A trio of Axis scientists seeks to defect to the Allies. With two crates of their most essential research, the frightened scientists have fled to some abandoned ruins to await extraction. Allied troops and a rescue chopper are en route, but the Germans have discovered the defectors' absence, and are now in hot pursuit to reclaim their dread secrets...
Wanted to move away from another "one side tries to blow stuff up" scenario, so I came up with this. Both sides had 51 Army Points with which to work. I'm more familiar with the Allied units, and did a better job putting together their task force for this game.
All units must deploy at the table's edge. The scientists always start at the top of the tall ruin in the center of the table.
Each live scientist rescued (or recaptured, in the case of the Axis) is worth 1 Victory Point. Each crate is worth 1 VP. Scientists killed are worth no VPs and are simply removed from the table.
The scientists are petrified with fear of being recaptured by the Axis. They will not move unless a unit rescues or captures them.
The scientists can only be rescued/captured by:
(a) Moving an infantry unit into base-to-base contact with the scientists. As soon as contact is made, the rescuing infantry unit must cease all movement for the activation. Next activation, they may begin to move with the scientists toward their faction's table edge. Movement is normal, except flying infantry units move at half speed and must obey terrain rules.
(b) The Allied chopper can spend an action to pick up the scientists and then fly off the table. This is faster, but more vulnerable to failure.
The crates of research can be picked up by an infantry unit in base-to-base contact by using an action. There is no movement penalty for the unit moving crates.
I also created a couple special rules to enhance the replayability of the scenario:
RANDOMIZED DEPLOYMENT. Per standard rules, each side already has to roll initiative at the top of each turn. The side that rolls the most "faction symbols" (on three proprietary D6) wins the initiative that turn and gets to activate the first unit. I used the number of faction symbols to also determine how many off-board units could be deployed at the top of the turn.
CHOPPER DEPLOYMENT. The Allied rescue chopper can only be deployed by rolling a Dust D6 once per turn, beginning at the top of Turn 2. If an Allied "faction symbol" is rolled, the chopper may deploy at a table corner on the Allied deployment table edge. It may be activated as normal that turn.
SCIENTIST CASUALTIES. The scientists cannot be hurt unless attached to a unit that is rescuing/capturing them. The attached military unit may be targeted as normal. Any "misses" rolled against that attached unit must be re-rolled to see if they hit the scientists instead. For every faction symbol rolled by the shooting unit during this re-roll, score one hit on the scientists. The scientists then receive an infantry save and a cover save (if applicable—normal rules apply). Each remaining hit kills 1 scientist. The research crates cannot be targeted or destroyed, only captured.
For even more replayability, rules could be introduced for the movement of panicked, unaccompanied scientists.
Lastly, if playing with Battlefront Dust Warfare rules instead of Dust 1947, all ruins count as hard cover (Dust 1947 does not differentiate between hard and soft cover).
it takes some part swapping but 1/48 scale military diorama figures are an option if you want less “star wars” looking figures for legion or, maybe, I guess, just some extra stuff for dust 1947/tactics
JAPAN STEEL SAMURAI
Few years ago my friend Paolo Parente commissioned a design and after the master for a heavy mech for his series DUST, it seems it's time that it comes to life! So excited for...
Girls just want to have fun !
The Mercenaries Bloc of DUST 1947 has two specificities : it can join any other Bloc, and it is only composed of badass women !
The Task Force Tanya starter set is very good. These are strong feminine models (not useless bimbo sculpts) and I had a blast painting them, so I could kick my opponent’s butt with ladies in pink ! Pink can be badass too. The use of grey brings a more neutral/military tone to the mix and complement the pink very well.
Tanya and the Mercenary Cleaning Team are a very scary unit for the opponent, carrying machine guns, grenades launchers and even demolition charges ! If not played by themselves, they can easily find their way in any other Bloc list.
The Wrecker walker was definitely the most fun to paint. I used the idea of “war paints” that I had with my SSU spetznatz, but the Mercs being a more chaotic and free-spirited force, I turned it into graffiti-style drawings, random things that the ladies would write on their vehicles to have fun and customize their weaponry when they are not on the job. To date, it’s definitely one of my most striking walkers, I love it !
This concludes my current painted starter sets, i have a couple more to do but in the immediate DUST 1947 future we’ll switch to some individual extra units !
Will Sgt. Rhino stave off the Soviet hordes? Will the secretive Priest appear with his explosives to save the day?
Continued from Part I and Part II.
If you haven't guessed from the section title........No.
Dodging Rhino's fists of fury, the remaining two machine gunners of the savaged SSU Battle Squad back away and hose the flailing officer down with bullets. Rhino collapses in a tragic heap next to the power station whose destruction he was to have overseen.
The Priest and his essential explosives fail to activate.
The Ranger Recon squad, hitherto unengaged, sees an opportunity to protect their remaining Command Squad officer. They race to the top of an abandoned bunker, using their Scout ability to take a double move and shoot. Their murderous fire drops all three survivors of the villainous SSU Assault Squad. Survivors no more.
But it's too late. Bullets bring down the Allied Command anyhow. Unscathed SSU forces close in, raining machine gun fire and rockets on the huddled Recon squad. Two of them slump down, never again to rise.
Barely able to peak over the parapet of their ersatz fortress, the Recon squad finally hears it: the sound of approaching doom. The gut-wrenching whine of servos, followed by the clank-stomp of heavily armored feet. Trembling, the squad leader looks down to see a brutish Marlen walker crouching at the base of the wall, its trunk-like legs poised to spring.