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Dust Warfare Honey Light Walker Image 1
Army of Allied forces in the woods
Dust Warfare Honey Light Walker Image 2
Dust Warfare Honey Light Walker Image 4
The 2nd Siege of Stalingrad

Dust Warfare: Core Rulebook (2012)

Players
2–4
Best: 2
Playing time
120–120 min
Age
14+
7.51
Average rating
148
Ratings
3.39/5
Weight
#9287
BGG rank
Outside top 5,000
Designer:Andy Chambers, Mack Martin
Artist:Paolo Parente, Alessia Zambonin, Davide Fabbri, Karl Kopinski, Mike Nash, Mathieu Harlaut, Matthias Haddad
Publisher:Fantasy Flight Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 7, Interaction 5, Complexity 6.8, Theme 6
Strategy5.0
Luck7.0
Interaction5.0
Complexity6.8
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

Science FictionMiniaturesWorld War IIBookAction PointsVariable Player PowersDice Rolling

Overview

Game description from the publisher:

The year is 1947, and World War II still rages, fueled by the discovery of alien technology. The world's superpowers have developed unprecedented weaponry, including lasers, phaser cannons, and massive combat walkers. These war machines stride across the battlefield, protected by their heavy armor, and devastate enemy troops with their fearsome cannons.

In Dust Warfare, players assume the roles of generals, each commanding a custom-built army of squads, walkers, and heroes. Draw upon Axis might or Allied versatility as you wage ferocious battles for control of the rare ore, VK, needed to fuel the most powerful of the superpowers' weapons.

The Dust Warfare rulebook introduces unprecedented player engagement. Players first get drawn into the action during the Command Phase, where you have to choose how to spend command points during an escalating battle. You might spend command points early and often to advance and sustain an early lead, or you might save them up for dramatic late-game effects that may decisively turn the tide of battle. The Command Phase presents players with the chance to exert their influence and command style upon the field of battle in an engaging new way.

Players have the chance to activate all their forces during the Unit Phase, and reaction mechanisms keep you fully engaged throughout your opponent's turns. As enemy units close in on yours or begin to open fire, you can choose to spend actions from your next turn to react. Keen commanders will make good use of their reaction options. They will also learn how best to feint and bait their opponents to react, draining them of available actions.

Designed by renowned miniatures guru Andy Chambers, the Dust Warfare: Core Rulebook integrates dynamic and engaging new game design with the stunning models from Dust Tactics. Dust Warfare players build armies from the exact same set of miniatures as Dust Tactics. As both games go forward, they will continue to draw from the same wealth of fantastically detailed miniatures.

Integrates with:

Dust Tactics Dust Tactics: Revised Core Set

Expansions

Dust Warfare: Campaign Book "Zverograd"
Dust Warfare: Campaign Book Hades
Dust Tactics: SSU BR-47 Self-Propelled Weapon Platform – "Red Rain / Red Fury"
Dust Tactics: Axis Ubertoten Suicide Squad – "Heilige Tod"
Dust Tactics: Allies P-48 Pelican – "Bellowing Bertie / Diving Dotty"
Dust Warfare: Campaign Book Icarus
Dust Warfare: Campaign Book Achilles
Dust Tactics: Dust-48 "Mickey ARV"
Dust Tactics: "Snow Lynx"
Dust Warfare: Operation Babylon
Dust Tactics: SSU Spetsnaz Battlegroup
Dust Tactics: Axis NDAK Kampfgruppe
Dust Tactics: Allied USMC Taskforce
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