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"Tell me about Dust Warfare" Topic


14 Posts

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1,141 hits since 11 Mar 2014
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PzGeneral11 Mar 2014 7:24 a.m. PST

I'm thinking about trying to talk my group into Dust Warfare, can anyone give me some thoughts on the game? I'm not really interested in playing the 'Tactics' version…being a minis player I wanted get right into 'Warfare'.

Thanks,

Dave

JohnnyPainter11 Mar 2014 7:29 a.m. PST

I really really like the models, and they are pretty inexpensive for what they are. :D

I've not played the game though.

WarWizard11 Mar 2014 9:25 a.m. PST

I know nothing about the game, but the models do look grrat. And I think you only need minimal amount to get started.

whitphoto11 Mar 2014 10:02 a.m. PST

I play regularly with my youngest son. We use the boxes set and one 3x6 table at the local game store. The boxed set includes one light walker, one heavy infantry, two normal infantry units and a hero per side. We play a game in about 1-1.5 hours, which gives my oldest son enough time to play his D&D game at the store at the same time. The rules are simple, but with enough depth to challenge my son and keep me interested in playing without making it a chore. I enjoy it and wish we had more time to play with a larger force. The only problem I have with it is finding any players locally. It seems if it's not 40k or war machine no one here cares.

Todosi11 Mar 2014 11:00 a.m. PST

In my opinion, it is one of the best rule sets available. Fairly simple to pick up, lots of tactical depth and the setting can't be beat. Come on, there are Nazi Apes with guns for crying out loud!

VonTed11 Mar 2014 12:14 p.m. PST

It is the apes that turn me off :)

I too have debated taking the plunge in to this…. if only my son were a little older I think I'd have my "excuse"!

By John 5411 Mar 2014 2:00 p.m. PST

Is this the load of ole tut that came with Wargames Illustrated?

John

PzGeneral11 Mar 2014 7:24 p.m. PST

Nope, Dust Warfare is the full blown table top minis game. Dust Tactics is the 'Minis on a board' version.

Just got a copy of the rules loaned to me to look over….

Dust Warrior12 Mar 2014 3:28 a.m. PST

My thoughts on the game are that it's fantastic. This is the first big wargame I've gotten into since leaving the GW fold. The rules are simple but add lots of complexity to game play. The key to the game is the reaction mechanic that allows your opponent to reactic in your turn. This is a simple reaction of either attack or move out of the way but it can mess up the attackers plans big time. To counter this reaction you need to put suppression on the unit which is achieved through shooting at it. Some units are good at shooting at long range while most big damage occurs at close range. Close range is where reactions can occur, so this means you generally need a combined arms team of thinking, one unit to get the suppression down so another unit can get in close to mop up.


The game has another neat mechanic to avoid reaction in the command phase. The initiative is structured so that the smaller force (i.e. normally the one that has lost more units) has a better chance of gaining initiative each turn. Initiative lets you get more actions in your turn. You also have a command phase were you can perform actions without your opponent reacting but then lose the ability to react later in the turn.


Each turn presents a lot of options and difficulties in brining your plan together. The battle builder mechanic also allows each side to bid on scenarios in an attempt to make it easier for them to win or harder for their opponent. Battle builders can be swapped around to keep the games scenarios fresh (most expansions add a new builder as did the FFG tournament rules).


The miniature line associated with the game offers cheap but nice soldiers (though long barrel guns suffer a bit from the bend plastic) and fantastic wow pieces in all the walkers, aircraft, helicopters and tanks. Everyone always comes over from their games to check out those.


The rule books look fantastic. The rules take abour three readings to figure out how they all relate to each other and most of the rules are spread across the core book and several supplements (thankfully they do repeat the rules in each supplement that uses them so you don't have to get all of the books).


There are a few things that could be improved in the game. The main one is the shooting/armour combination. The shooting mechanic is taken from Dust Tactics where basically as the target gets tougher you roll less dice to hit. In Warfare the targetted unit then gets a chance to save equal to how tough it is. This means that some attacks are rolling 1 die to hit while the target gets 5 or more dice to save. The shooting rule works fine in Tactics where there is/was no save based on the unit type, but in Warfare the attacking dice either need to be higher or the same value across the board to work with the increasing saves.


For those that like realistic ranges you'll not like Dust Warfare which really crunches the range of shooting down to a little bit over the reaction range. I enjoy this though as you get a couple of turns of moving before getting stuck into the combat.


My complaints are minor quibbles and I really recommend playing the game. The main problem is the one whitphoto mentions; finding opponents. I have all the armies so I just need someone to play against but even that can be hard to organise. I had the game since pre-order days and in that time I've only really had two opponents who happily put aside their games to play this and neither has collected their own army.


Also for those turned off by Apes or Zombies you don't have to use those units. There are plenty of different build types available for each army (and each faction plays distincitevly enough from the others).

VonTed13 Mar 2014 7:09 a.m. PST

How old do you think you need to be to "get" Tactics? I need ammunition to convince myself and my spousal unit, that I should get this for quality time with the kids :-)

Dust Warrior14 Mar 2014 6:21 a.m. PST

I think Tactics would be easier to get as you take away the abstraction of movement and replace it with a grid; you don't have a force org chart and instead just buy cool stuff with your points and cover and line of sight are easier to rule on. Also the miniatures for the game are more durable than other models so you don't have to worry about them being dropped (I've dropped plenty of soldiers but still haven't tried that with a walker yet).

I'd guess around 10 would easily grasp Tactics but my kids are too young to test that theory.

VonTed14 Mar 2014 8:38 a.m. PST

I was looking more for "ages 5+" ;-)

Dust Warrior14 Mar 2014 4:35 p.m. PST

At 4 my daughter likes picking up the piecs and moving them around, but is happier to make lines with them rather than shooting them dead. Alas my older son has shown little interest in any of dads toys.

VonTed15 Mar 2014 3:19 p.m. PST

OK. I am REALLY close to pulling the trigger, just need to figure out what to order.

I want the Revised Core Set and then add some fun stuff to make a balanced game for both Axis and Allies.

I am thinking:
Grim Reapers
Allies Rangers Command Squad (The Boss) 
Axis Sturmgrenadiere Command Squad (Kommandotrupp)
Axis Blutkreuz Korps Kampfaffen Squad (Axis Gorillas – blame my son)

Debating the Starter Sets for both Axis and Allies as well.


What should I be adding to the Revised Core Set?

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