|Dust Warfare Designer Diary, Part One
Preview Dust Warfare with insights from designer Andy Chambers
|Dust Warfare | Published 14 September 2011|
Fantasy Flight Games continues to be excited by all that has happened for Dust Warfare since we announced it in July! Our demos at Gen Con Indy 2011 were buzzing all weekend long, and that buzz only grew when we announced the upcoming release of our Heavy Walkers for Dust Tactics and Dust Warfare.
Today, renowned miniatures guru and Dust Warfare designer Andy Chambers shares some of the design goals and philosophies that informed his initial approach to the game.
About Dust Warfare
In the year 1947, World War II still rages. Allied and Axis forces wage massive battles with weapons derived from alien technology in the alternate 1940s reality of Dust Warfare. Control heroes, squads, and fearsome combat walkers in this exciting tabletop miniatures game as you battle for the fate of the world. Dust Warfare integrates dynamic and engaging new game design with the stunning models from Dust Tactics.
Andy Chambers: Designer Diary, Part One.
I want to kick off this by saying that working on Dust Warfare has me in a state of tremendous excitement. World War II is the war for me, the one that first had me pushing Airfix models around on a blanket and crying when my guys got blown up. These days my obsession manifests itself through books, books, and more books, with the occasional PC game. But it’s as powerful as ever. I love how Paolo Parente has built on the imagery and background of World War II with pulp classics like zombies, rocket troops, and walking tanks. So I'd like to thank the fine folks at Fantasy Flight Games for giving me the opportunity to be involved with such a great game; it’s a great honor to be designing for Dust Warfare, and I sincerely hope to do it proud.
General Philosophy and Inspiration
For me, the best tabletop games are grand affairs with a lot of dynamic action. By that, I mean participants have reasons to send their armies into action, utilizing the terrain and thinking about how to use their maneuver as well as their firepower. One of the other big attractions of a tabletop game is that it can be scaleable for anything from a small skirmish up to a really big battle. Dust Tactics is fast and deadly. I wanted Dust Warfare to be, too, but on a bigger scale with more crunchy bits of realism and a touch less abstraction.
As such, I set my sights on designing Dust Warfare as a platoon– or company–level World War II game with firefights, suppression, commanders who are important on the spot, and metal mayhem from the clanking tanks. That means, as a basis, it’s designed for three or more units on each side, usually more.
For overall feel, I’ve attempted to recreate a bit of the feel of the many different World War II games I've played down the years. The best of these always seem to really emphasize two key points about World War II combat that have been borne out by everything I've read or heard about it ever since:
I felt like this gave me some clear direction for the kind of game I hoped to develop and started by looking at what I considered the biggest challenge, the turn sequence.
What sets Dust Warfare apart from other tabletop miniatures games?
Dust Warfare stands apart by having the ass-kickingest miniatures range I've seen in a long time! Now granted, I am biased toward models from a setting that pairs World War II with walking tanks, intelligence-enhanced apes, and lasers. Mechanically, it plays fast and well. The interplay of actions, suppression, and reactions is highly evocative. I find myself thinking in terms of bringing up reserves, reinforcing the line, and giving covering fire during games of Dust Warfare in a way that feels very tactical and right.
Stay tuned into this website for future previews, including the next part of Andy’s designer diary, in which he addresses the turn sequence. In the meantime, you can share your excitement with other members of our community forums, and you can start building your army by collecting the stunning Dust Tactics miniatures that provide the backbone for both Dust Tactics and Dust Warfare.
Dust Warfare offers players intense and engaging tabletop miniatures combat set in an alternate 1940s reality in which World War II continues to rage, fueled by the introduction of alien technology and the development of fearsome combat walkers.
Well if the rules from Dust Tactics are modified (not replaced) for the table-top version of Dust Warfare, the game will be great. As it stands now, I have been playing 40k for over 20 years and find Dust Tactics uniquely refreshing. If Warfare is of the same quality, I think GW had better watch out. This game may be the one that takes a bite out of their market share.
Hurray for Andy and the entire wargaming community with this one!
I play Starship Troopers too, I want the same play quality in the Dust warfare. I'm a big fan of Andy Chambers.
I never got to play the Starship troopers game. Was Battlefield Evo the same system?
I still enjoy Starship Troopers and thought that it rightly deserved the awards it won. If Andy Chambers puts the same efforts into Dust Warfare, it should give us players a life time of fun. Fantasy Flight at least got a top designer we all wished for.
This is only part one. The designer diaries FFG posts are typically: Pt 1 - rah rah, Pt 2 - a teensy bit of detail, Pt 3 - a teensy bit more detail, then a couple preview pages, then release.
There's more info in the forums area where Andy answered questions than any of these DDs will ever include, IMO. ;)
Play 40K that way if you want. No one is stopping you. Heck, I am about to adapt many of Dust Tactics and most of AT-43 to the 40K system.
This Designer Diary is just like all the other designer diaries FFg publishes. "Its different" "Its great" "Its innovative" but no real info or datta or "meat".
I prefer actual previews and "sample" pages FFG used to release.
But it doesnt matter, in the end FFG had me when the said "Dust Warfare is coming out..."
I would love to see an an activation system in use rather than whole forces taking turns. Activating units at a time is far more dynamic and engaging for the players. Allows for more strategy and less luck I think. If only Andy's old friends would adapt their popular Sci-Fantasy minis game to such a system ;-)
I had expected something meatier. Also, the question of what sets it apart isn't really answered.
Will it use a regular 40K-style turn order or will it benefit from the mechanics in DT, where you activate one unit at a time? I think the latter would make for a lot more interesting experience, personally.
I enjoy playing Dust Tactics .... but I'm gonna love playing Dust Warfare.
I love big mech a (check), I love WW2 themed gaming (check), I love tabletop strategy games (check), I love gorgeous minis...
Hmm...wonder if this game is right for me?
Thanks for the write-up Andy. I think we are all really excited for the Warfare format to hit the streets!