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DUSTMonthly14 5-2016
DUSTMonthly14 5-2016
I have had to make a difficult choice in the last few days. It felt like I had to choose between my
children and decide who is my favourite of the the two. An impossible task for anybody I am sure
you will agree.
Let me explain. The previous two issues of the magazine have been well received by the Dust
community. This means that we really want to keep publishing at the quality we have now. To
do this it was decided to put a page limit on each issue. I’m sure you remember the 80 pages last
month and they were great but did mean we had to start with an empty folder for articles in this
new issue. To give everybody some breathing space I have put a limit of 48 pages per issue. This
meant I had to cut some articles so that we have content ready for next month. This way people
can start writting articles knowing they have plenty of time.
And that created my difficult choice, what articles do I leave out of the magazine and safe for next
month? Scott Robertson has an article in this issue and two more waiting (I don’t think the man
ever sleeps) and I decided to give Daniel Woodley time to get further ahead with his series on
army building (if you remember the “Tale of three gamers” articles in White Dwarf, you have an
idea what to expect).
This issue continues some of the article series that we started last month and we will be expanding
on these in future issues. I have also almost finished a complete index of every article ever pub-
lished in Dust Chronicles, Dust Chronicles Monthly and DUST Monthly. This will be available in
a few days as a PDF. It was going in this issue but I didn’t want to delay the release any further.
I hope you will enjoy reading this issue of DUST Monthly Magazine and everything that is good
about it is because of Brian, Joe, Scott, Joel, Marek and Bob.
If there is anything you don’t like, I’m the guy to blame.
Floris
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DUST MONTHLY- ISSUE 14
Names and artwork are © 2016 Dust Ltd. All Rights Reserved.
Dust Tactics, Dust Tactics: Battlefield & Dust Warfare and their logos are trademarks of Dust Ltd.
Images and trademarks used with permission.
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DUST MONTHLY - ISSUE 14
CONTACT@DUST-MONTHLY.COM
We are always looking for battle reports for Dust Tactics, Battlefield or Warfare, painting and
modeling articles, unit reviews and event reports. Really, we are looking for anything Dust related.
If you have ideas for submissions submit them. We’ll find a way to make ‘em fit.
Please submit your content at least 10 days prior to the date of publishing. The next issue will be
for May and so content needs to be submitted by the 20th of April 2016.
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THE MONTH THAT WAS:
Organizing a big international tournament always carries a slight problem dilemma – is the place
well placed for everyone to have an easy travel? What is the state of the economy, how much ac-
commodation will cost? After the great success of last year Central Europe Champs Poland has
been granted the organization of 2016 Dust European Championship! And I can assure you – it
will be the one of the best gaming trip in your life.
WHY POLAND?
-We have very dedicated Dust Tactics community. We may not be the biggest one in Europe (but
we will grow for sure, after recent crowdfunding campaign) but our tournaments are always full
of great battles and even better prizes.
-Poland is located in a convenient location so trip for players from both eastern and western EU
are convenient and cheap.
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-Proven ground of international tournaments. Ask anyone who made it here last year for the Cen-
-Cheap as hell! For players from other countries Poland is quite a cheap country, especially with
last months drop of zloty value (local currency). Beer in a shop costs around 1 euro, in a bar 2-2,5
euro. An acceptable hostel night should cost no more than 25 euros.
-Great cultural and historical heritage to see! Warsaw has one of the best museums in the country,
both World War II museum and Warsaw Uprising museum are places you need to see.
-Beautiful girls ! June is usually quite hot in Poland, and well.. We all love the gals Paolo is show-
ing so treat that idea as a bonus to the trip ;)
Apart from the obvious tournament there is a lot of additional activities planned for the weekend:
-New Dust 1947 rules presentation by Olivier Zamfirescu
-Small point tournament for new players
-Painting Competition
-Special 4-player battles for the underground Vrill temple (2-part scenario)
-Evening integration in local bars ;)
-Open battles in both grid and gridless format.
Also don’t forget the great prizes and freebies planned for each of participants !
Be sure to reserve the date, book plane tickets and meet us on 4th and 5th of June 2016 in Warsaw!
This short review aims to give you an idea of an RPG in the Dust universe is for you. I am going
to review the book by breaking it down into the somewhat arbitrary categories of Presentation,
Rules, and Adventure.
PRESENTATION:
The book is circa 200 pages, hardback, and full color through-
out. The quality of the artwork overall is very good, although
there are not a lot of Paolo works, but rather mostly sketches
from other artists. There are also a number of shots of pre-
mium Dust miniatures. The style is generally a bit blurred,
implying action. I enjoyed the aesthetics, and the quality of
the book is very high. The paper is thick and glossy. The
book should last a long time and is a pleasure to look at.
RULES:
The rules are not too complicated, although they could have
been explained better. Every action requires you to roll the
Dust dice and get at least one success. More difficult actions require more successes. Characters
have four statistics Mobility, Physique, Mind and Presence, rated 1-5. Your number in these stats
equals the number of dice you roll for a test. Characters also have skills in various subjects such
as weapons, science, piloting, etc. These add dice to the dice pool for the relevant action. For
example, Bazooka Joe has a Physique of 2, and wants to lift an Axis gorilla-thrown large rock off
of a wounded comrade. The GM determines it is an easy, 1-success test. Joe rolls two dice, and
scores two hits! This means he got an additional success. The GM decides Joe easily lifts the
boulder off his comrade, saving him from a more permanent injury. Combat is handled similarly,
but with opposed rolls. Damage can be physical, mental, or non-lethal. Damage is generated
based on the weapon and with bonus successes adding points of damage. The rules also take into
account armor, as well as Damage Resilience and other skills.
PCs also gain Action points for doing interesting things. Action points can be spent to modify die
rolls or even affect the plot. Spending action points generates experience, which can be used to
improve skills. In short, players advance by actually doing things in the game that advance the
narrative and gain skills by their overall experience. There is no getting XP and levelling up just
for killing grenadiers!
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There are rules for many quick-start PCs, numerous
Overall, I rate the rules 3 out of 5 due to relative simplicity and some lack of clarity.
ADVENTURE:
So, how does the Dust RPG do in terms of creating and facilitating exciting adventures in the
Dust world? Extremely well! First, the book covers the events of the Dust world in a fairly com-
prehensive manner. All the major developments of the world, such as the discovery of VK and
the Vrill, the evolution of the Axis from the Nazis, the creation of the SSU, etc. are covered. An
extensive timeline and beautiful map are provided. In addition, the book is chock-full of good
information of the dramatis personae, major players, secret societies, and hot spots of the Dust
world. Although much of this info is known to Dust devotees, it is all presented in one place for
the first time, and there are definitely nuggets of new information scattered throughout the book.
The book contains an enormous amount of background material and adventure seeds for an aspir-
ing Dust GM.
For those curious about character creation,
players can choose starting “Packages”,
“Branches of Service” and “Specialist
Package” to make a huge variety of char-
acters. Axis scientist? Sure. SSU Steel
Guard veteran? No problem? Allied ar-
cheologist/adventurer? Of course. The
possibilities are really endless.
BOTTOM LINE:
Modiphius’ Dust Adventures has a ton of potential and offers great value. There are a few flaws
in presentation here, but nothing insurmountable. For devotes of Dust or for those just starting,
the Dust Adventures Core Rulebook is a great buy. It is also compatible with “Achtung: Cthulhu
Secrets of the Dust” and the “Dust: Operation Apocalypse” Adventure campaign. I hope to review
them both next time!
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DUST MONTHLY - ISSUE 14
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DUST SPECIAL GUEST - PART: 3
DUST MONTHLY - ISSUE 14
INTERVIEW BY: JOE MCLAUGHLIN
This issue we talk to Marek Laskowski
INTRODUCTION
This month, I reached out to Marek Laskowski from Poland. Marek is a very active member of
the Dust community and has been hosting many demos of Dust Tactics in Poland over the past few
years. He recently held a crowdfunding event to get Dust Tactics rules and material translated into
the Polish language, to help bolster interest in the game in his home country.
Marek’s enthusiasm for the game and his desire to share the game with others is quite contagious.
Just in speaking with him (via email) for a few days had me enthusiastic to put together another
demo with some of the great ideas he shared with me.
Q1. How did you get introduced to dust tactics and how long have you been playing the game?
I started playing in 2011, and it’s a funny story! During my first demo game, the guy showing it
to me (leader of a YouTube channel we review board games with now, one of biggest in Poland)
claimed that you can only shoot units in a 90 degree angle. The whole ruling seemed strange
and hard to understand. Luckily the walkers attracted me up so much I read the rules myself and
decided to get the old big coffin box. That was not an easy thing at the time! The RCS was storm-
ing the shops and the big box was impossible to find. Not thinking very straight I found a list of
ALL board game shops in Poland and started phoning them. After 8 or 10 calls I contacted a big
shop that surprised me “yeah we have a big box, let me check it”. Fingers crossed I hoped it’s not
Twilight Imperium again... Then the guy said: “Yeah, it’s Dust Tactics all right, it even has some
kind of PREMUM sticker on it!” I froze.. the big box was hell of expensive that time for a poor
student, left alone a PREMIUM ... But who dares wins .. The guy checked price in his warehouse
PC and guess what? It said $170! That was the quickest payment I ever made I suppose, and one
of better deals of my life :) The shop seems to have problems with their computer system as few
months later. Me and Martin bought Allied and Axis heavy walkers half price off.
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Q2. Which game type do you prefer? Tactics, battlefield, or warfare? and why?
Q3. What is the dust community and popularity like in Poland? What challenges do you face
getting products? Getting game space? Finding opponents? Finding a gaming group and com-
munity?
Dust was pretty much dead in Poland after FFG and Dust Studios parted ways. And even in better
times, units came to our market months after official releases. We had a stable group of gamers,
but nothing big. In the last few years dust was mostly guys playing at home. We also had a dedi-
cated Warsaw team that participated in international events and helped me run the last year Central
European Dust Championship.
Thanks to our dedication and hard work this year’s European Championship will be held in Poland
just 1 month from now. And thanks to the hard work in the last few months Dust is coming back to
Poland, we have local groups forming and shops picking up interest into the game. We have a new
online forum, a new shop will also serve as online gamers hub for tournament info and additional
wikia-like encyclopedia of Dust in Polish.
Q4. You mentioned your crowdfunding event. Can you tell me more about that?
As I was given the opportunity to make a polish version of Dust Tactics starter I decided to go for
a crowdfunding event. This method allowed for easier advertisement and a bit lowering of prices
to the new players. Starter sets can be a bit expensive here in Poland where people are used to 2
army packs. But frankly we succeeded thanks to tons of hard work!
During 47 days of hard work the action accumulated 190% of planned amount, exactly 15,253
PLN (which is a bit more than $4,000). It took countless hours of internet advertising, video ma-
king, article writing and most importantly demoing the game during countless trips to different
parts of the country. Backers receive starter sets and some bonus stuff unlocked from stretch goals
like additional dices or a new scenario for their starter set battles.
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The crowdfunding action had 2 goals. The primary goal was to raise enough money for translation
DUST MONTHLY - ISSUE 14
and production of Polish edition of Starter Sets. Each participant supported us by pre-ordering a
polish set (or a bonus accessory like Dog Tag or miniature transport box).
The secondary objective was bringing back interest into Dust world and miniatures in Poland.
Ma-king them known, showing customers that the system is alive and kicking. The success also
means that there will be a special site Warfactory.pl that will allow customers to buy products in
Poland, and will become a hub of all polish dust subjects - Wikipedia,blog, forum, tournament
info and organization etc.
I hope with this crowdfunding action we can both grow the dust community in Poland and help the
game expand by supporting Paolo and his crew. It’s all about Dust one way or another.
Q5. What got you into doing so many demos? Why do you enjoy doing them?
A Demo is the best way of promoting the game and showing the customer what he gets for his
money. You can make videos, photos but only live experience gives you certainty that the guy
will be back for more. Especially with starter sets where you really need to see the miniatures and
touch new mats to understand how high quality it is.
When your every weekend changes into a demo event it’s hard to call them enjoyable. However,
there are certain moments. Frankly I will have a short break now as the crowdfunding stuff gets
here, but I have another demo event planned for April and another one in May at a big board game
convention. It’s the best way of getting to new players.
Q6. What armies do you play? What are your favorite units and game types?
Lately, I play mostly allied with on lots of marines infantry. Marine spam is my favorite tactic
since Leathernecks and Choppers showed on my game board. But I collect both Allies and Axis,
owning all miniatures released so far. But lately my grip on Axis is loosening as everyone want to
play them. I’ll probably focus on Allies only and some Blutekreuz task force for now. Looking
forward to when the Japanese forces arriving.
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Q7. Do you have a favorite army list you would like to share?
Q8. How do you think the impending release of the new rules and cards will effect your crowd-
funding event, demos and dust in general in Poland?
So far we focused on showing players the starter set and the great world and ideas standing be-
hind the world of Dust. The name change occurred during the campaign and I haven’t decided to
change all the graphics and articles we produced as it would take too much time and confused peo-
ple. We will be introducing Dust 1947 step by step when we have the new rule books and cards.
I think the change will be a good thing. A little balance and new rules will help it grow.
Thanks to Marek Laskowski for taking the time to answer our questions. Check back next issue
when we have another Special Guest and log onto the DUST Monthly Forum to submit sugges-
tions for both Special Guests and questions.
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DUSTIFIED WWII VEHICLES
DUST MONTHLY - ISSUE 14
ARTICLE BY: SCOTT ROBERTSON
Building and converting a Dustified Axis 88mm gun
Anyone who has a passing interest in Axis weapons of WWII has surely seen pictures of the Ger-
man 88mm Anti aircraft gun in action in the Western Desert against Allied armour. I felt that this
iconic gun deserved a place in the Dust universe and especially upon my tabletop. I didn’t want
to change the look too much but the gun had to be Dustified in a way that suggests it belongs in
Paolo’s universe.
The 88mm is a readily available kit from Tamiya or Italeri, they are actually the same kit but the
Tamiya one has a handy selection of figures and terrain pieces that can be used for the tabletop. I
also used the 128mm barrel from a Tamiya Jagdtiger kit but these are also available in metal on-
line for only a few dollars. The Jagdtiger is on the modelling table awaiting a heavy laser anyway
and won’t miss the gun. The magazine section from an 88mm gun on a Ludwig walker model is
also needed. This is a very simple conversion that only requires a modicum of modelling skill but
always be aware that some green-stuff and a paint job will cover many of your mistakes so don’t
be afraid of having a go. You will also need 5 crew members for the gun and they are simple con-
versions of readily available Dust figures.
ASSEMBLY
Assemble the trail legs and barrel of the kit as per the instructions however there are a couple of
simple modifications that are required.. Firstly cut away the magazine and firing block of the Lud-
wig 88mm gun (the section in black below). Be aware that the magazine may require shaving back
so that the gun can be raised to engage Aircraft targets as well (you can see how much has been
removed as the two black sections of the Ludwig gun has been joined together with greenstuff).
Once the magazine has been assembled and the green stuff has set judge how much of the Tamiya
88 gun block needs to be cut off the model to allow the magazine to be fitted on the gun (see the
photo below and how the magazine and firing block are fitted onto the original model with green-
stuff used to make the connection). I then cut the 88mm barrel of the kit near the join and glued on
the 128mm barrel (cream barrel on the model shows where this was done). I placed a small gun
shield above the magazine and gun block (in black) and your gun is complete.
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The next step is the creation of your 5 gun crew. I used the legs from leftover SSU figures which
See my placement of crew, ammo boxes and equipment on the large AT43 base above. Now paint
your model and crew however you like but they look great as part of a Babylon or Kondor Axis
force.
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COMMUNITY BUILDING - PART: 1
DUST MONTHLY - ISSUE 14
ARTICLE BY: JOE MCLAUGHLIN
A Look At Conducting Dust Demos
INTRODUCTION
Last year, I saw that there was a gaming convention here in Sacramento called Conquest. One
of our local group had attended and noted that nobody was playing Dust at the convention. He
brought up this observation after day one of the event and suggested that perhaps we could go out
for day two to play a few games. However, it was short notice and all of us had other plans for
the weekend. However, I made a mental note that we would try to do something for 2016. As
this year’s event approached, I discussed the event with many of the members of our local gaming
group. We decided that doing a Dust demo would help grow awareness and interest in the game.
I’d never done a demo before so I started doing research into how to conduct a demo. I took input
from many sources and our local group all pulled together to create a successful demo and a very
fun day for everyone involved.
Our Demo in Sacramento consisting of a large gaming table with a secondary table setup with
models and handouts.
In this article, I’d like to discuss demo games, how to setup for them, how to run them, and pitfalls
to look out for. While researching this project I interviewed several individuals who have been
running demos for some time. Robert Cuthbert, from the Dust Knights, provided some great in-
put. Marek Laskowiski and I shared many emails about the great Demos and work he’s doing in
Poland to promote the game. Lastly, there is our own crew of James Goldstein, Patrick Doty and
Michael Cafaratti who all gave input into the planning of our demo and making it go off so well.
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WHAT IS A DEMO?
I asked Marek Laskowski about doing demos. His response was that “Demo is the best way to pro-
mote the game and showing the customer what he gets for his money. You can make videos and
photos but only live experience gives you certainly that the guy will be back for more. Especially
with starter sets where you really need to see the miniatures and touch new mats to understand
how high quality is. “I think this is a very valid point. It’s one thing to see a game on a website or
in a magazine, but it’s another to actually see and hold the models and experience a game.”
However, having product in the stores and having players consume those products will mean that
your local game store will stay in business. If your local game store is also providing you with
gaming tables and terrain and a common place to game on a regular basis, then this is a big win.
Third, the new players and more local game stores selling product will help ensure that the game
you enjoy will continue to grow and live on. More players and more sales equates to more re-
leases, newer models and improved rules.
But the most important reason for hosting a demo is just to share your enjoyment of the game with
others.
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I spoke to Gregorie Boisbelaud from Dust Studios about Demos. He said that if you conduct Dust
DUST MONTHLY - ISSUE 14
Demos, then “You’re part of a rare and precious breed : the people who want to have more people
to play with. The true unsung heroes who are willing to sacrifice their rare free time to convert
newbies to the true joy of gaming. The real fans of DUST who enjoy putting a smile on others
when they discover a beautiful, interesting and fun game.”
TYPES OF DEMOS
I’ve found that there are two types of demos. The first type of demo is where a table is setup and a
group of experienced players plays a game of dust while they (or someone else) explains the rules
and games to bystanders. This is the type of demo that we performed recently in Sacramento.
The second type of demo is where tables are setup with small boards and small armies. Bystand-
ers are encouraged to sit down and play the game against other bystanders, while the person con-
ducting the demo explains the rules and walks them through a game.
The first type of demo is the easiest and more fun for the people hosting the demo. All you do is
play a game and explain the rules to any bystanders. This type of demo is also good if you are
unsure of how much turn out you will have for your demo. If you hold a demo and you have little
turnout, it still allows you to get a good game in with your buddy.
The second type of demo is more difficult. You
will have to setup one or more tables and have
models available for people to use. Many people
don’t feel comfortable with strangers slamming
their models around the table or moving around
their hand crafted terrain. As the host of the demo,
you will not be playing yourself, but will be en-
couraging people to sit and play a game while you
explain the rules to them.
“Our demos revolve around a set team of dedicated and talented people who know the Dust uni-
verse and the gaming system; we always make sure the demos are done on good quality terrain
board with fully painted models, thus setting standards for events that people will find interesting
and a joy to participate in. Quality terrain should always be available and painted demo models
too so that the demo is attractive and makes people wish to participate”
Getting some of your buddies from your local gaming group involved will certainly help with the
demo. In Sacramento, our local gaming group started a Facebook chat session to discuss how we
would run the demo. On the day of the event, each person knew what they needed to bring and
our event went very smoothly. There is no way I could have run that demo myself.
You can also reach out to your local gaming store to see how they would help support a demo. Ask
if they can provide special table space, or make an announcement on their website or Facebook
page about the upcoming demo. Ask if they could do a Dust merchandise sale on the same day as
the demo. Point out that a successful demo would ultimately benefit the local gaming store.
If you are doing a demo at a convention, check to see what support they can provide for you. This
may include free admission to staff conducting the demo, better placement on the convention
floor, and advertisement on their website and promotional materials.
Finally, you can reach out to Dust Studios themselves for support. Dust Studios has been known
to provide starter kits to groups who are doing large numbers of demos and have proven them-
selves as people who can convert players. This makes sense. No company would provide free
product to just anyone who says that they are doing a demo.
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I wish, however, that Dust Studios provided some small demo package that could be provided
DUST MONTHLY - ISSUE 14
to local game groups. Something that might contain some posters, catalogs, stand ups, or other
promotional materials. Gregorie Boisbelaud has commented that something is in the works for
organised play so that might be of help for anybody running a demo.
Our local game group did invest some of its own time and money into promotional materials, but
spending money on posters and large displays was out of our budget.
Maerk mentioned to me “I think it’s pretty obvious that all the stuff needs to be painted and look
good. Also, you should have 3D terrain as it makes a much more WOW effect and will bring more
people to the table. Apart from units used you need to have some stuff on the table just for the
“looks interesting” effect. Put out there some SSU tanks, devastator, monkeys, zombies and steel
guard – you will grab both the SF weirdoes and the WW2 fantatics. “
I spoke with Gregoire Boisbelaud at Dust Studios who suggested the following:
“Be polite : In our industry it’s easy to forget it, but the success of a game always rests on a nice
first contact. Saying “Hello”, “Goodbye”, being careful in not using profanities or “white male
lingo” is always good and goes a long way for our hobby. You might do the demo to a 7-feet-tall
guy, but he’s just hiding the 4-feet-small girl that is listening to every bit of what you’re saying
while browsing through the products in the store, and probably her parents too. The game culture
is vaster than anyone can encompass and Dust is a game that pleases demographics that are way
more diverse than any other miniature game in the industry.”
“Be clean : Another obvious thing. Presentation is everything and body odors are not attractive in
a store already filled to the brim with them. Be a beacon of charm and nice scent.”
“Never ever badmouth the competition. Dust is not better than any other game. It’s the best game.
Period. If you compare to another game, you’re already the loser. If you feel the need to give your
experience about another game, keep in mind it will certainly not be the one of the person in front
of you, whatever they say. If you insult their choices, even the past ones, even the ones they regret,
you’re insulting the person and they will feel rejected and judged for that mistake. That doesn’t
forbid you from talking about other games, but keep it to a minimum and always respectful and
fair.”
“Only painted miniatures. They don’t need to be of competition level. They just need to not stay
unpainted. Yes, some people will choose to play their minis still only Primed. And they are totally
free to do it. But a demo will need to use painted and based minis to show them at their best. Don’t
fret about your level of painting, even the most mediocre painter adds value to his minis by show-
ing that he cares about them.”
For our presentation, we used a beautifully crafted village board that Patrick Doty had created.
The board itself was enough to draw crowds to our table. All models in game play were painted,
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either by the players or premium models. We also setup a table where we displayed dust models.
We originally planned to have a second table setup for people to play the game. However, the
conquest organization did not provide us the tables that they had promised. This brings up a good
lesson: communicate with the event organizers often and have a backup plan for when you are not
given the resources you requested. In our case, we just dropped plans for the second table.
To get people to engage, we put dust catalogs, rule books, and articles on the table with the models.
We had previously setup a website for our local organization at www.sacdust.com, where people
could find out information about our group and the game. We figured it was easier to remember
“sacdust” than trying to remember the Facebook group name. This website also directed people
to online articles, resources, and the dust studios website.
James Goldstein printed up a flyer that described the game and directed people to the sacdust web-
site. We printed out 50 of these and didn’t go home with any.
As our dust members playing a large scale game I spoke with bystanders about the rules and
features of the game. I also pontificated on many of the advantages of Dust over other gaming
systems. Id point narrate the game that was in play and I gave each bystander a flyer to take with
them containing our contact information.
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I had had a few conversations with other Dust
DUST MONTHLY - ISSUE 14
players prior to the event and we compiled a list
of talking points that I discussed to bystanders.
* That you could play dust warfare with the same models if you wanted more complex rules.
* That the alternating activations in the game gives more of a real time flow then traditional “you
go, I go” tabletop games.
* Point out the ability to “mod” existing dust studio models or third party models, such as Tamiya
kits. This will be a selling point to the fine scale model crowd. Point out that there are “unofficial”
cards available for many fan made modifications.
* Stress the price points of rules books and cards versus rules and codices from other games.
Stress the strong dust community.
* Stress the free content, like rules as PDF files, cards as PDF files, platoons as PDF files, and
other documents available on the Dust Studios website and other fan sites.
* Stress the “cold war turned hot” connection between the allies and SSU for cold war history
buffs. (Can you say “Red Dawn”)
* Stress the accessibility of the Dust Studios team, who frequently are participating in the facebook
sites to answer questions, support activities and spam us with tempting pictures of new models.
* Stress the ease to start and ease to expand for more rules. You can stick to starter set rules (very
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simple) or expand them with big rulebooks (reactivations, reactive fire, officers, etc)
* The game can be understood by a 10 year old. A game to play with your kids is an easy hook
up point.
* No need for additional terrain elements, it’s all in the starter box.
(Left to Right) Michael Carafatti, Patrick Doty, James Goldstein, and Joe McLaughlin
CONCLUSIONS
A demo can be a fun way to share your enjoyment of the game with other players and help intro-
duce them to the game, hopefully to convert them into new players. A demo can be a bit of work,
but can also be quite fun. The key to a good demo, and an enjoyable time for everyone, is a bit of
pre-planning and some support from your friends.
Gregoire Boiselaud, from Dust Studios summed up demos by saying “Have fun! You like this
game, just show it. Don’t worry about the quality of your demonstration, worry about the quality
of the time you spend. A demo might be a watered down version of the epic fights you play every
week at your favorite gamin club, people are tempted by it mainly because you’re having a blast!”
Our dust demo went off well, but had one small problem because the organization did not give us
the tables we had been promised. Despite this, good pre-planning and the help of the whole team
helped us pull off a demo that got a lot of attention and grew interest in the game. Additionally,
our group members had a great time getting together and playing some games against each other.
In the end we met with about 100 or more people. The crowds were drawn to our area by the
visualization of the displays, the large modeled table, the nice models and the semi-cosplay nature
of our attire. I’ve already been contacted by three people who have expressed interest in meeting
our group at our LGS (Great Escape Games) to try a game. We have volunteered to set them up
with some of our extra armies for a first games.
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FAN MADE UNITS - PART: 2
DUST MONTHLY - ISSUE 14
HOBBY PROJECT BY: JOEL HILLHOUSE
SdKfz 7 Half Track
This project started out with me just wanting an SdKfz 7 half track for purely sentimental reasons.
I’d had one when I was a kid playing with my Marx german army men. To this day, I can’t remem-
ber who made the toy or where I got it, but in the world of green plastic army men in the 70’s a true
“historical” type German vehicle was pretty rare. If you were able to find anything molded in grey,
it was an American tank or truck just molded in grey. That vehicle was one of my prize possessions
and it lead to a love of the vehicle ever since. Now I don’t claim to be a history scholar, so hopefully
our historical vehicle buffs out there will be forgiving of my quick description for the unfamiliar.
-The Sd.Kfz. 7 was half-track widely used by German forces throughout the Second World War.
This iconic vehicle was seen during the 1940 Paris victory parade and also shown in much of the
German wartime propaganda footage of the mechanized Blitzkrieg. It was produced in large num-
bers, used mainly as a prime mover for German artillery (including the famous 88), although there
were numerous flak mounted variants produced as well.
I’d come across a Bandai 1:48 scale kit on EBay that was actually fairly cheap for a kit that was
out of production and hard to find so of course I had to snap it up. The original plan for it was to
use it as a proxy for an Opel Maultier. I’d been using a Maultier in my force at times since I had re-
ceived a set of historical vehicle cards. Cheap at 4 points, they were easy to take out but fairly fast
and good for rushing some slower moving troops to the front, hopefully without getting blasted on
the way. With all the other stuff already in my building/painting queue it was put on the shelf until
I could get around to it. In the meanwhile I had also picked up an Italeri German 88 1:48 scale, in
a sale on PlasticLinc.com for a future project - I find myself starting to acquire a stack of kits again
after clearing my shelves of other stuff.
I’d seen Scott Robertson’s dustified 88 “Touch of Death” and had initially planned on making my
own version inspired by his great piece, but after looking at it sitting on the shelf (and once again
talking to Bob) started toying with the idea of possibly a laser or some other way of dustifying but
never went as far as to work anything out.
It was about time to get together a modeling entry for the Dust World Expo in February and I’d
decided on the Sd.Kfz7 for what I’d build. If I had time to do it, I’d build the 88, but I still wasn’t
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sure how I wanted to modify it. That was until I got up one Sunday morning I checked the Dust
Lo and behold! That made the decision for me, a laser it is!
The driver figure is a Dust Studios NDAK pilot body and head with arms from the driver that
came with the model. I was happy to find that the figures scaled that well. Gear and packs came
from various Verlinden and Tamiya 1:48 scale accessories, Bolt Action, and the Dust Studios Axis
weapons sprue. All of the gear was painted separately then glued into place after painting and
chipping the vehicle before final weathering with pigments.
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Water cans were frequently marked with a white cross to ease in identification.
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Marked as a vehicle from Battery B.
Kampfgruppe Wulfe
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BUILDING THE PAKLASER
For this I used the Italeri 1:48 scale German 88 kit and the single laser with its bracket from the
Dust Axis bunker model. I’d seen a few photos of crews firing their 88’s still mounted on the cais-
sons, so that was my plan; build it mounted with stabilizers that could be moved up and down for
firing position or towing. The Italeri kit is molded in grey plastic :-p and the fit of the parts was
good and they went together with ease. The caissons were assembled as per the instructions with
only one modification. Since I wanted to be able to hook up the Paklaser to the 7, I clipped off the
hook that came on the end of the towing arm, and replaced it with a hook made from an ornament
eyelet. I drilled into the end of the arm and inserted the hook. To disguise the joint, I wrapped a
small piece of foil from a wine bottle around the end and glued on a couple of bolts for details. The
outside tires of the dual wheel assemblies were left off for ease in painting.
Take the remaining portion and glue it to a piece of sheet styrene. When the glue is dry, cut it to
shape and sand it flush with the mount. The mount I built isn’t as low and sleek as the one in the
Dust studios photos, but I figure it’s an early model before the mount was reworked.
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I took a short piece of 8mm styrene tubing and glued it to the underside centered horizontally and
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in line with the springs and allowed the join to fully dry.
Check the fit of the tubing into the base,. You’ll probably have to do a little sanding to make them
fit together smoothly. You could get by with smaller tubing. I had to open up the hole in the chassis
a fair bit by sanding for the tubing to fit, but the 8mm tubing was what I had on hand, and I didn’t
want to buy a pack for a half inch of styrene tubing. Check the fit and sand as needed until it fits
together smoothly, but still a little snug.
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Once that was all done I removed the laser assembly from the chassis and popped the laser out of
the mount to prepare for painting and attaching the gunshield. The mount for the shield isn’t fancy
or even detailed since it’s out of the way and not easily seen as you can tell by the photo below.
They were made from a couple of scraps of strip and angle styrene glued to the notch on the shield
for the kit bracket. It was glued directly to the gun mount after the primer and base coats were
applied to all of the model assemblies
by carefully scraping away paint from
the places I wanted to glue. Touch-ups
were done on any stray scrapes with
the base color before camouflage was
painted.
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Pin washes were applied around details with VMC Sepia wash for the darkest shadows and vary-
DUST MONTHLY - ISSUE 14
ing applications of VMC Oiled Earth wash and VMC Europe Dust wash around everything else.
A liberal coat of Testors Matte was sprayed over everything when the washes were finished.
I finished it off with a light dusting of Mig Europe Dust and Dark Mud pigments on the undercar-
riage and lower parts of the models. It was at this point I realized the windshield of the halftrack
was just too clean, so the clean areas from the wiper blades on the front and the entire back were
masked and quick and light spray of matte to rough the surface followed by a light dust of pig-
ments did the trick. Finally it was done.
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The stats and points were obtained after talking to Olivier and pointing out that he must have
something in mind since the photos of the models had been posted. Luckily, he already had some
ideas for the models so he was a kind enough to share them with me.
So how do they play? The half track as just a transport is just what I’d expected after using the
Maultier and I’m happy with it. The laser I haven’t had the opportunity to play yet so there has
been no play testing on this one. I’d imagine it’s going to be a bit of a glass cannon - er...laser. I can
see it being very useful in a defensive role set up in a good position to get off a good shot or two
before hopefully moving to a 2nd firing
position for another shot before being
taken out. Since I’m more of a “fluffy”
list player at 12 pts for the combo, with
transport capability I think it’s a good
deal for the right use, plus it looks cool
alongside my other vehicles in Kampf-
gruppe Wulfe.
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DUST SPECIAL GUEST - PART: 4
DUST MONTHLY - ISSUE 14
INTERVIEW BY: JOE MCLAUGHLIN
Bob Sennick talks about his latest Online Painting Challenge
I met Bob Sennick online when I first started playing Dust. We did an online trade of some of my
excess Axis forces for some of his excess Allied units. I met Bob in person at the 2016 Dust World
expo where my army faced off against his Zombie army. Bob is a true gentleman player. During
our game, he pointed out some opportunities that I had missed to score tie breaking points.
Bob is a very active member of the Dust online community. He is an active player and a very ac-
complished model builder and painter.
Last month, Bob had an online painting challenge on facebook. The challenge drew a great deal
of attention and it was great to see all the participation and submissions. There were some truly
beautiful models submitted.
I had an opportunity to chant with Bob online about his model challenges.
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“In September of 2015, I was inspired to create a painting challenge on the Facebook fan page.
“After considering a few options, I decided to really push the Dust community to get an entire
100 point army painted in a single month. My goal was to get people excited about painting these
amazing miniatures we all love and to show people that with some focus and hard work you can
paint an entire force pretty quickly. I knew the challenge was going to be a real tough one to fin-
ish. In the end we had three people complete out of twelve who started. The challenge was more
about getting the army done than having the best painted entry, but we voted as a community for
the fan favorite and Sven Red won with his excellent SSU force.”
“For the next challenge I wanted to do something more accessible, but with similar goals. I chose
‘Walker’ as the category and shortened the window to two weeks. I was able to secure prize sup-
port from Dust Studios, gametimeminiatures.com, and even one of Withrow’s coveted custom
t-shirts. “
“We ended up with 17 completed entries at a very high level of quality. Some incredible pieces to
be seen in the gallery at www.facebook.com/media/set/?set=oa.10153615004858918&type=1 “
“Some confusion around the voting process and lots of voting from outside the community (from
both fake accounts and legitimate accounts) made for a frustrating event once all the models were
submitted. I wasn’t very explicit about the voting guidelines and in some ways the challenge
seemed to feel more about winning ‘best painter’ than what I had intended; community building
and generating excitement about painting Dust models. “
“To try and even the field, I reset the process and decided to have a straight poll on the models
that were trending as the most popular before the flood of outside votes. We ended up with a clear
top three from Umberto Bonomi’s winning Sturmprinz with rocket launchers, Sven Red’s Snow
Lynx-style Jagdluther, and Krzysztof Kaczurba’s heavily weathered Hermann. “
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“There was a ton of discussion around what happened in the voting process and after reviewing
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all the feedback, I think it is best to move to a jury for the following contest. I’ve avoided a jury
in the past because I wanted this to be more about fan favorites rather than ‘Best Painter of Plastic
Robots’, but it seems like the best solution for future challenges. I’ll be working with the other
jurors to make categories to commend other exciting aspects of the challenge other than just Best
Overall; think Best Newcomer, Best Conversion, and other categories to increase inclusion.”
I’m looking forward to Bob’s next painting competition. It takes a lot of time, energy and commit-
ment to organize something like this online painting competition, but it also helps raise excitement
in the community. I appreciate all that Bob has done to help forward the dust community.
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WE WILL SEE YOU NEXT ISSUE
ISSUE 15
AVAILABLE FROM
The 1st of June (-ish)
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