Me: Bro, tuloy warfare natin sa sabado? (Bro,
are we cool this Saturday?)
Dax: Yup. Sa umaga tayo.(Yup. In the
morning.)
Those were
our exchange of text messages, scheduling our long overdue Dust Warfare game. Due
to some errands and other obligations (yep,
our hobby remains a hobby to us), I arrived at the shop a few minutes over
lunch time.
For some
weird reason, we only have a handful of gamers that day. They were occupied
with Kemmet when I got there. As soon as I’m done with the greetings and handshakes,
Dax and I went ahead to setup our table.
For this
game, we’ve agreed to bring a 200-point worth of firepower. Now if you’ve been
following my reports/blogs, both Dax and yours truly are commanders of the
Allied forces.
Date of Battle: July 27, 2013
Location: Neutral Grounds, Glorietta, Makati
Game: Dust Warfare
ARMY LISTS:
My Army
Assault Platoon
Platoon Upgrade: Air Drop - 5
Command Section: Johnny One-eye - 17
1st Section: BBQ Squad - 21
Support: Fireball – 85
Combat Platoon
Platoon Upgrade: Additional Resources – 10
Command Section: The Boss – 25
1st Section: The Gunners + Upgrade to M9 Bazooka – 20
CS Support: 13 Foxtrot – 8
Support: 13 Foxtrot – 8
TOTAL: 199 AP
Having no prep time due to the previously mentioned activities, I just
brought what’s already in my gaming bag, hence, the Fireball. As a matter of
fact, I had to substitute my The Boss with Bazooka Joe and a couple of sniper
teams because I forgot to bring them! Being a good sport that he is, Dax
allowed me to do so.
Dax’s Army
Combat Platoon
Platoon Upgrade: Additional Resources – 10
Platoon Upgrade: Additional Resources – 10
Command Section: The Boss – 25
1st Section: The Gunners – 17
2nd Section: The Hammers - 28
Support: Wildfire – 20
Hero: Rhino – 22
Assault Platoon
Platoon Upgrade: Additional Resources – 10
Command Section: Hell Boys – 25
1st Section: BBQ Squad – 21
Support: Wildfire – 20
TOTAL: 198 AP
GAME SETUP:
We agreed to follow and use the scenario provided in the latest
tournament rules found in FFG’s Dust Warfare site. For reference, here’s a copy
of the table for the scenario:
Scenario Points | Objectives | Deployment | Conditions |
0 | VK Recovery | The Long March | Snow |
1 | Attrition | Double Envelopment | None |
2 | Symbolic Victory | Advancing Lines | Combat Fatigue |
3 | Key Positions | Contested Drop Zone | Cold Snap |
I won the roll and decided to spend my first Scenario Point on Objective.
Dax followed it up with a point spent on Condition. I wanted to force the
advantage from my Fireball so I spent another point on Objective. Dax realized this
and countered it with his last point spent on Objective.
OBJECTIVE: Key Positions
Basically, we wrote down 2 terrain pieces as our objectives. Each list
will be revealed by the end of the game and for each of your objective terrain
you control, you gain 1 Superiority Point.
DEPLOYMENT: The Long March
No special shenanigans here. I just chose a short edge and deploy
within 16” from that edge. Dax would deploy within 16” of the opposite side.
CONDITIONS: None
After generating our scenario for the game, it’s time to set the
terrains on the table. With the Objective being specific to taking control of
terrains, this is going to be crucial. I didn’t hesitate on placing my
objective near my deployment area.
My
general strategy is to wear down the opposition’s forces with my Fire for
Effect. With 3 radio-capable units and Additional Resources, you can’t negate that
kind of threat. Once I have a unit or 2 Suppressed, I’ll Air Drop my Fireball
nearby and burn it with Johnny’s embarked BBQ Squad.
In addition to the above generated scenario, we agreed to time our game
to one hour.
My objectives are the
3-storey ruin on the upper left hand side and the temple in the middle.
GAME SUMMARY
TURN 1,
COMMAND PHASE:
I went first
for the First Turn. Seeing no targets yet, I just passed on the Command Phase
to Dax. Dax just did the same.
TURN 1, UNIT
PHASE:
I advanced
my The Boss to safety inside the nearby building. My 2 Observer squads Marched
Move to take early control of my objectives while my Gunners followed as
support, getting behind the temple.
Fireball
still up in the air waiting for permission to deploy.
Dax wasted
no time. He issued a forward assault to all his troops, leaving no units behind
his deployment zone. The 2 Wildfires led the charge with their Fast ability.
TURN 2,
COMMAND PHASE:
As
with my previous games, I rarely win Initiatives. Dax issued some Long Tom and
Smoke Screen commands,
both kicking in thanks to double Additional Resources. This in turn took out 1
of my Observers stationed in the ruins.
I retaliated
with my own Fire for Effect, causing damage on Rhino and Suppressing his
Jumping Hammers.
TURN 2, UNIT
PHASE:
Dax continued
storming my forces. A couple of shots took down my remaining radio man in the
ruins while my Gunners in standby suffered a casualty too.
My surviving
observers and Gunners returned fire, causing more damage to Rhino.
TURN 3,
COMMAND PHASE:
I’m still going second despite the fact that I’m rolling less dice now due
to one of my Foxtrot teams biting the dust.
Dax failed his special Command actions, however. I rained artillery with
my own Long Tom on his units taking care some of the invading Gunners but
failing to dent the nearby Wildfire.
TURN 3, UNIT PHASE:
The combined
forces of Dax’s Gunners and Hammers proved too much for my remaining Foxtrot
duo.
I went
defensive to hold my ground and Reacted to every opportunity presented. One of
which was Dax’s Hell Boys advancing towards my The Boss’ safe house. They
downed 2 soldiers but suffered losing my mechanic once they commenced firing.
With the
huge disadvantage knocking at my door, I Air Dropped the Fireball without
further hesitation. Having it landing a few inches away from my objective, I’m
positioned to wipe out the enemy units in front.
TURN 4, COMMAND PHASE:
I’m still going second, Dax connected again with his Long Tom and Smoke
Screen, causing a wound on Johnny. This didn’t prevent me from calling another
Fire for Effect of my own, bringing down some of Dax’s BBQ Squads in the
process.
By this time, Dax called time as the 1 hour limit reached it’s end. We
decided to finish the current turn.
I used up all my remaining Orders by attacking and clearing out the
obstacles to my objectives.
TURN 4, UNIT PHASE:
Dax finished
off my remaining Foxtrot and The Boss. His Rhino managed to Rocket Punch 2
damage on the walker and caused its outer armor to erupt on fire.
My Fireball
was able to eliminate Rhino’s squad once and for all. Johnny and his BBQ boys took
control of the nearby temple for my objective while the surviving Gunners
Marched Move to take control of the ruins.
END GAME:
Dax’s second objective was
the tower-like terrain on the lower left hand side.
It turned
out Dax and I had the temple as our common objective. He was able to control
his second one though, which means we ended up both getting 2 Superiority
Points.
Final score,
it’s a tie!
AFTER THOUGHTS
Considering
that this is just our second time to play Warfare, we were a lot faster in
terms of executing the turn by turn orders. We still needed to consult the
rulebook from time to time but that’s their purpose anyway, right?
As for me,
obviously I really need to practice on my strategy and familiarize more on my
units. After pondering on the turnout of events, I should have Air Dropped the
Fireball earlier in the game to prevent the wave of attacks to my objective
takers.
Overall, it
was a fun experience! I’m looking forward to our planned events involving Dust
Warfare.
Next
Saturday, August 3rd, we will hold the very first Dust Tactics
tournament here in the Philippine Front, Post 52.
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