 2 : memorial park

(control provides 1 cp)

current control: axis

This park predates the construction of Zverograd

and was one of the most beautiful in the region.

When the Axis advanced into the city, they

turned the park into a heavily fortified camp.

Rumors are spreading that a small group of

renegade Axis Gorillas has made the Memorial

Park their new home. This has not been confirmed

by any official reports, released to date.

special rules:

None.

objectives:

Attacker and Defender: Eliminate all opposition.

The winner of this scenario is decided by counting

up the vp of destroyed enemy units at the

end of round 8.

Optional Rules: Trees, Apes Gone Wild.

To play the Dust Tactics

Scenario for this location

you will need a copy of:

* Dust Tactics - Operation:

Blue Thunder or the Dust Tactics

Tile Set

* Dust Tactics - Operation:

Hades

* two ammo crates and two

tank traps


1st of april 201

dust chronicles issue

Next issue we will dive into

the second part of the Worldwide

Campaign.

Part two of

“Inside Dust Studio”

From The Front Reports

How2 Articles

And we want to hear from

you and how you have been

participating in the Worldwide

Campaign: The Siege

Of Zverograd.

next issue

next issue - april 201

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