Showing posts with label Dust Warfare. Show all posts
Showing posts with label Dust Warfare. Show all posts

Thursday, May 15, 2014

Dusthammer 40,000

This is a short one.

Demitra, having jumped ship on 40k, has proposed something. We like Dust's rules, we like 40k's fluff and minis, so why not put 'em together? This has led to a bit of an experiment: let's apply the rules of Dust to 40k. He has settled on Orks, and I have chosen my usual Chaos Space Marines. He has gone with a horde of Soldier 2 minis, and I have decided that my troops should pretty much all be Soldier 3. I wouldn't have it any other way. So, off to the Dust Warfare force builder. I decided what counted as what and started plugging stuff into the program. Turns out I really couldn't fit in any cultists (just the sorcerer's command section) but I think you'll agree, it has that CSM flavor to it. Since I don't have my "counts as" list in front of me right now I won't list what's what at this point. I will however if this experiment lasts more than a single game. Any way, here's what I'll be running:


Monday, March 11, 2013

More Completed Dust- Allied Infantry 3

All of my current Infantry 3 is now painted. That's right, the painting frenzy continues. My current project is the Daemon Prince shown earlier, and the next layer of flesh colored paint is ready to go on. I've heard bad things about the mini on the table, but how can you argue with d6+7 Strength 9 attacks? We'll just have to see how he does.

Monday, March 4, 2013

More Painting- Dust & 40k

Whole lotta paintin' goin' on!

Well, so far only dullcote-ing, but that still leads to pictures for you! First up, those Chaos Cultists I promised.


They continue the dark colors the previous cultists displayed, since I kind of want them to fade into the background when compared to the Chaos Space Marines. Now it's a waiting game until the Chaos Marines and Daemon Prince arrive. After that, Daemons! I hear you get more Daemons for the point now, so I'm looking forward to my fleshy warp-horde.

Next, Dust. First up, another squad of Red Devils. As mentioned before I really don't care for them on the table. I do have them though, so painted they are.


...And what Red Devils would be complete without Action Jackson? Here he is in all of his two-phasered glory!





Finally on the Dust front comes the Spotter Team. I'm trying them out on and off whenever points permit. I'm pretty sure they'll come into their own once the walking Long Tom comes out, but for right now they're pretty good for calling in an off board Long Tom strike instead of my command squad.




Finally, back to 40k. Remember how I said I regretted not painting up the Chaos Lord's tabard plate like the rest of his armor? well I repainted it to allieve that regret.

Next up, some more Dust Infantry 3, and an old friend returns to the painting table. Stay tuned!

Thursday, February 21, 2013

A Ponderance of Cobras

I suppose you could call me a "cobra commander".

Nope, that's not some term for a large volume of cobras, that's what I'm doing right now.

Thinking about Cobras.

Do I really need two right now? I mean I one-shotted several walkers yesterday, and that makes me think about the need for walkers. Granted, they have their place in an army, and for the most part I have found that it is folly to do without them, but two Cobra walkers has shown me one thing- they provide a shooting gallery for anti-walker walkers (I'm looking at you, Wotan). I lose them before they get into position, and that's just a plain ol' waste of points. Now, I'm not saying they're done for in my army, but I'm wondering if two is overkill. Maybe it's just Demitra rolling hot dice. Maybe I just don't know how to use them properly. Maybe I'm just plain old unlucky. Whatever the reason, with my tendancy to watch my walkers go *poof* I want to downplay their role in my army.

A while ago I posted this picture:
It doesn't have the three walkers I run currently, but the two that are there present a very real threat. It's a pretty well-rounded force, and I figured I'd put a new spin on it:

Faction: Allies ( 300 / 300 )

---  Combat Platoon (153)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
    + M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
    + M9-D Bazookas (1)
Support: MCW M3-D "Cobra" (35)
Support: "Crack Shots" Sniper Team (12)
Support: "13 Foxtrot" Observer Team (8)

---  Elite Platoon (147)
Command Section: Rhino (22, Hero)
1st Section: "The Hammers" Heavy Ranger Assault Squad (28)
2nd Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
4th Section: "Tank Busters" Heavy Ranger Tank Hunter Squad (35)
Support: LAW M1-A "Wildfire" (20)
Support: "Crack Shots" Sniper Team (12)

The basic force is the same, it just has the upgraded Death Dealers that I wasn't able to run before (no Operation Hades) and it also has some spotters to call in my Long Tom strike and allow my command section to (hopefully) stay out of harm's way.

Now I just need to Dullcote my newly painted dudes. Word is I'll be able to use the camera again soon, so I'll be able to post nicer pictures of my stuff.

Fingers crossed.

Wednesday, February 20, 2013

Even Shoddier Picture Time

Yeah, I really need to get my camera back...

I forgot that I had finished Johnny One-Eye as well in my post yesterday, so here's a substantially sub-standard image. Enjoy as best you can, and I really hope to have a legit camera back ASAP.

Tuesday, February 19, 2013

More Pictures Taken With My Phone

I still don't have access to the actual camera, so you'll have to bear with these shoddy pictures for a while longer. I've finished up my Fireball, The Priest, and I've got a group shot of what is done so far. I'm a layer of Dullcote away from finishing a spotter team, a second squad of Red Devils, and Action Jackson. Pictures of them will be up as soon as I get my hands on some more varnish.





Monday, February 18, 2013

Camera Disappearance = Low Quality Images

Well, my fiancé, having taken pictures of her wedding dress, has hidden the camera. This means you'll have to live with less than stellar images of my now fully painted Allied army (this version any way). Today I have an image of my fully painted Gunners, Cobra, and third sniper team. Later today I hope to have a picture of my Fireball and The Priest, which are drying right now.



Sunday, February 17, 2013

Painting Frenzy Force


I've been painting some allied units these past few days- a squad of "The Gunners", a sniper team, and my second Cobra. This makes me want to use these minis in a game ASAP, and I've been tooling around with the Dust Warfare Force Builder in order to build an army that includes all of these elements.

This is what I've come up with:

Faction: Allies ( 300 / 300 )

---  Combat Platoon (209)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
2nd Section: "The Gunners" Combat Ranger Squad (17)
    + Replace one M1+UGL with M9 Bazooka (3)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
    + M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
    + M9-D Bazookas (1)
Support: MCW M3-D "Cobra" (35)
Support: MCW M3-D "Cobra" (35)
Support: "Crack Shots" Sniper Team (12)

---  Assault Platoon (91)
Command Section: "Hell Boys" Ranger Attack Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
    + Rat Fighters (1)
4th Section: "Crack Shots" Sniper Team (12)
Support: LAW M1-A "Wildfire" (20)
Support: "Crack Shots" Sniper Team (12)
It's a little sniper heavy, but it integrates all the elements that have a fresh coat of paint on them. I'll have pictures of the fully painted army, as well as the newly completed Fireball complete with newly added waterslide transfer tomorrow.

Thursday, January 17, 2013

SSU Tournament Time

Well, the time has almost arrived. Saturday is the tournament over at Huzzah Hobbies, and aside from a few rules questions everybody is locked and loaded. I gave my tournament army a go yesterday, and aside from a fluke shot destroying my Matrioshka in one go, I'm fairly impressed with the performance of my force. Now to finish up painting the new additions to my force (in the form of Chinese Volunteers and another SSU Battle Squad). The Matrioshka and Natasha are ready to go (as soon as they get varnished) and I've dullcoted the rest of my force.

Everything is coming together.

Now, despite losing my only test game, I've got to figure out how to pull together and employ the battle plan I've envisioned. Lots of suppression, lots of bullets, and walker superiority early on. The Matrioshka should send a few shots into enemy anti-tank walkers (hopefully either crippling or destroying them) and then proceed to advance forward with the rest of my line. Even once its main guns are rendered ineffective (mass walker death) the advance of the KV3 will be useful as it still boasts two machineguns to whittle down infantry. The KV47 will assist in keeping enemy troops pinned down with its pair of howitzers which boast the "Grenade" rule allowing them to inflict suppression regardless of weather they hit or not. Of course when being barraged by ten dice worth of cover-ignoring shrapnel I'm likely to off infantry any way. My concern is Infantry 3 units. I have nothing to efficiently destroy them with aside from my snipers. Should I lose them to things like enemy snipers (who tend to hit much more often) I will be fighting an uphill battle. My worst fear is an Infantry 3 Allied air-drop army. Its speed and maneuverability will cause big problems for my thin red line which is designed to sweep forward gradually and lay down a hail of gunfire. Seeing as we Soviets have some of the most expensive Infantry 2 units around, and no Infantry 3, it's also entirely possible that I'll be outnumbered. I really don't expect that to go very well either.

The SSU shoots. A lot. the problem is that our effective range is 6-12 inches away from the enemy. Opponents who blob up and wait for me to come to them will have two advantages. First of all, they out-range me. most rifles in Dust have a 16" range, but not the SSU where our guns shoot twelve inches. We trade those extra four inches of range for an extra shot against Infantry 2. In doing so, however, we must advance to within reaction range of the enemy. This leads to shooty death of our squads, or simply being suppressed so that we can either move into our weapons' effective range OR return fire. When the enemy skirts around your range and suppresses you, there's not too much you can do about it. It's really frustrating getting your troops into position.

...And then there are the Fakyeli. Our flamethrower squads are not "Fast", and so have to move 6" into position and then shoot 6". This means they have to be used with far more care than their Allied or Axis counterparts. What we get instead (for the same point cost) is "Assault". So I can move 12" and do nothing at the end, but you can only react to the beginning of my movement. The only real use I've found for this rule is rushing an entrenched enemy unit and hoping I get fewer orders than they do in the next turn. This just seems like an awfully big gamble to me. They do scare opponents however, and therefore attract a lot of fire, but why is a mystery to me. Sure, the Yakov + Fakyeli + Grizzled Veterans combo (which costs 44 points) is nasty, but a squad without this makeup is a non-threat. as soon as they move into position all a smart opponent has to do is react and blow them off the table. I mean it when I say they're tough to use.

So I have settled on this army list for the tournament:

Faction: SSU ( 300 / 300 )

---  Defense Platoon (190)
Command Section: "The Medvedi" SSU Command Squad (25)
1st Section: "Frontoviki" SSU Battle Squad (20)
2nd Section: "Frontoviki" SSU Battle Squad (20)
3rd Section: "Frontoviki" SSU Battle Squad (20)
Support: KV-3 K "Matrioshka" (65)
Support: KV47-B "Natasha" (40)

---  Defense Platoon (110)
Command Section: Yakov (21, Hero)
1st Section: "Fakyeli" SSU Close Combat Squad (21)
    + Grizzled Veterans (2)
2nd Section: "Fakyeli" SSU Close Combat Squad (21)
    + Rat Fighters (1)
3rd Section: "Chinese Volunteers" SSU Auxiliary Attack Squad (15)
    + Rat Fighters (1)
Support: "Jnetzi" SSU Sniper Team (14)
Support: "Jnetzi" SSU Sniper Team (14)
Lots of machineguns, which extend my threat range to 16", and enable me to get into shootouts with enemy troops. Two sniper teams allow me to threaten heavily armored enemies, like the dreaded Infantry 3. A Fakyeli squad with "Rat Fighters" permits them to hop over line of sight obstructing buildings almost as effortlessly as troopers with "Jump". Then there's the surprise unit, the Chinese Volunteers. Deeply hated by most SSU players, they're 15 points for a squad with five sub machineguns and grenades. If they can get into range they can unleash hell. Many opponents won't even bother reacting to them, and if they do it takes heat off of the rest of my line. If I had another squad I'd run them instead of the second Fakyeli unit and use the leftover points to give my snipers "Walker Dissection". Alas, they're really rather expensive (dollar wise) and would leave me with a second transport helicopter I would likely never use.

In the end I'm not 100% sold on this army (just mostly), but barring a second squad of Chinese Volunteers falling out of the sky, it's what's hitting the table.

Here goes nothing...

Thursday, December 27, 2012

WGC Vs. KMNB- The Dust Showdown

Well, here it is- my report on the super showdown of super showdowns.

Terrain was chosen by another gamer at the store. I am awful with names, so if you're reading this I apologize. There was a mix if all kinds of terrain, leading to a varied table. No advantage there.

First we exchanged army lists. This was my army:

Faction: Allies ( 299 / 300 )

--- Combat Platoon (142)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
+ M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
+ M9-D Bazookas (1)
Support: MCW M3-D "Cobra" (35)

--- Assault Platoon (157)
Upgrade: Air Drop (5)
Command Section: "Hell Boys" Ranger Attack Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "The Gunners" Combat Ranger Squad [Upgrade] (20)
+ M9-D Bazookas (1)
Support: HAW M6-B "Fireball" (85)
Demitra's army was as follows:

Faction: Axis ( 300 / 300 )

---  Sturmgrenadiere Platoon (189)
Command Section: Kommandotrupp (25)
1st Section: Battle Grenadiers [Upgrade] (20)
2nd Section: Battle Grenadiers [Upgrade] (20)
3rd Section: Recon Grenadiers (17)
Support: MPW III-A "Wotan" [Upgrade] (55)
Support: MPW II-D "Lothar" (40)
Support: Sniper Grenadier Team (12)

---  Schwer Platoon (111)
Command Section: Heavy Kommandotrupp (35)
1st Section: Heavy Flak Grenadiers (26)
2nd Section: Heavy Flak Grenadiers (26)
Support: Beobachter Team (8)
    + Pinpoint Observation (4)
Support: Sniper Grenadier Team (12)

Lots of Grenadiers and my old nemesis the Wotan. It's a supreme tank killer, and I was fielding a supreme tank. This would be interesting. Due to the fits Fireballs had been giving Demitra, The perceived advantage went to the Allies. There really was very little advantage there.

Demitra and I rolled a die to determine which scenario table we would use. On a 1-3 we would use the tournament table, on a 4-6 we would use the standard mission table. with the cube of destiny coming up a 5, the standard table was chosen. We alternated placing scenario points, ending up with the following mission:

Key Positions, Advancing Lines, Off Target Shelling.

This meant the increased number of Axis units could shrug off my return fire, and my squads could easily be pinned down. The objective meant the Axis forces could sit tight in their deployment zone, while my shorter ranged fire would have to move into the teeth of his army where he could react en masse. In retrospect I should have spent both of my points on deployment, forcing Demitra to choose weather he wanted to advance his army or switch to a more advantageous objective. He would also have to decide weather defense or suppression would be a bigger boon to his forces. I'll learn the nuances of scenario generation in practice one day, for now however the advantage lay firmly in the Axis force's hands.

Terrain layout
Terrain was laid out in the usual manner, alternating placing pieces until we had this board. For some reason I thought we were playing a Force Collision mission, and therefore I set up the buildings I laid out at an angle. They should have been with their wide sides facing the long edges of the table in order to screen my advance, knowing the enemy firepower could easily tear me to shreds.

It should be noted that there was a LOT of terrain, to the point that we had trouble maintaining the required 4" gap between items. This should have been a massive advantage to the Allies, but my oopsie in placing the buildings opened up lots of fire lanes to the enemy forces, leading to a big advantage for the Axis. (See where this is going?)
Deployment
Deployment led to Demitra's forces setting up on my right flank. I deployed more or less in the center, with my Grim Reapers left stranded to the right. Again, I don't know what I was thinking when I did this, only that I did, and it would return to haunt me later. I set up the Cobra in a manner that hopefully would allow it to outflank the Axis line, I planned to apply pressure to the left end of the Axis line and hopefully roll it up with the Fireball once I neutralized the Wotan with my five M9-D bazookas, more that capable of tearing the walker to shreds. I figured that with the off-target shelling I could at least suppress, if not destroy, the Axis forces with my Long Tom. The pounding my command section could rain down should have made the Axis forces hunker down in their DZ.

Forces ready, I chose the house my Cobra is deployed next to as my first objective, and the house directly forward it as my second. It turned out that Demitra (unsurprisingly for an Axis gunline) chose the rocky hill as well as the ruined building the artillery walker had deployed in in his deployment area. Honestly, I should have chosen the houses in my deployment zone as my objectives, sitting there aiming for a tie and breaking it by taking out some snipers with Long Tom strikes.
Turn one
Turn one saw me rolling one command, while Demitra generated two. Using my order I moved my BBQ squad up behind the forward objective house, ready to rush any Axis squad that got too close. The other was (unsurprisingly) used to call in a Long Tom strike targeting the Lothar. I wanted artillery superiority. Unsurprisingly I failed to ding the artillery walker, but the follow-up attack managed to kill a single sniper.

Demitra's response was to fire off a sniper shot into my Gunners, killing one and suppressing them, and snapping off a second sniper shot at my Grim Reapers, felling one and handing out more suppression.

During my unit phase I used the Medic skill on the Gunners, failing to return the fallen soldier, but removing the lone suppression on them and allowing them to advance.
Turn one Axis response.
The Axis line tiptoed forward and opened up into my troops. With them going second this allowed them to come just into range and start firing on my troops. The right hand sniper's spotter was returned to play through a use of the Medic skill.



3 died in my Death Dealers squad on my left, two more Gunners went down. I lost another Grim Reaper. At this point my entire right flank had suppression on it, and with Off Target Shelling in place, none of it would go away.


Turn two


The next turn I forgot to record how many orders were generated, but I was unable to radio in a Long Tom strike. The Cobra phased a single Flak Grenadier who had wandered out of cover and just a bit too close to my walker.

Both Flak Grenadiers opened up into my Death Dealers on the right flank, dropping one.

In came the Fireball on the left flank in Demitra's DZ. This was what I had meant to do on turn one, but I totally forgot. The Cobra fired its phaser into the Flak Grenadiers, killing one.

Demitra's Wotan pivoted in place to open fire on my Fireball. It missed with both lasers.His command section used its Medic ability twice on the Flak Grenadiers I had offed, and twice he succeeded in returning his troops to play.

It was at this point I was on tilt.


The final stare-down
It came down to the next turn The Axis line surged forward confident in victory, destroying the center of my line. the Wotan sustained attacked my Fireball, inflicting seven points of damage (three hits, two saves). The shot resulted in a hull breach. As Demitra began reading off the effects of the damage I stopped him after "it may not make any armor rolls" and called the game.
 
I had inflicted no casualties on the Axis line.
 
I had inflicted no damage on the Axis walkers.
 
I had done nothing.
 
It was a total rout, and honestly the most boring game of Dust I have ever played.
 
Oh, well. There's always the tournament, right?

Saturday, December 22, 2012

It's The End Of The World As We Know It.

Oops...
If you're reading this (and you are) the world didn't end yesterday.

Today's content is what you love, an army list. I'm thinking of perhaps running a "KV47 rainbow" list. That means one of each non-aero KV47 variant, including Koshka. We'll see what Tuesday brings, but this list will both shock and apall you. It's not just aromr, but lots of armor in my SSU force. Demitra's jaw just hit the floor.

Faction: SSU ( 298 / 300 )

---  Defense Platoon (125)
Command Section: Koshka Rudinova with Grand'ma (53, Hero)
1st Section: "Frontoviki" SSU Battle Squad (20)
    + Rat Fighters (1)
2nd Section: "Frontoviki" SSU Battle Squad (20)
    + Rat Fighters (1)
Support: KV47-C "Natalya" (30)

---  Red Platoon (173)
Command Section: "Red Command" Red Guards Command Squad (25)
1st Section: "Red Thunder" Red Guards Antitank Squad (20)
    + Rat Fighters (1)
2nd Section: "Red Thunder" Red Guards Antitank Squad (20)
    + Rat Fighters (1)
3rd Section: KV47-B "Natasha" (40)
4th Section: KV47-A "Nadya" (30)
Commissar: "The Karamzin" (8)
Support: "Jnetzi" SSU Sniper Team (14)
Support: "Jnetzi" SSU Sniper Team (14)
It's a highly aggressive list, with all of my infantry ready to devour ground and bring all my weapons to bear. The Karamzin commissar goes in the Red Command squad upping the squad to two PTRS launchers. All of the KV47 walkers will advance swiftly into the midst of my opponent's battle line and unleash hell. This army is built to move forward. If it stalls, it dies. I wonder if the armored wall will hold up? Especially against Axis Grenadier spam. That's a lot of anti-tank weapons...

Should I get the two more KV47 walkers I need, this will get some table time for sure. Once I get my Red Guards, that is.

Fear the Dust Kan Wall!

Thursday, December 20, 2012

More Hot Allied Action.

Nope, no battle report as of yet, but yet another army list.

I found out two of the things I'm getting this Christmas by accident because Amazon disappeared them from my wishlist. I found this out by accident when I went to see if the next season of "Shakugan no Shana" (Shana of Blazing Eyes) had hit the shelves yet. Turns out it has, and it also turns out I'm getting some stuff for my Allied army as well. Here's the plan as to what I'll do with my new goodies:

Faction: Allies ( 300 / 300 )

---  Combat Platoon (188)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
3rd Section: "The Gunners" Combat Ranger Squad [Upgrade] (20)
    + M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
Support: MCW M3-D "Cobra" (35)
Support: MCW M3-D "Cobra" (35)
Support: "Crack Shots" Sniper Team (12)

---  Assault Platoon (112)
Command Section: "Hell Boys" Ranger Attack Squad (25)
    + Rat Fighters (1)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "The Gunners" Combat Ranger Squad [Upgrade] (20)
    + M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
Support: "Crack Shots" Sniper Team (12)
Support: "Crack Shots" Sniper Team (12)
Lots of dudes, lots of snipers, lots of bazookas, two Cobras. Me likey.

Maybe this horde will be the compromise between my SSU wave theory and the cold reality that you really need armor in this game. It's weird that my usual tread-head tendencies haven't come out to play. I mean I run a panzerkompanie in Flames of War, for Pete's sake. That's assuming I ever actually play Flames of War.

I'll have to see how things pan out in the future for my armies. I'll find the perfect balance of armor and infantry eventually, I know.

Next up, either a preview of "The Caverns of Roxor" for Super Dungeon Explore, or the battle report for the league championship.

Wednesday, December 19, 2012

The Ultimate Showdown Of Ultimate Destiny

If you don't know the above reference you need to look up the band Lemon Demon and listen to the song with the above name right now. It's okay, I'll wait.

Right now Demitra and I are probably lining up to decide once and for all (or at least until the tournament) who the foremost Dust player is at Huzzah Hobbies. I'll be putting down my fully painted Allies across from his primed (only because they come that way in the box) Axis. Yep, this is a timed post and I'm trash-talking the day before. That being said, We're working on our long discussed but un-fulfilled threat do do a cooperative battle report (provided we remembered everything).

Here's what he'll be up against:

Faction: Allies ( 299 / 300 )

---  Combat Platoon (142)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
    + M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
    + M9-D Bazookas (1)
Support: MCW M3-D "Cobra" (35)

---  Assault Platoon (157)
Upgrade: Air Drop (5)
Command Section: "Hell Boys" Ranger Attack Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "The Gunners" Combat Ranger Squad [Upgrade] (20)
    + M9-D Bazookas (1)
Support: HAW M6-B "Fireball" (85)
I'll be grabbing the "Gunners" squad when I get to the store, so hopefully they'll perform right out of the box. So much for my "fully painted" taunt, huh?

The point is that this is a "Fireball Drop" army, a concept which has terrorized Demitra for two of his last few games, most recently our "at home" game today. My fireball looks a bit different from the one here, and you'll be seeing it for the first time in the upcoming battle report. I figure I should have something cool to show off, win or lose.

This list is a bit of a departure for me, as it has no snipers in it. I've found them to be powerful, and I'm going to find out if they're powerful enough to be rated a necessity. It also has very little in the way of heavy infantry. I'm not so sure they're going to be missed though, as I have the M9-D Bazookas rather than the standard issue ones. These (hopefully) will assist in keeping the Axis walker population under control with their increased 1/4 firepower. That means a walker can be one-shotted assuming four failed armor rolls. Not likely, but it brings a smile to my face any way. I'm hoping I won't see a Wotan across the board from me. Those lasers have been known to wreck stuff.

The Cobra is there as an insurance policy. I entrenched it in a crater today, and it held up the majority of the Axis advance pretty much by itself. Sure it was nearly wrecked by the end of turn 4 (when we called the game) but the point is that it held. That turret-mounted Phaser and the .50 cal. and .30 cal. machineguns sure did their jobs. Should the Fireball get offed the Cobra will try to step  in as my mobile firebase. It may instead simply draw a bunch of anti-tank fire, which is okay with me provided it can weather the onslaught for a couple of turns. You see, Demitra is deathly afraid of Phasers, and hopefully the Cobra's 24" threat range will garner some knee-jerk firepower. Again however, a Wotan would spoil that fun in a big hurry.

Hopefully I'll have enough warm bodies to take objectives, as I expect to be heavily outnumbered (which is not surprising given that I sunk 120 points into walkers). Thirty-three dudes seems like a lot, until you remember that they're pretty much all Infantry 2, and that makes them bullet magnets.

Time to root for the good guys.

Tuesday, December 18, 2012

Cake Which Is Cheesy

I'll just leave this right here. I do believe my walkers are in sudden need of maintenance. These lovely ladies will probably be purchased and added to my collection ASAP. They're $30 too, so not too horrible a price. It would be nice if you could get them unpainted, as I't love to grab two sets and paint up one as an Allied repair team, and one for the SSU. I'll be hoping that they get Dust Warfare stats as well as stats for Dust Tactics, if they get stats at all- they may very well just be display pieces, which is okay by me.

Does the little skull and crossbones in the top right corner mean anything? Could we be in waiting for mercenaries? Not too sure on that one. I'll keep rooting around and get back to you.

Personally I'm not too sure about the idea of adding mercs into Dust. If that is indeed happening, which is simply wild speculation on my part. I guess maybe some people would wander from place to place looking for a fight, but in a World War II setting, it would take some pretty darn good writing to convince me.

Any way, enough wild speculation. I'm going to go back to scouring the internet for whatever tickles my fancy. Hopefully I'll be able to keep bringing morsels like this back to you.

Sunday, December 16, 2012

Alternative SSU Army Idea


Yep, another army list post.

This time around, however, it's a "What if I took the SSU to the tournament?" post. Well, were I to do that, the army would probably look a little something like this:

Faction: SSU ( 299 / 300 )

---  Defense Platoon (95)
Command Section: "The Medvedi" SSU Command Squad (25)
1st Section: "Frontoviki" SSU Battle Squad (20)
2nd Section: "Frontoviki" SSU Battle Squad (20)
Commissar: "The Trediakovsky" (8)
Commissar: "The Karamzin" (8)
Support: "Jnetzi" SSU Sniper Team (14)

---  Red Platoon (204)
Command Section: "Red Command" Red Guards Command Squad (25)
1st Section: "Red Thunder" Red Guards Antitank Squad (20)
2nd Section: "Red Thunder" Red Guards Antitank Squad (20)
3rd Section: KV-3 K "Matrioshka" (65)
4th Section: KV47-A "Nadya" (30)
Commissar: "The Trediakovsky" (8)
Commissar: "The Karamzin" (8)
Support: "Jnetzi" SSU Sniper Team (14)
Support: "Jnetzi" SSU Sniper Team (14)


Yep, I'd be running this bad girl right here (assuming the mini is out by then). She eats tanks alive and has enough machineguns to keep infantry pinned down. Also, seeing as she's Vehicle 5, she'll be plenty capable of warding off other SSU snipers' bullets.

Also, the above list has the oodles of snipers I've come to know and love. There's really not too much wrong with this list, other than not having too many line infantry squads. I'm torn as to how I'll match up  the squads and commissars. Do I maximize the squads' effectiveness against enemy targets by giving them all PTRS launchers or machineguns? Or do I mix and match, thus making my Battle Squads have two machineguns and one PTRS, and the Red Guards Antitank Squads a pair if PTRS' and a single machinegun to keep the squads from over-specializing?

So, SSU or Allies? Stuff to ponder, indeed.

Hey Demitra-
I heard you like "Babushka" walkers, so I threw together this list. Thoughts?

Faction: SSU ( 298 / 300 )

---  Defense Platoon (132)
Command Section: "The Medvedi" SSU Command Squad (25)
1st Section: "Frontoviki" SSU Battle Squad (20)
2nd Section: "Fakyeli" SSU Close Combat Squad (21)
Commissar: "The Trediakovsky" (8)
Commissar: "The Karamzin" (8)
Support: KV-3 M "Babushka" (50)

---  Red Platoon (166)
Command Section: "Red Command" Red Guards Command Squad (25)
1st Section: "Red Thunder" Red Guards Antitank Squad (20)
2nd Section: "Red Thunder" Red Guards Antitank Squad (20)
3rd Section: KV-3 K "Matrioshka" (65)
Commissar: "The Karamzin" (8)
Support: "Jnetzi" SSU Sniper Team (14)
Support: "Jnetzi" SSU Sniper Team (14)


The Karamzin commissars go into the Red Thunder units giving them three PTRS rocket launchers each. The Frontoviki squad has three machineguns. The Fakyeli just run around and sulfer thrower/shotgun things to death. Babushka, Matrioshka, and the snipers hang back and provide covering fire, getting commands from the SSU Command Squad, while the Red Command joins the advance and leads from the front. Lots of anti-armor, without neglecting the anti-infantry, and two Vehicle 5, 6 Damage Capacity machines. I'm not sure about the Babushka's anti-aircraft capability, so this list may suffer against helicopters. What say you, oh lord of the combined arms?

Saturday, December 15, 2012

Tourney Time Ahead

That's right, it's time to make up for my lacking content.

Dust-War is holding a 24-seat tourney soon. It looks pretty cool, only it has two srtikes against it. one, it's a five-and-a-half hour drive from my home.

...And the tourney starts at 10:00 am.

The other is that my FNSLGS has a tournament going the exact same day. A day I am in deep, deep trouble for agreeing to (you see, it's my fiance's birthday) and I have gotten begrudging permission to go. Leaving at 4:00 in the morning that day or spending the night at a fleabag motel the night before just doesn't sound like a good idea.

So, as you can tell, I'm getting back into tournament mode. Yes, the actual date isn't for over a month, but one can never get too prepared too early in my humble opinion.

Wrong preparation...
That theory in mind, I've been kicking around a few ideas using the Dust Warfare Force Builder. This one in particular:

Faction: Allies ( 298 / 300 )
---  Combat Platoon (178)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
Support: MCW M3-D "Cobra" (Zv) (35)
Support: MCW M3-D "Cobra" (Zv) (35)
Support: "Crack Shots" Sniper Team (12)

---  Elite Platoon (120)
Upgrade: Air Drop (5)
Command Section: Rhino (22, Hero)
1st Section: "The Hammers" Heavy Ranger Assault Squad (28)
2nd Section: "Tank Busters" Heavy Ranger Tank Hunter Squad (35)
3rd Section: "Grim Reapers" Heavy Ranger Attack Squad (30)

I see a few potential problems here. One, I may have too much anti-armor. Two, those Hammers just never seem to make it in close enough to make a difference. They are fire magnets of the highest order, and despite Rhino helping them to shake suppression (in theory) they usually spend the game hunkered down waiting for the hail of fire to pass. Finally, there's only one sniper.



Breaking up the wall o' text with... Some Etna!

Maybe this would work better:

Faction: Allies ( 296 / 300 )

---  Combat Platoon (178)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
Support: MCW M3-D "Cobra" (Zv) (35)
Support: MCW M3-D "Cobra" (Zv) (35)
Support: "Crack Shots" Sniper Team (12)

---  Elite Platoon (118)
Command Section: Ozz 117 (23, Hero)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
2nd Section: "Tank Busters" Heavy Ranger Tank Hunter Squad (35)
3rd Section: "Grim Reapers" Heavy Ranger Attack Squad (30)

Still only one sniper, but with two squads of Grim Reapers I'll have increased anti-infantry capability as well as some pretty amazing anti-aircraft firepower.

...And as I found out last week, I do love shooting SSU choppers out of the sky.

I've also been kicking around the idea of dropping the BBQ Squad down to The Gunners, and giving Ozz and his Reapers Air Drop, but what those guys do to SSU blobs is just amazing.

I'll keep thinking.

Friday, December 14, 2012

And... Content!!! Dust Allies Army In Progress

Yes, as stated yesterday, I have stuff to report on!

Let's begin where I left off, shall we? I've shelved my SSU army for a bit, seeing as my infantry horde idea was, shall we say, ill advised. Lots of Vehicle 5, 6, and even 7 units have been showing up, and despite the horror on my opponents' faces when I plunk down eight snipers, they just don't cut it against heavier machines. This means I'm waiting to pick up a Red Guard platoon so I can take some vehicles to deal with these threats without dropping my sniper count too drastically. In particular the "Matrioshka" tank hunter. Since I can take it as part of a regular Red Guard platoon without eating up a support slot, it's one of the ideal walkers for dealing with heavy armored threats. I'll go into my army plans in a later army list post. For now, Allies!

First up, every army needs a good commander. With this in mind I began with a "Hell Boys" squad. They're monsters up close with two flamethrowers and three shotguns. Unfortunately they don't have a radio or a medic, so it's up to "The Boss" command squad to take up the slack. Combined with their "Long Tom" strike, these bad boys can happily lead from the rear without feeling bad at all.





Having placed a Headquarters in my army, it's time for the grunts. I traded my Axis units from the Dust Tactics starter to Demitra for his Allied units. Thus I have two units of "Death Dealers". What happens when I need to dislodge enemy units from an entrenched position though? Who ya' gonna call? Well, a "BBQ Squad", obviously. I still feel I would like to have some "Gunners" as well as some "Recon Boys" for my force, but these three squads have thus far been a good start.




While these squads are large, they can be a touch squishy. Sometimes you need a more elite unit to deal with a threat. That's where the Infantry 3 elite units come in. Hardcore firepower is provided by a squad of "Tank Busters" and "Grim Reapers". When the Grim Reapers need a touch more... "fire" power, that's when Ozz 117 shows up to play.  With his flamethrower denying enemy units cover, and the Grim Reapers' twin .30 caliber machineguns cranking out loads of shots, enemy units shouldn't last too long in the face of their withering hail of fire.




What about when the fighting gets up close and personal though? Time to call in those most hardcore of hardcore close combat units. "Red Devils" may be slow, and they may have a short range, but they sure do pack a wallop with their 3/1 or 1/3 phasers. Provided they get to do their thing, stuff goes *poof* when they unleash hell. Another tricky to use unit that also packs a punch is "The Hammers". Combined with Rhino they pretty much rule any close combat engagement. Axis Gorillas? No problem. Heavy walker got you down? Just go Berserk and pound its hull in. These dudes tend to draw a TON of fire, and for good reason, so you have to be extremely careful with them. Keep their heads down until the right moment, then go stomp some heads in!




You've got to get those Axis and SSU scumbags to keep their heads down. That's when you call on the "Crack Shots" snipers. Hitting on blanks as well as ignoring both armor and cover, you're sure to whittle down even the most elite of infantry units. They don't have the tank killing power of the SSU's snipers however, so get them into a position away from enemy armor and rain terror down on the enemy.




Now we move on to the real draw for Dust, the walkers. Since I got a "Blackhawk" in the starter box, I painted it up. I really don't have anything nice to say about this machine, so we'll move on. The "Wildfire" on the other hand just plain performs. Its quad .50 caliber machineguns rain terror down on infantry and up at flyers alike. The fact that they're Fast and have a 24" range lets them get just where they're needed and lay in suppressing (or even killing) fire without the enemy getting to react. Very important against those slippery fliers!




The only medium walker I have in my army at the moment is a "Cobra", but I'm pretty sure that's going to change soon. A 24" 5/1 or 3/2 gun that ignores armor? Yes sir.




It's kind of hard to take in the work I've done on my army in the weeks I've been away from a blog entry alone, but here's my current painted horde.




It's gotten to the point where I'm having a rough time getting them into the pistol case I use to carry them around. I'm looking for a non-GW (preferably less expensive than Battlefoam) figure case to get all these minis (plus more, including a "Fireball") into. I guess I'll just have to keep my eyes peeled.

Having an... interesting travel arrangement for my Dust dudes hasn't stopped me from getting a few games in. In fact, I'm tied with Demitra for the championship of our FNSLGS escalation league. This can only mean one thing; showdown! We've not played each other in the store yet, seeing as how we game every Tuesday, but this butting of heads was bound to happen eventually.




One of us (or maybe both) should do a battle report on the game. One thing's for sure, we're going to kick up a lot of "Dust" when Khadoran Machine Never Breaks and Wargaming Chaos go head-to-head!

Thursday, December 13, 2012

Updates Forthcoming, I Swear!




As an appology, have some Etna.
Yes, I've neglected this poor blog for a month now, and I don't really have an excuse for it. I've been busy. And lazy. Busy and lazy.
 
What I HAVE been up to is a lot of painting, and a whole lot of gaming. Demitra and I have been playing copious amounts of Dust Warfare, both at home and at my FNSLGS. You see, my gaming wishes have come true. Dust is now played on Wednesday night, a night I do not work. I've stepped away from the SSU for a bit and stepped up my painting. I've really been enjoying using the Allies in Dust.
 
Any way, I've gotten away from the focus of this post (as usual). The point is, content ahead!

Thursday, October 11, 2012

SSU Wavey Wave

There we have it. My SSU army, all 300 points of it, is finished. Once I get in my last two sniper teams I'll be 4 minis away from completion, which will take me all of a couple of hours to paint. I'm really curious to see how this army will fare on the table, as it is a pretty extreme build. Will it fall to suppression? will all of those Widowmaker rifles live to to their reputation? We'll have to see. For now, here's hoping the local Dust scene will move to Wednesday night rather than sticking to Tuesday. That will let me get out to my Friendly Not So Local Game Store for a game or two. Also, there's Demitra's army. I hope I'll be able to get him up to a full 300 points (the usual size for a game) soonish. While 200 point games are fun, I feel kind of limited as to what I can field. I really want to see what this army looks like deployed on the board.

Hopefully I'll be able to get this army up to full power and on the table soon.

Saturday, October 6, 2012

SSU Wave of Waveyness

This is a really, really short one seeing as I can't get to my computer right now. I just wanted to show off my mob. This is what 300 points of SSU infantry looks like. Impressive, no? Looks like I know what I'll be painting during my two week break.

Oh, and I'll be ordering two boxes of snipers on Friday. Muahahaha!