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"CLASSIC" AEG'S DUST IS WARRRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

While the Geek is a wonderful place , like no other I have ever seen , its also a BIG place . As a result , its easy for a lot of stuff to fall by the way side , and get lost in pages and pages of forum posts and files and , and , and ,........ But the title says it all ............. If anyone not working for , representing , getting money or compensation from Fantasy Flight Games, wants to post the info I post here on their blogs and to their groups , feel free . Just be so kind as to give me credit for the material , and give a link to my blog post .THIS BLOG WILL NOT ADDRESS THE PILE OF $%#@ THAT I BELIEVE FFG IS DETERMINED TO MAKE DT INTO IN THEIR DESIRE FOR A WH40K CLONE ! ALL POSTS ARE GEARED TOWARD THE CLASSIC GAME THAT DUST GAMES CREATED , AND THAT AEG PUBLISHED , THAT MANY BOUGHT BEFORE THE BAIT AND SWITCH TO A NEW SKEWED SYSTEM , AND IF YOU DONT LIKE WHAT I HAVE TO SAY , NOONE IS FORCING YOU TO SIT THERE AND READ THIS , SO..................
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FAST AND FURIOUS PILLBOXES FOR ALL !!!!!!!!!!!!!!!!!!!!!!

kris gorham
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GAAAAAHHHHHHH !!!!!!!

I wrote this article 3 or 4 months ago , as part of what I was holding for FFG failed community program , but some where , some how , my computer ate the article as I was trying to get it exported to post on BGG . Had I not already gone through the pain in the butt effort to resize and crop the pics , I would have left this alone and eventually gotten around to it in another few months . So here goes on the rewrite .


Ok , so as some may recall , I have been following and enthused about Dust Tactics since well before its initial release at Gencon of last year , and we were already girding off sheets , well before we ever got our hands on it here in late October last year .

I point this out as part of the preface for the projects I have been working on for DT , because it really was a new direction , a whole new bag for me .

I am thru and thru a die hard minis gamer . Even when I play board games , I don’t like to play board games that just use card board chits or standees . I like 3d .

Now while I know there are plenty of WW2 based games out , none of them really took off here locally , not even the sci-fi themed ones .Since I am not a "historicals" player , I never really had an interest in historical gaming , and thus I didn’t really have any good terrain or miniatures that would really fit the bill for this game .

I don’t see my self as some great community leader , just a firm believer in "lead , follow , or get the hell out of my way" . So as much as I would love to just sit back and play games , like most people do , I find that the only way to get to play the games I want to play (since I don’t play WH40K any more ) is for me to step up and take charge . After all , FFG isn’t stepping up to the plate to give me or any other players a hand in getting this game going , so we all have to do their jobs for them if we want to see DT played , and get to play it .

I like to have things fit , so in order to get terrain and such that works for this game , and looks right , I have literally spent months of free time scouring the internet for info and images to come up with historically "fitting" ideas , based on real world examples , and pulpy fiction of the time .

The more I look , the more I find , and one of the most interesting discoveries that sticks with me is just how little uniformity there is to a lot of what was out there .

EXAMPLE : Looking at POW/internment/concentration camps , I discovered that there was really no standard plan . They were all built pretty much by dumping some supplies/materials out at X location , and either using prison laborers , local builders , or military personnel , and told them to build a camp . In some instances , they used abandoned prisons or similar facilities . As such , pretty much every camp was unique in how they were built , and what they were built like . While pictures often show long rows or barracks style housing , when you take a closer look , what those building are made out of varies in material , and how it was put together .

The same hold true of fortifications like bunkers , pill boxes , etc ….. while there were some designs that were copied , none could really be considered a "standard" .

Now no matter what I am looking UP , I am looking AT a lot of stuff , and bits and pieces stick in my mind to be recalled later when I have an applicable project to use them on . One such item was a design of "pillbox" that was essentially just a tank style turret on an armored metal box or cement foundation . I can only imaging that they were fairly hot and horrible to be in on a hot summer day , in the days before the wonders of modern air-conditioning . While this design was by no means a "standard" , it was interesting and common enough that you can actually buy them from some model companies for a small fortune , for what is a somewhat plain looking model .

Now in the files section here on BGG , has my file for fortification , and in it I address house rules for pill boxes . Since those rules were put out , after further play testing , we added in the "damage resilient" ability as standard , and adding in the "superior reactive fire " for some of the lighter armed pillboxes .





So to begin with , lets do a material list . I will be using PVC foam board as the basis of this project , but for those without access to PVC foam board , or the tools and to cut it , you can still follow along and reproduce everything I am doing , using card board , foam board , or any other material of you choice , as detained in this past post on the wonders of cardboard and liquid nail : http://www.boardgamegeek.com/blogpost/3431/cardboard-terrain...


MATERIALS :

PVC foam board 6mm thick
1 ½ inch PVC pipe cap WITH A FLAT TOP bought at the hardware store for a couple bucks
2 inch PVC pipe cap WITH A FLAT TOP bought at the hardware store for a couple bucks
Plastistruct Styrene strips
Plastistruct styrene sheeting
Plastistruct liquid solvent cement
PVC cement bought at the hardware store for a few bucks
Various vehicle bits and such , panels , cannon barrels and such to decorate .
Craft paints , spray paint , and sealants

To begin with , I came up with a general plan after looking at pics on the internet . I wanted something with a turret , but I’m not gonna spend $30-60 just for the rather plain looking kits that I would then have to put together and paint . I also wanted a cement look to it , and I wanted something kinda beefy .

Now while units in DT are considered to occupy the entire square that they are in , the models don’t actually take up all that space , so I decided I would make the pill boxes stick over the lines just a tiny bit , so they look a little more beefy and like a solid fortification , as opposed to some flimsy box that would blow over in a stiff wind . This is Dust Tactics after all , and its all epic , so go great or just go home and play WH40K .





Since PVC foam board is kinda pricey , especially for the larger sheets I have , I found a way to conserve materials , while still taking up space .

I cut strips of the PVC foam board 3 ½ inches long by ¾ inches wide . Each pill box takes 12 strips . By using strips , I save the PVC foam board that would be wasted in the center .

First glue 4 of them as shown in the pic . I used a marker to add contrast because the white kinda lost detail as I was trying to take the picture . Now glue another set of 4 onto that , but staggered like bricks , so the edges over lap . Once those are dry , glue another 4 on top of that , again over lapping like brick work .




Now you have an open ended box.

Once those are dry , I did some light sanding . I DID NOT sand the sides smooth or perfectly even , because I wanted a bit more of a rough look to it when it is done .

To add a little more variety , I added some bullet holes and blast marks and such to some of them .






Now I cut a square of the PVC foam Board that is 3 ¾ inches square . Each pill box requires 1 of these . Glue it onto the top of the "box" .






Now take the 1 ½ inch PVC pipe cap and glue it OPEN SIDE UP onto the top of the square as shown . The reason it is glued open died up is because the closed end being on the bottom gives a better gluing surface .

NOTE : you may need to sand the top of the cap before gluing if there is molded writing or something like that , to make a nice flat surface .

NOTE : if you are not using PVC FOAM board , and are using wood , cardboard , etc ... you can skip the 1 ½ inch cap and use something else like more cardboard or wood pegs , etc.









Now take the 2 inch pipe cap , and sand the out side surfaces as neededd to remove any molded writing or injection marks . Once that is done , glue on styrene strips to make viewing slits , and seam markings .

The tops looked to bland , even when I was setting hatches and such on top , so cut circles from styrene sheeting and glued those on top before decorating .

Now there is a slight raised bump on the side of the caps I used , so I decided those would be the "front" . they gave me a good spot to drill holes for the gun openings and to pin cannon barrels in place .

I added in some hatches to the top , and got some round spruing bits from some zoids kits I have . Most of them have a nice round hoop on at least one of the sprues .

For the pillboxes I want armed with cannons I added a cannon from a MechWarrior Darkage hovercraft figure from the old Wizkids game .

For those that will just have a machine gun or some similar weapon , I just drilled a hole for the shots to come out . I had tried a small barrel sticking out , but it looked too small on the face of the turret .

Rather than using raised bolts , I decided to make them look recessed , I used a pin vise to drill the holes around the vision slits and such .








Now you can put it all together , the larger cap will loosely fit onto the smaller cap , and leaves you with a turret that turns , and that you can change out as desired .











So the obvious last steps are painting and sealing .

To begin with I primed them all with black spray paint from Wal-Mart for $.98 cents a can .

Because these are Germans , I then sprayed the 2 inch caps with Testors "Gunship Grey " which is amazingly close to the color the Germans come in in the box .

I painted the base sections using a cheap craft paints , and let them dry .

Next I weathered them . I went heavy on the chipped paint and rust because I wanted a more "dynamic" battle field environment than having my troops sitting at a café in France , drinking coffee and speaking in cheesy French accents , not seeing any action . After all , my troops are in battle AT LEAST once a week , and some times 3-10 times a week , so the paint is gonna suffer .

I did some heavy washing on the tops of the base sections where water would pool , and the rust would stain it over time .











Once its all dry , I give all of it a good coating of KRYLON brand gloss sealant , then after that has fully dried I apply a coat of Testors DULL COAT LACQUER .
















its amazing what all gamers can come up with when game publishers drop the ball .

from this basic desgin , you can make turrets for a variety of game applications . they could be decorated to look more steam punkish , or even more midevil , so they could be used for fantasy and wildwest/steam punk games .

with a little imaginations , they would work well for oriental adventures to with the right decorations .
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Subscribe sub options Tue Jul 26, 2011 7:51 am
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Gergely CZUPPON
Hungary
BUDAPEST
Budapest
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these look pretty cool.

Consider joining the Miniature Painters Guild
 
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  • Posted Tue Jul 26, 2011 8:06 am
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kris gorham
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albuquerque
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thnx , but it was just a simple light project to fill a hole in my collection , nothing really special .

you should check out my other blog posts , lots of better stuff than this .
 
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  • Posted Tue Jul 26, 2011 8:41 am
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Mark Finch
Germany
Wiesbaden
Hessen
Rule changes for tonight's game:-
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I don't play Dust Tactics, and even if I did, I have neither the skill nor the patience to create anything like this. But I can certainly appreciate genius when I see it.

This to my mind is an example of BGG at its best: a dedicated and skilled gamer taking the time to explain how they constructed a superior enhancement to a game. Bravo!

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  • Posted Tue Jul 26, 2011 8:43 am
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Dave Smith
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Gillingham
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Nice one - look good.
 
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  • Posted Tue Jul 26, 2011 12:53 pm
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Nam Nguyen
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Fort Worth
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Good job on this like on all your terrain articles, I may try this one out.
 
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  • Posted Tue Jul 26, 2011 2:22 pm
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Greg Moore
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Less talking about games and more playing games.
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Print-n-Play Wargames and Miniatures Rules www.wargamedownloads.com
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I like the weathering, especially the rust.
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  • Posted Wed Jul 27, 2011 7:36 am
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kris gorham
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thnx guys , its what i do , got lots more stuff in the works , just gonna take a while to finish it all up
 
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  • Posted Wed Jul 27, 2011 8:40 am
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piotr kowalski


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cont from face book and man i love your work

I looking for framework for Horse cavalry units in DUST T (polish , cossacks, russian, dinosaur)

I start with my favorite



Fluff brief- Helmuth von Pannwitz looking for expend and equip his cossaks corpse turns to Von Thale Blutkreuz Korps instead Himler SS. New Axis creates opportunity to create free cossacks country and cooperate with anty communist forces in Russia.
Serum is tested on horses with very promising result - almost immortal , tireless way to delivery soldiers on front. Cossaks share almost telephatic connection with their uber dead horses letting them to control them.
Blutkreuze Cavallery Korps is created

Cossacks cavalry korps-
3 minis - (you can fit 4 on square so i sayed with 3)
move-2 (small space of battlefield horses are faster and more agile than vehicles)

infantry-2 (for movement behaviour)

health-
1 per soldier or 1 per soldier 1 for horse.
(horses add " damage resistant" ,or screen soldiers with extra health point).

Weapons
3xstg44
sabres (range 1)- 1/1 vs infantry (1 is easier than first strike new rule)
horses - 1/1

Skills
Charge
Heroic Assault x 1
Mounted - no tank traps ammo crates save or zero/hit like zombies

. For role I am aiming at Charge version of Recon grenadiers.
though about some kind of AT weapon with Range 1 but we have alot AT charge based units already.
 
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  • Posted Wed Jul 27, 2011 9:58 am
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kris gorham
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thnx

ok , so i just need to know about the 44's , one stat line or 3 ?

and for the charge , is it the new charge , or are you using the old charge ?

and how big about is the battle field you plan to play this on mostly .
 
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  • Edited Wed Jul 27, 2011 10:23 am
  • Posted Wed Jul 27, 2011 10:18 am
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piotr kowalski


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44 - One as in any other regular unit. that give them 6 dice after charge. and 3 dices from stg 44/47 to do some coup the grace and create chaos.

Heroic Assault is once per game. Iam trying to stay as much as possible with current rules. I just love idea of Cossaks charging between Panzer Walkers and coming out without scrach.
from anti polish /polish movie :
http://www.youtube.com/watch?v=nwsI9ulko60&feature=related

I open for changes and proposition.
All i want is cavalry on my dust gaming table. I have very limited time that i can spend on testing so more wise ppl comment less wasted time .
Thanks btw .
 
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  • Posted Wed Jul 27, 2011 10:31 am
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piotr kowalski


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GrandInquisitorKris wrote:


and for the charge , is it the new charge , or are you using the old charge ?

and how big about is the battle field you plan to play this on mostly .

They screw up with new charge , but its kinda official . With new CC rules It destroyed balance with axis charge-able mecha but i dont want to spend 15 min before every game trying to explain that to my friends.(Iam rules encyclopaedia around and i play axis so i don want to break trust).
new charge and new CC rules.

Our game is growing we already have to many minis for double. I will use cossacks on big-ish tables
 
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  • Posted Wed Jul 27, 2011 10:42 am
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kris gorham
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ok , there are a few different combinations .

for a 3 man unit with 6 wounds (3men+3 hourses ) the above skills , one 44/47 line for 3 guns , i would point at 4

4 points may seem high , but since you get to pick the casualties , you have 3 that you can assign to the horses before removing the riders with the guns . add to that that its 3 heavy weapons , so you will roll 9 dice at range 4

its quite a beast .

by changing it to 3 wounds plus damage resilient , i would point it at 3


if you drop the heroic attack , i would drop each of those by 1 point .

the unit is fast , the charge is strong whith a speed 2 unit , and heroic attack is proving very useful on oz117 . so with that ability , it is not broken , but pretty buff .

if you eliminate their cover rolls because of the size of the horses , i would drop each by 1 point .









i REAAAAAAALY like this unit idea , i have been contemplating a calvary unit for a long time , but i am looking more at fodder units with armor 1

if i were making this particular unit , with the fluff you have , i would go with the 6 wounds and heroic attack , and drop the cover rolls for a solid 3 point unit . i may not work from the start , but i have no doubt that after a few games to really understand how agressive or passive the unit has to be and whan , that it will play as cool as it looks !

 
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  • Posted Wed Jul 27, 2011 11:21 am
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kris gorham
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Poyet wrote:
GrandInquisitorKris wrote:


and for the charge , is it the new charge , or are you using the old charge ?

and how big about is the battle field you plan to play this on mostly .

They screw up with new charge , but its kinda official . With new CC rules It destroyed balance with axis charge-able mecha but i dont want to spend 15 min before every game trying to explain that to my friends.(Iam rules encyclopaedia around and i play axis so i don want to break trust).
new charge and new CC rules.

Our game is growing we already have to many minis for double. I will use cossacks on big-ish tables



since the old walkers with charge were built and pointed with charge in mind , we have made the following ability JUST for use on them . its part of my "putting it all together " blog post , in the comments secton :


With the release of Sealowe , there were some special ability changes .


While I presume the change to "charge" was based off how it effects new units , it really kinda hoses old units .

as such , i am making a house rule " enhanced charge" to cover the old units , and new house units as needed , so as to keep the change to charge for future units that need it .


as such i am adding

ENHANCED CHARGE
A unit with this ability can move one extra square at the end of its movement. This extra square can only be used to move into a square adjacent to an enemy unit. After this extra movement, the unit must attack with all of its weapons that have range 1, and nothing else. These attacks are allowed even if the unit moved twice this round. The
extra square added by Charge may be a diagonal move. A hero with this ability shares it with any squad he joins.


Using Charge takes all of a unit’s activation and uses all of its actions for the round. In fact the unit performs MOVE+MOVE+ 1 free square + attack with range 1 weapons. The second MOVE is not required; it just helps the unit charge further (the unit could in fact do MOVE + 1 free square + attack with range 1 weapons).

 
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  • Posted Wed Jul 27, 2011 11:30 am
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kris gorham
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albuquerque
New Mexico
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also , if you wanted to add in a single use "agile" it wouldnt change my above point suggestions .
 
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  • Posted Wed Jul 27, 2011 12:01 pm
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piotr kowalski


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Thnks Kris .
Actually i was thinking about
3x Stg 47 range 4 2/1 1/1 1/1 - 1/1 -

not heavy mg 48 , but i kinda like it. I still need to order perry French Hussars for conversion so its open.
(right now iam using Space Marines on Empire horses with chainswords )
If i would go MG way i would move Sabres range to C.

i missed ENHANCED CHARGE on your blog , i will try to print it on redo cards.

Iam really not into infantry 1 cannon fodder . For scenario purposes i use them as civilians and non combatants. I though about adding well know Nazi tactic of using civilians to protect walkers - but its not really working in LOS rules
and bloodcross represents good old school wehrmacht deep in knightly prussian tradition.

For me infantry type shows also experience and training. and in fluff there is no space for green troops really.Its all special forces operation.

Also Warlord games does WW2 polish lancers (work as late war polish home army partisans) that i will do next.
 
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  • Posted Wed Jul 27, 2011 10:40 pm
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piotr kowalski


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btw ihave some more units that i posted on FFg forum that i would love to here your opinion about.
first
I love Kroot minis - size is ok for Dust so

Fluff brief:

based on wiki

Unit 831 - is BLUTKREUZ KORP japan sister organiztion

controled by GREEN DRAGON SOCIETY http://wikibin.org/articles/unit-831.html





KAPPA are mutated units based on Combat Ape research, design to survive underwater and serv as first line of desant assault.

Armed with gigant one-shot rifles( far to big for human soldiers ) and razor sharp, ridiculously long bayonets ,backed by amazing strenght of Kappa

Extra Rules

Unit 831-cannot be join by normal Heroes

amphibian- can cross any tiles defined as water or deep water and treats them as HARD COVER


Life should be 5 comments?

 
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  • Posted Wed Jul 27, 2011 11:29 pm
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piotr kowalski


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I have werewolfs from Rackham that i would love to use and i was thinking -

werewolf serum - cost 2 -any unit infantry 2 can equip it - takes 1 Action to use

condition to use - unit suffer causalities-

on success unit uses special serum that transform them in biological damage resistant fighting machines WEREWOLF's.



replace all soldiers with Werewolf models (include causalities from this round attack so final number is 3 or less )

-bloodthirsty - unit must move into direction of closest enemy unit (in case of two units same distance opponents decide) and try to engage in close combat.

cannot use cover



cannot use reactive action

cannot be healed
cannot be resurected ( werewolfs and unit that used serum)



-Heroic Attack - unit is destroyed after Heroic Attack is finished (at end of activation) and ( Werewolf serum kills user after time )
 
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  • Posted Wed Jul 27, 2011 11:43 pm
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kris gorham
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Poyet wrote:
Thnks Kris .
Actually i was thinking about
3x Stg 47 range 4 2/1 1/1 1/1 - 1/1 -

not heavy mg 48 , but i kinda like it. I still need to order perry French Hussars for conversion so its open.
(right now iam using Space Marines on Empire horses with chainswords )
If i would go MG way i would move Sabres range to C.



ok , if you are using those reduced stats for an stg 47 , then i woud drop the cost for the 6 wound version with charge and heroic attack WITH COVER rolls to 1 point .
 
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  • Posted Wed Jul 27, 2011 11:47 pm
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kris gorham
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albuquerque
New Mexico
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Poyet wrote:
btw ihave some more units that i posted on FFg forum that i would love to here your opinion about.
first
I love Kroot minis - size is ok for Dust so

Fluff brief:

based on wiki

Unit 831 - is BLUTKREUZ KORP japan sister organiztion

controled by GREEN DRAGON SOCIETY http://wikibin.org/articles/unit-831.html





KAPPA are mutated units based on Combat Ape research, design to survive underwater and serv as first line of desant assault.

Armed with gigant one-shot rifles( far to big for human soldiers ) and razor sharp, ridiculously long bayonets ,backed by amazing strenght of Kappa

Extra Rules

Unit 831-cannot be join by normal Heroes

amphibian- can cross any tiles defined as water or deep water and treats them as HARD COVER


Life should be 5 comments?



great idea for a squad , i have been looking at doing a ape tech MOD for a scenario set i am working on that i call "the farm" . i'm going in a different direction with mine , based on european terrain and horror needs

if the rifles are 37mm anti tank weapons , they should be alot more powerful , and shoot farther .

for the rifles , i would use the stats for 40mm armor penetrating rounds from my stats blog post , and give them range 6 .

and for a 5 man squad i would point them at 3 for the squad .

while a 5 man squad of tank riffle wielding troops may sound cheap at 3 points . they are only armor 2 , so still very killable , which counters the tank rifles .

while 5 40mm at rifles would make the squad better than recon at anti infantry , the reload ability evens that out nicely .
 
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  • Posted Thu Jul 28, 2011 12:02 am
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kris gorham
United States
albuquerque
New Mexico
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I wasn't born ! I sprang from the forhead of God , as he contemplated a particularly vile joke !
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I wasn't born , I was hatched in the deepest darkest part of the ocean , and raised by sharks !
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Poyet wrote:

I have werewolfs from Rackham that i would love to use and i was thinking -

werewolf serum - cost 2 -any unit infantry 2 can equip it - takes 1 Action to use

condition to use - unit suffer causalities-

on success unit uses special serum that transform them in biological damage resistant fighting machines WEREWOLF's.



replace all soldiers with Werewolf models (include causalities from this round attack so final number is 3 or less )

-bloodthirsty - unit must move into direction of closest enemy unit (in case of two units same distance opponents decide) and try to engage in close combat.

cannot use cover



cannot use reactive action

cannot be healed
cannot be resurected ( werewolfs and unit that used serum)



-Heroic Attack - unit is destroyed after Heroic Attack is finished (at end of activation) and ( Werewolf serum kills user after time )





i wouldnt have it cost anything , because you lose alot of weapon attacks and any other special abilities the squad had in order to use it .

i pressume the 10 points on the card is for victory points conditions ? if so , then i would drop that to 5 points . otherwise losing one squad of these guys could spell automatic losss for the user , since they are worth so much , and would limit its use on the battle field , which would be a good limiting factor , so that other players dont just go nuts and over load the battle field with werewolves .

great card idea .

 
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  • Edited Thu Jul 28, 2011 12:26 am
  • Posted Thu Jul 28, 2011 12:20 am
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