The year is 1947. Throughout the world, three major superpowers fight to claim exclusive control over a revolutionary source of power: Vk. Elite troops and massive combat robots wage violent battles to control these energy reservoirs...
Dust Tactics is a tactical miniatures board game for 2-4 players. In an alternate 1940s reality, alien technology fuels gigantic machines of war as the forces of the Axis and Allies clash over rare mineral deposits that could inevitably decide the outcome of the war. With over 30 highly detailed miniatures, nine double-sided terrain boards, 12 custom dice, unit cards, terrain, and plastic scenery, Dust Tactics delivers everything you need to wage battles in the immersive world of Dust.
A deep and engaging game setting, featuring stunning artwork by Paolo Parente, will draw players into a world desperately at war... and the highly detailed miniatures only add to this immersion. Eight included scenarios and nearly limitless customization ensures hundreds of hours of replayability, while scalable rules offer a satisfying experience for players of all levels.
• Over 30 highly detailed miniatures
• Nine double-sided boards to customize your own battle
• A deep and engaging setting
• A battle book including eight unique scenarios
• Quick-start rules to get into the action quickly
Dust Warfare - Game Play 3
Dust Warfare - Game Play 5
- Good as a stepping stone for newcomers to miniatures.
- Not overly complex.
- Dust Tactics
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we sent him our copy of Wrath of ashardalon and we put a picture of all of us in it remember that picture of all of us and we signed the back of it we put one of our Harvey Walters uh with a we watch it played initials on the bottom in the package as well and it's the same Wrath of shardon that you guys you guys would have seen in our uh in our playthrough
- this looks like a really good uh Gateway miniatur gem
- by good I don't mean it's a great game I'm really just cuz that's something for you to decide on your own what I mean is it looks like it's good as as a stepping stone because it's not overly complex look at the the thickness of this rule book
- I don't mean to imply that it's not complex enough to provide interesting choices but just that it's not so complex that it might turn a a newcomer to minur off I think this might actually be a very good uh intro manager gem
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome back to Watch It Played. My name is Rodney Smith.
- The decider perk level allows people to vote on what game we do next.
- I want to reassure you that's not what I intend at all.
- I want to assure you the long format playthroughs are what I personally enjoy the most as well.
- So, my goal here is to explain each of these games in less than 15 seconds.
- Unfortunately, your opponents are trying to throw sharks and sea monsters and whales at you to sink your boats and eat your people. Lots of nasty fun.
- Anyway, war game but light war game, not a heavy war game.
- So, it's a lot of backstabbing and wheeling and dealing.
- And the game comes with a pair of sunglasses for the president to wear while he or she is the president.
- Well, that's it for now. In the next episode, hopefully we'll be continuing our Super Dungeon Explore playthrough.
References (from this video)
- challenge to teach a miniature game on the series and not drive everyone crazy
- will be a little bit longer than instructional episodes
- M's games tend to be a little more complex
- miniature game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hi welcome back to watch of played my name is Rodney Smith got a little unboxing to do here sort of and some news I wanted to share with you
- we've started our dust Warfare Series this is a miniature game I'm really excited about doing this I wanted to challenge myself to see if I could teach a miniature game on the series and not drive everyone crazy in the process
- now one thing I do note after we finish dust Warfare I'm going to need to take a little break from the heavier Miniatures game so although descent to on the deciders vote and I'm really looking forward to doing that game I am I need a little break need to do something lighter break it up a little bit have a bit of variety so I'm not sure what it'll be but we'll throw something else in there before we dive into something like descent 2
- now speaking of diving in let's take a look at see what's inside of this box this box came to us from our friends over at passport game studios you might remember that name they're the ones who are publishing teido here in North America we did a series on that and len over there sent me a couple more games
- and the designer of this game stefhon Feld I've tried out one of his other games recently castles of burgundy he's done a bunch of games well the game castles of burgundy I quite look forward to trying again and again so I'm I'm interested also checking this one out um you might have heard of Ryan metler I'm sure you have he's a reviewer at the dice tower very quality reviewer over there and he's a big fan of Euro games and Tran is definitely one of his favorite so that's a pretty high recommendation I'm really looking forward to diving into this one although speaking of lighter games this I believe it is not
- well we've also got the game Kua this is is a very differently themed game this one you're playing as the role of a god over an island so are the other players and you are trying to punish and reward them the inhabitants of that Island to uh to sway them over to your way of being U and to get the most points so again not like a theme I have in any of my other games so I'm interested in trying this out and seeing how it goes plays up to eight players I don't have a lot of games that play that number of players so interesting to check that out
- because I talked to Christopher the viewer who sent this to me in advance um but it's a lot bigger than I expected so now I'm not entirely sure I know the contents are written on the cover and I've been avoiding looking at this I hate spoiling stuff I was not one of those kids who wanted to know what his Christmas gifts were before he opened them I always love the surprise of it and the same here
- Christopher contacted me we've talked quite a bit back and forth actually he was an avid commenter on our Facebook page and um he heard that I enjoyed Skirmish style maners games and he's become a big fan of the game malao which is by weird Miniatures and he's been telling all his friends about it spreading it around in his community and he contacted me one day and he said listen if you like skirmish games I think you'd really like this Rodney and I'd love to be able to send you some stuff from alfo
- the game malao instead of rolling dice you have like a deck of cards and you draw from that to get your numbers that you need
- this is really everything that you need to get started but there's still more more what does he say in here um enjoy the models and let me know what you think of the story wow okay so some additional models to put with a faction now I've heard that I've heard that sometimes you get a starter box it's great for learning the rules and getting started but if you really want to fill out your crew you pick out a few of these extra guys as well three extra models Christopher what am I supposed to say here man this is altogether too generous
- oh listen thank you so much uh I know exactly what it's like to have real passion for a game want to share that with somebody thank you so much for sharing that with me I really really appreciate that um I love Miniatures games uh I love learning about them even when I don't get a chance to play them a lot and in my local area I'd like to get some Min gaming going I know a couple people I think this theme would really appeal to so this may be the opportunity I have to try to spread that a little bit in my local area oh man
- um along with Christopher I want to thank all you guys I want to thank the kind of Publishers who send stuff to us really appreciate seeing the show support it means a lot lot to me really helps keep me motivated to keep doing it
- yeah I don't know you know how it is I I I never know how to really exactly say thank you except to keep saying it over and over again so I'm going to stop stop saying it for now and and leave you until the next episode thanks for watching
References (from this video)
- Suggestions from viewers improved gameplay and strategy.
- The 'jump' ability offers a tactical advantage by preventing reactions.
- Viewer suggestions like Jay's diagram made strategies easier to understand.
- Rodney made a strategy mistake by not using extra orders.
- The Observer team cannot react if it has a reaction token.
- Suppression tokens upgrade cover, making units harder to hit.
- Gorillas cannot be targeted by suppression tokens.
- It's difficult to maneuver to remove the effects of hard cover.
- Zombies only get soft cover, not hard cover.
- Dice rolls were sometimes unfavorable, leading to unit losses.
Mechanics (from transcript analysis)
- blank sides count as hits — A rule where blank dice faces count as successful hits during an attack.
- Close Combat — Occurs when units are within range of each other, allowing for simultaneous attacks.
- cover — Provides defensive bonuses, with heavy cover being better than standard cover. Line of sight from a unit leader can negate cover benefits for the unit.
- damage resilient — An ability that allows a unit to roll an extra die when hit, potentially bringing a model back.
- fire for effect — An attack that can also hit friendly units within 3 inches of the target, used as a house rule for added accuracy/fairness.
- hit the dirt — A reaction that grants a suppression token and upgrades cover by one step.
- jump — A special ability that prevents opponents from reacting to a unit's movement. Units with jump drop in too quickly to be targeted by reactions.
- jump special ability — Prevents opponents from reacting to movement.
- March move order — Allows a unit to move double its normal movement distance plus an additional 6 inches.
- move and attack action — A standard action allowing a unit to move and then perform an attack.
- reaction token — Allows a unit to perform an action during the opponent's unit phase.
- regroup order — Removes a reaction token and all suppression tokens from a unit.
- spotter — A unit that negates cover and armor benefits for the target when firing.
- suppression token — Upgrades cover by one step and can be removed by a regroup order.
- Sustained Fire — Allows both actions of a unit to be used for firing.
Video topics + discussion points
Quotes (from this video)
- I just want to mention it to you so you don't make the same mistakes I had in my last command phase some extra orders and I just didn't use them and I should have used at least one of them to give a regroup order to my grim reapers right here.
- Now because I'm in hard cover it cancels it out but because your rolled hits I do have to give them a suppression token.
- Desperate times call for desperate measures no pun intended here as I measure out a March move order for these hammers.
- The jump special ability on these guys and it states that you cannot react to their movement they drop in too quickly.
- Now because I have the spotter here Luke does not get the benefit of cover or his armor so all I have to do is roll a miss and I can remove one of these gorillas.
- I'm going to give my first order to The Observer team to do the fire for effect now I want to tell you guys about a little bit of a house rule that Luke and I have for this particular attack if I was to attack these gorillas here and there is a one of my own units a friendly unit within 3 in of the unit that I'm targeting then I also have to Target my own unit again that's not in the rules anywhere that's just something that we feel is a little bit more ACC accurate a little more fair.
- So that's the distance he can move and still be within 16 in range and not so close that he's within 12 in range so they might do a move reaction these guys will then move behind hard cover here as well and that will be the end of the movement and now it's just time for the attack now let's just move this out of the way Luke just before you go I'm going to do Hit the Dirt okay so Luke is is going to do a Hit the Dirt reaction so you take a suppression token and a reaction token and this upgrades your cover by one step so you're now technically in soft cover very good.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- My name is Rodney Smith. I'm recording this on a Tuesday. That means this should be a table talk episode, but it isn't. I apologize for that. I was traveling last week. I'm traveling next week with my family, so my schedule right now is kind of all up in the air, but I'm doing my best to stay on top of the content.
- This is a dice game. I've given up all illusions that I'm going to win. Maybe I'll be surprised.
- What is this beautiful shrink wrapped copy of Kverna doing here, you ask? I'd love to answer you, but first I was contacted by Alex from Unit Forward. That's a website dedicated to the Dust Warfare universe. That's a game that we covered in one of our previous playthroughs. He's a friend of mine. He had a little bit of news he was hoping I would share, and I'm happy to do that.
- Friends over at the Cult of the New have recently updated their website. They have a new menu system and a space on their front page for news and updates. This is a welcome addition because now they can call out when they have a special sale going on and contests.
- And that's nice because this is a very highly rated game. It's not inexpensive and it's been a little bit tricky to find, especially if you're in North America, but I want to open up this contest to everyone, no matter where you're located.
- You may or may not have heard of Bored with Life. This is a online video series about board gaming. It's kind of a little comedy and sketch show and it's really well produced and these guys are very funny and they've been super super gracious uh in their comments towards Watch It Played.
- Until the next episode, thanks for watching.
References (from this video)
- Guest directing added a unique element to the episode.
- Clear explanation of rules and mechanics during the playthrough.
- The game presents interesting tactical decisions and elements of luck.
- The retreat mechanic adds a layer of risk and strategic planning.
- A few minor rules corrections were needed during the playthrough.
- The outcome of the game heavily relies on dice rolls, which can be frustrating.
- Units can be removed from the game if they retreat too close to the table edge.
- zombie units, tanks, warfare
Mechanics (from transcript analysis)
- Armor Roll — A roll to determine if incoming hits are blocked, influenced by cover.
- Close Combat — Combat that occurs when units are within a specific range, affecting the number of dice rolled.
- Damage resilience — A characteristic that adds to the defense roll.
- Fast move — Allows a unit to move an additional distance.
- Grenade launcher — A weapon that can be fired at specific ranges.
- Hard cover — Provides automatic successes on armor rolls.
- initiative roll — A roll at the start of a turn to determine which player acts first.
- March move order — Allows a unit to move a certain distance.
- order tokens — Tokens used to issue commands to units.
- Reaction — Tokens given to units that allow them to take actions in response to enemy movements or orders.
- Suppression Tokens — Tokens added to units when hits are rolled, which can limit actions and lead to retreats.
- Sustained attack — Allows rolling additional dice for an attack.
Video topics + discussion points
Quotes (from this video)
- this newly resurrected zombie unit has only one model in it
- here's the problem and a very important tip to you new dust Warfare players be careful not to place any units you think might Retreat within 12 in of the table Edge
- when you roll zero you always get at least one order
- well Luke it's your unit phase but I Surrender
- I Surrender please make it stop
References (from this video)
- Miniatures Combat
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't look at games and go this is too complex we couldn't do it it's more about do I think it's the right fit is a game I'm excited about and energized about
- I have some sort of a weird feeling of Purity in a game so let's say I was playing the path finder Adventure game um anytime that I was going to play the game again I'd be very careful to try to weed out anything extra that had get stuck in until certain points
- I love small Skirmish style games so
- I love that open world just getting to explore everything and just doing nonsense things for hours on end have nothing to do with the main quest and thoroughly enjoying it
- I'm so excited to see Spider-Man done by Marvel and not by Sony that I'm I'm just I'm over the moon
- superheroes are weapons of mass destruction yeah right so so some of them having them regulated probably makes sense
References (from this video)
- Tournament rules allow players to influence conditions and objectives.
- Orders can be optional.
- Heroes can always be given orders.
- Radioman ability allows orders outside command range.
- No line of sight required for issuing orders.
- Opponent cannot react to orders during the command phase.
- Multiple platoons can share command pool orders.
- Unit can potentially regain formation and remove suppression.
- Jump ability ignores obstacles up to a certain height.
- If a unit leader is lost, one order must be lost, and a new leader must be nominated.
- New unit leader's command range is reduced to 6 inches.
- Units with suppression tokens have fewer actions.
- If a unit has more suppression tokens than models, it retreats.
- If a unit touches the table edge during retreat, it is removed from play.
- Leaderless units can cause issues when opponent needs to identify a leader.
- warfare
Mechanics (from transcript analysis)
- Actions — Units can take actions like move, attack, sustained attack, or march move. The number of available actions is reduced by suppression and reaction tokens.
- command pool — Dice rolled during the initiative phase carry over into the command phase, representing the number of special orders a player can issue.
- command range — Orders can only be issued to units within 12 inches of the command section's unit leader, with exceptions for heroes and units with a radioman.
- end phase — Actions required by the scenario are taken, and one suppression token and all reaction tokens are removed from each unit.
- initiative roll — Players roll dice equal to the number of units alive, with the player rolling fewer hits becoming the initiating player.
- orders — Orders can be 'take action' (attack or move), 'regroup' (remove suppression and reaction tokens, reassign leader), or 'special order' unique to platoons.
- reaction tokens — A unit receives a reaction token after being issued a 'take action' order.
- Retreat — If a unit has more suppression tokens than models left, it retreats towards the closest table edge.
- scenario play — Players can use pre-made scenarios, custom scenarios guided by the book, or create their own objectives and conditions.
- Suppression Tokens — Units can have suppression tokens which affect their actions. Removing suppression tokens involves rolling dice.
- Unit Activation — In the unit phase, the initiating player activates each of their units one at a time, followed by the responding player.
- unit leader — Each unit has a leader, which can be reassigned if the original leader is removed. The absence of a unit leader can lead to penalties or opponent's choice of a new leader for a specific action.
Video topics + discussion points
Quotes (from this video)
- we haven't yet discussed how do i win this game
- basically allows both players to have an influence over the conditions and the objective of the battle
- the player at the end of five rounds who has most completed the objective would then win
- the first thing you need to know about a round is it's divided up into four phases
- the player with the least number of hits that's me becomes the initiating player
- these hits that i've rolled will carry over into what is now the command phase
- the number of hits that i've rolled with my command pool represent the number of special orders that i get to issue
- you don't have to have line of sight to the unit that you want to give the order to
- after issuing a take action order to a unit if they don't already have a reaction token then you have to give them one
- once a unit has been given an order it is not allowed to receive a second order during the same command phase
- an opponent is not allowed to react to the orders that you give to your units
- if you happen to have another hero in your army you can have the hero be the new unit leader and command section without having to spend an order
- heroes like being in charge
- the command range will now be reduced to 6 inches
- the first thing we have to do is check to see if the unit leader is missing
- we have to give that unit a suppression token
- next the player moves any models outside of leadership range of the unit leader the minimum distance directly towards the unit leader
- a unit has a chance to remove some suppression
- if a unit had a hero attached to it then when rolling to remove suppression you would instead count the misses as hits
- if a hero list unit like this one has more suppression tokens than models left alive in the unit again like this one the unit is going to retreat
- the unit is going to retreat a retreat involves the entire unit taking a move action towards the closest table edge relative to the unit leader
- the unit can then take up to two actions subtracting one if it has any suppression tokens and another one if it has a reaction token already
- when you take actions you must declare what actions you're going to be taking up front
- then from each unit on the table you remove one suppression token and all of the reaction tokens
- this is the longest instructional series we have done from watch it played so far
References (from this video)
- The veteran soldiers reference manual helps with rules reminders and order of play.
- Index in video descriptions helps find specific gameplay elements.
- Army point totals between 200-400 provide a meaty but not overly long game.
- Terrain provides interesting tactical choices.
- Scenario point system allows customization of objectives, deployment, and conditions.
- Not all special weapons and abilities are covered in the rules overview.
- Two pieces of terrain cannot be placed shorter than 4 inches apart unless impossible.
- veteran soldiers
Mechanics (from transcript analysis)
- Army Point Total — Players decide on an army point total, typically between 200 and 400 points, to determine the scope and length of the game.
- Deployment zones — Deployment zones are determined by the number of scenario points spent on deployment, affecting where units are initially placed.
- Dice Rolling — Dice are used to determine turn order for assigning scenario points and for placing terrain.
- Objective Completion — The game is won by the player who has most completed their objective after five rounds.
- Round Tracking — Five tokens are used to track the game rounds, with one removed at the end of each round.
- Scenario Point System — Players use scenario points, determined by dice rolls, to influence objectives, deployment zones, and game conditions.
- Terrain placement — Players alternate placing terrain pieces on the battlefield, with restrictions on how close pieces can be placed to each other.
Video topics + discussion points
Quotes (from this video)
- if you've been following this series and you feel like you understand the rules so far but you're not confident you'd remember them once you sat down and played don't worry I feel the same way
- I created this document I call it the Dust Warfare veteran soldiers reference manual
- we're not going to be covering all of the rules at the end of this episode we have covered I'd say about 95% of them but I'm not going to go over each special weapon and each special ability
- The rule book provides you with scenarios you can play and create but I want to tell you how to play the game tournament style
- you also want to make sure you have enough terrain for the table this provides both players with interesting tactical choices to make as they move across the battlefield
- then it's time to deploy your forces to the setup Battlefield
- If you have any questions about dust Warfare please don't hesitate to ask them in the YouTube comments below
References (from this video)
- The game allows for strategic army building with customizable platoons and hero units.
- Special abilities add depth and unique gameplay opportunities.
- The point value system helps ensure balanced gameplay.
- Platoon upgrades offer further strategic advantages.
- The transcript mentions an error in the stats for the hero Rhino in the rulebook.
- World War II with fantastical elements
Mechanics (from transcript analysis)
- Army point value system — Units have an Army point value that contributes to a total budget for building an army. Players and their opponents agree on a point value to ensure balanced gameplay.
- Hero units — Heroes can act independently or join other units. They possess unique weapons, skills, higher health, and courage, meaning they don't take suppression tokens unless attached to a unit. Heroes can also serve as the command section of certain platoons.
- Platoon building — Players construct armies by selecting one or more platoons, which are made up of different sections (command, first, second, third) and support units. The organization of these platoons and the units within them are detailed in the game's manual.
- Platoon upgrades — Players can spend leftover Army points on upgrades for their platoons, such as 'airdrop,' which allows a unit to be held back and deployed strategically later in the game.
- special abilities — Units can have special abilities that bend or break the game's rules, offering strategic advantages. Examples include ignoring suppression tokens, reducing cover effectiveness, adding dice to armor rules, or increasing movement.
- Unit Stats — Units have stats for movement, armor classification, attack, and health. These stats are important when considering which heroes can join them and how they will perform in combat.
Video topics + discussion points
Quotes (from this video)
- build your army it has to be made up of one or more platoons
- the total value value of your army doesn't exceed the budget that you and your opponent picked
- special abilities allow you to bend and sometimes break the rules of the game creating new opportunities for you to make strategic decisions
- I'm really excited about the next episode because I'm going to get to take everything put it all together and show you how a game round works in dust warfare
References (from this video)
- Custom unit cards are recommended for easier gameplay, providing weapon and unit stats to avoid page flipping.
- Some stats for weapons were missing in the rulebook, requiring reference to FAQs and corrections.
- Close combat can have unrealistic elevation scenarios that players may agree to ignore.
Mechanics (from transcript analysis)
- Actions — Units can take actions, potentially two under ideal conditions. One action can be an attack. Units can combine actions for a March move or sustained fire. Sustained fire allows rerolling miss dice once.
- Armor Roll — After hits are scored, the defending unit makes an armor roll to negate damage. The number of dice rolled for the armor roll is based on the unit's armor rating. Each hit rolled negates one point of damage.
- Close Combat — Units can choose to engage in close combat, which requires them to be within 3 inches of the target unit. This type of combat uses specific close combat weapons and cover does not provide protection.
- cover — Units can benefit from cover, which can be soft (trees, bushes, fences) or hard (buildings, vehicles). Cover provides automatic successes in addition to armor rolls, with hard cover providing more benefits than soft cover. Suppressed units can have their cover status upgraded. Vehicles may not benefit from cover in the same way as soldier models.
- Damage Assignment — Damage is assigned to models within the unit. Models that are not obscured must be assigned damage before obscured models. Models that are completely blocked from line of sight cannot take damage from that attack. Each model has a health value indicating how much damage it can take before removal.
- Line of Sight — Line of sight is determined from the model's point of view to the highest point at the center of the target model. Obstacles like terrain can block line of sight. Models can attack in any direction regardless of facing.
- Ranged Combat — Units can perform ranged attacks using their equipped weapons. A single unit can split its attack between multiple targets. This type of combat considers range, line of sight, and cover.
- Suppression — If at least one potential hit was rolled, a suppression token is added to the unit, indicating they are ducking or seeking cover. Vehicles do not take suppression tokens; instead, they undergo a second roll against a vehicle damage table based on potential damage and cover.
- Unit Stats — Units have stats including movement, weapon types (close combat and ranged), and armor rating. Some units also have special abilities like 'Team', which can upgrade cover benefits.
- vehicle combat — Vehicles have specific rules for cover and damage. If more than half of an attacking unit's bases are in the rear arc of a vehicle, the vehicle cannot make an armor roll. Vehicles use a separate damage table based on potential damage after cover is applied.
Video topics + discussion points
Quotes (from this video)
- you want to do close combat you have to be within 3 in of the unit that you're targeting
- if at least one model in the unit being attacked is within that 90° Arc that unit can then be attacked
- as long as you can see some part of the model you have line of sight to it
- if at least half of the models in the unit being attacked are obscured they will gain the benefits of cover
- models in the same unit do not obscure the view to other models in that same unit
- soldiers can only provide obscurity for other soldiers
- basically soldiers can only provide obscurity for other soldiers now that said vehicles on the other hand certainly do provide terrain cover
- models that are not obscured must be assigned damage before models that are obscured and models in a unit that had line of sight totally blocked from all of the attackers cannot take damage from an attack
- even if all of the potential damage is blocked by armor absorb by cover we're going to see cover in a moment as long as at least one hit was originally rolled that unit is still going to take a suppression token
- soft cover provides the player with one automatic success in addition to their armor roll
- hard cover is is automatic two successes in addition to your armor roll
- units that have a suppression token like our poor laser grenadiers over here they're ducking for cover so you upgrade their cover status One Step
- basically the backs of the vehicles do not have as much protective armor as their fronts
- cover does nothing to prevent damage from a close combat weapon
- if the defender wanted he could assign one point of damage to this zombie and one a point of damage to this zombie which is actually outside of close combat range with these models
- if a unit has two actions it cannot do two separate attack actions but again it can combine them to do a sustained fire
References (from this video)
Mechanics (from transcript analysis)
- Elevation Changes — When measuring distances, only horizontal measurements are used. A restriction exists that elevation cannot change by more than 3 inches from where movement began, unless players agree otherwise or for movement between floors in a building with a ladder or climbable area. This change in elevation does not affect the unit's standard movement.
- Movement — The movement stat determines how far a miniature is capable of moving, typically allowing for two actions per unit activation (e.g., move and attack, or attack and move). Units can move up to their full movement stat, not required to travel full distance, and can move in non-straight lines. Movement can be pre-measured. Soldier units can move through friendly Soldier units but not through vehicles. Models cannot move within 1 inch of an enemy unit. All models in a unit must end their movement within 6 inches of the unit leader. March moves double the normal movement stat and can ignore difficult terrain. Terrain affects movement; open terrain has no impact, difficult terrain reduces maximum movement, and impassible terrain cannot be crossed. Soldier units are less affected by terrain than vehicles. Changes in elevation do not affect horizontal measurement, with a restriction of no more than 3 inches change in elevation unless agreed upon by players or for movement between floors in a building. Vehicles have specific movement rules including arcs, facing adjustments, and the ability to back up at reduced movement. Vehicles can perform a vehicle overrun if their base moves over an enemy model, resulting in dice rolls against the overrun unit.
- terrain — Terrain is categorized as open, difficult, or impassible. Open terrain has no impact on movement. Difficult terrain impedes movement and reduces the maximum amount a unit can move. Impassible terrain cannot be moved through. Different units are affected differently by terrain types. For example, a stone wall is difficult terrain for a soldier, reducing their maximum movement to 3 inches. A tank trap is impassible for a vehicle. Players should clarify terrain types before a game. March moves can ignore the effects of difficult terrain.
- Units — A fighting force is made up of one or more platoons, divided into smaller units. Each unit has a designated model as its leader and typically consists of 3-5 figures, but can be smaller (e.g., two-man teams) or comprised of a single model (vehicles, heroes). Units can be sold individually or in sets. Leaders are clearly identified in the rulebook and can be marked for easy identification. Unique hero miniatures can act as their own unit or join certain single units. Different models from different units cannot be combined to form a custom unit.
- Vehicle Overrun — A vehicle overrun occurs when a vehicle's base moves over an enemy model. The vehicle must then be moved so it is at most 1 inch away from the overrun unit's base. The vehicle then rolls a number of dice equal to its vehicle type against the overrun unit(s), gaining one suppression token for each hit rolled. This mechanic also affects friendly units if they are overrun. The effects of suppression tokens will be discussed in future episodes.
- vehicles — Vehicles have additional movement and facing rules compared to soldiers. They have four arcs: front, rear, left, and right, determined by the model's hull. Vehicles can normally move into their front arc, adjusting facing up to 90 degrees. They can also 'spot turn' to adjust facing up to 360 degrees without moving. Backing up is possible but reduces movement to a hard 3 inches, regardless of terrain. March moves for vehicles allow movement backwards up to 6 inches, ignoring difficult terrain. Vehicles cannot move through other vehicles. They can move over enemy soldiers but must end their movement at most 1 inch away, initiating a 'vehicle overrun' which involves rolling dice against the overrun unit(s) and potentially applying suppression tokens. Vehicle type determines the number of dice rolled for overruns.
Video topics + discussion points
Quotes (from this video)
- The Miniatures are made up of two key components the figure itself and then the base
- your total fighting force is going to be made up of one or more platoon and those platoon are going to be divided up into these smaller units
- the models themselves within a unit tend to also share a similar look and style which can help you keep them organized
- you can't otherwise take different models from different units and make a custom unit
- when you activate your units on the battlefield typically they'll be able to take two actions and usually that will be to move and attack or to attack and then move
- to determine how far miniature is capable of moving you look at its movement stat which is represented by this symbol
- Soldier units that is units that are not Vehicles can move through friendly Soldier units as long as they end their movement in an empty area
- a model also cannot move or its movement within 1 in of an enemy unit
- all of the models in the unit must be within 6 in of the lader
- if you want to forgo attacking you can instead do a double move this is known as a March move
- most of the terrain you see on this table is flat grassland and this is known as open terrain it has no impact on a unit's movement
- there is also difficult terrain and impassable terrain
- a model that must cross difficult terrain will have its maximum movement reduced to 3 in
- if you're really desperate to get where you're going you do have an option you can instead of issuing in a move action issue one of those March move actions the double move if you have the extra action to spare that will allow you to ignore all the effects of difficult train
- when you measure distances in dust Warfare you only measure them horizontally
- the only restriction is that when you finished your movement you cannot have changed elevation by more than 3 Ines from where you began
- Vehicles do have four different arcs a front a rear a left and a right Arc and this will influence both movement and attacking
- Vehicles don't care about such restrictions when it comes to other enemy soldiers
- this kind of movement is called a vehicle overrun and this means that the vehicle will then roll a number of dice equal to its vehicle type and then overrun units will gain one suppression token for each hit rolled
References (from this video)
- Introduces new players to the miniatures hobby.
- Offers a unique alternate history setting.
- Provides tactical depth through terrain.
- Has a significant hobby aspect with customization options.
- Miniatures come pre-assembled and pre-primed.
- Can be complex with many unit stats and rules.
- Acquiring all necessary terrain and miniatures can be expensive.
- World War II with advanced alien technology leading to giant walking robots.
- An alternate 1947 where World War II has been raging for nearly a decade and involves giant walking robots.
- Dust Tactics
Mechanics (from transcript analysis)
- Counters — Uses colored beads or photocopied counters to track game elements.
- Dice Rolling — Uses custom combat dice with blank and hit sides, where rolls of 5 and 6 are hits. Regular six-sided dice can be substituted.
- Miniatures combat — Involves individual unit stats for defense, health, and movement, with special abilities and weapon rules.
- Terrain utilization — Terrain provides tactical options, cover, and influences gameplay.
Video topics + discussion points
Quotes (from this video)
- In the next series of videos, I'm going to teach you how to play the tabletop miniatures game Dust Warfare by Fantasy Flight Games.
- strip away all the trappings of a board game, and instead play the game on open terrain of your own creation.
- It's the year 1947, and World War II has raged for nearly a decade, spreading to every continent on the planet.
- Most notably, it changed when the German forces discovered a crashed alien spaceship in Antarctica and used a newly discovered mineral to create giant walking robots that allowed them to styy the Allied defensive and then crush the Russians in Stalenrad, turning the war in their favor.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- family first right
- Almost like they had spies in our house to know what size shirts we wear scary
- M of fluffies
- Hulk smash spoiler don't read until you've opened the box
References (from this video)
- Comes with really nice miniatures
- Dust Warfare
Mechanics (from transcript analysis)
- Board game with miniatures — Described as more of a board game that comes with nice miniatures.
Video topics + discussion points
Quotes (from this video)
- welcome back to watch it played everyone
- I don't review games on here but I will review apps and this is a great app I've been really enjoying it playing it probably too much
- if you invite me to a game just make sure you set the game length to 14 days
- I've been waiting for this box to come because it is full of Miniatures that I can't wait to show you
- Daniel crane at the discount game store is certainly one of those for me he's been very generous with us as an early supporter not just with the products but also his time
- he's going to take 30% off of your dust order how awesome is that
- please be sure to check out their website it's at www. miniatur model.com
- if you want painted midies but you just don't have the inclination or like me sometimes you just don't have the time uh to do it yourself I think these guys are a fantastic option
References (from this video)
- Comes with a lot of miniatures
- Can be used for two games (Dust Tactics and Dust Warfare) with the right book
- Models designed for Dust Tactics also work for Dust Warfare
- Need to pick up extra miniatures to create an official platoon
- Might be a harder sell for local gaming groups compared to other miniatures games
- War machine
- Dust tactics
- Space Hulk
Mechanics (from transcript analysis)
- miniatures wargame — The discussion revolves around a miniatures game and the associated models, with mention of a rulebook for 'dust Warfare'.
Video topics + discussion points
Quotes (from this video)
- welcome back to watch it played everyone
- I don't review games on here but I will review apps and this is a great app I've been really enjoying it playing it probably too much
- if you invite me to a game just make sure you set the game length to 14 days
- I've been waiting for this box to come because it is full of Miniatures that I can't wait to show you
- Daniel crane at the discount game store is certainly one of those for me he's been very generous with us as an early supporter not just with the products but also his time
- he's going to take 30% off of your dust order how awesome is that
- please be sure to check out their website it's at www. miniatur model.com
- if you want painted midies but you just don't have the inclination or like me sometimes you just don't have the time uh to do it yourself I think these guys are a fantastic option
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- My first tip for you is never tip this box on its Edge despite the good box control inside of here there are probably now lots of little bits that are floating around the Box in places they shouldn't be.
- This game has been around for a little while now but it's a really fun uh Gateway game.
- I love sometime to be able to do a Miniatures game as part of this video series one of the challenges though with the format that we use here is that Miniatures games there's often a lot of back and forth so it's very hard to establish upfront here's what I want to do for my entire turn because things can change depending on what the other person does.
- From what I read online is this was a great game but people had a lot of rules questions.
- I would really like to challenge myself to see if I can kind of come up with the definitive helpful tutorial on how to play this game.
- What is wrong with our economy that you cannot pay for things with board games I ask you or at least meeples or something.
- Thanks for all that thanks for helping to make this series what it is now I hope to continue to improve it and bring you lots of great content in the future.