Wednesday, December 21, 2011

Review: Dust Tactics



So, long time... No see.  Today I'd like to quickly touch base with a review of a new game I've been playing a bit: Dust: Tactics.  Its unique in that its a board game that mimics a wargame reasonably well.  Its a neat combination and a welcome change of pace for me (especially after the myriad of skirmish games I've played this year).


Setting:

Dust is set in a alternative WWII setting.  Before you right it off as yet another "Weird World War" (WWW) setting, hear me out.  While yes, there is some of the usual WWW tropes (zombies, German animal experiments), they are far from the front-and-center role they play in AE:WWII or the Incursion settings.  At its heart, Dust is a pulp setting: its much more hopeful than the usual "War is hell", grimdark of most its competitors.  While its a far cry from a Saturday morning cartoon, there's a playfulness that permeates the setting that stands out as unique.

What its all about?

Dust is a hybrid wargame/board game set in pseudo-WWII produced by Fantasy Flight Games.  Instead of tanks, the respective powers use walkers powered by a "mysterious ore" called "Vx" (no, not the nerve agent - though they probably should have picked a different name). 

The game is sold as a $80 Core box, with multiple expansions ranging from $15 for new troops to $30 for game expansions (e.g. -rules for sea operations, command squads, etc) to $40 for very large tanks.  The figures provided tend to be single piece (for infantry) or multi-piece click-to-assemble (for vehicles).  The figures are pre-primed, allowing for easy detailing (but providing a consistent "team look" without any extra fuss).  All new models also come with a dry-erase-friendly card with all the figures rules, statistics, etc.  Very nice, FFG!

Mechanically, the game uses a D3 mechanic, wherein a "3" is a "hit" and a "1" or "2" is a miss.  Shooting consists of rolling a specified number of D3, applying the number of hits worth of damage, and removing enemy models/causing damage to vehicles.  All ranges and light-of-sight is determined by board squares, as would be expected for a board game.  Cover, skill checks, and all other tests are all determined by using the D3 mechanic, though sometimes a "miss" is a success.  All-in-all, the rules are intuitive and slick.

The Good:

G.I. Jo... err... I mean, Go 'Merica!

As noted above, there's a lot of good things going for Dust: Tactics.  The figures are nice enough, especially given their price point (average of about $3 per figure, which competes nicely with PP and GW's $5-8 per figure price point).  Mechanically, Dust is simple and tight: the rules and concise and don't require a lot of thought.  The the 4 boards provided in the Core Set offer a lot of replay value, especially with movable terrain.   The 10+ scenarios provided give some interesting replay value as well.

In terms of support, FFG has been doing quite well.  While not as aggressively supported as initially outlined (per FFG's original plan, Flyers would have been released by now), the company has had consistent monthly releases.  The impending release of Dust:Warfare should also draw some additional support to the line, as both games will use the same figures and statistic cards.

Lastly, the creator of Dust, Paolo Parente, runs his own Dust accessory site.  The site contains additional model kits (e.g. - unique or heavily modified mech kits), background books, etc.  While these items come at a premium, they're intended for "Super Fans".  Not essential by any means, but a nice option nonetheless.

The Bad:

"If you do good, Kommander, we'll give you a Gold Star.  Wait...."

There's not a whole bad to say about the base game.  There have been complaints about some "broken" model/units (Command Squads, notably), but I haven't purchased these models and can't verify this.  Moreover, I'm approaching Dust in very much a beer'n'pretzels manner - winning big isn't a strong driver for me to play.

I am mildly concerned about replay value; after all - there are only two "teams" released thus far.  FFG has done a commendable job support the release schedule and Dust: Warfare has a fair bit of hype behind it thus far.  Here's hoping this drives them to release the Sino-Soviet and "Alien" factions they mentioned at Gencon.

Summary:


Dust: Its Got Big Robots

Dust is a fun board game that would make a great gateway product for players unfamiliar with wargames that are hesitant to invest in modelling, painting, and learning a complex rule set. 

Case in point: I've been playing quite a bit with the someone I'm dating.  She loves the Dust! Specifically, she likes how much of a tactical boardgame it is and the speed of the game relative to something like Risk or Axis and Allies.  While I have no interest in trying to force wargaming on this poor girl (I'm not "that guy" and never wish to be), I'm glad we've found an activity we both enjoy beyond TV, going out, etc etc.

One last note: I'd be remiss if I didn't mention this game was what AT-43 was supposed to be.  In fact, AT-43 originally stood for "Alternative Timeline: '43".  If you notice some similarities between this product and AT-43, that's the connection.  Luckily, Paolo pulled his support from Rackham (and who can blame him?) prior to launching, leading to the appalling mess that was the bane of Rackham (RIP).

Check out Dust: Tactics Here!

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