|Ride the Fireball to Victory!
Take a look at the new Allied Heavy Walker in this Dust Tactics spotlight
|Dust Tactics | Published 05 October 2011||Rating||19 votes|
Bullets tore through the hangar walls from the north and the east as Captain Joseph Brown made sure his men kept their heads down. The Axis forces nearly had them surrounded, but “Bazooka Joe” was focused only on his radio man. The Sergeant gave Joe a thumbs-up sign. Captain Brown nodded, then shouted over the barrage of fire, “All right, men! Into the Fireball! We’re crashing this barricade!”
Recently, we announced two upcoming heavy walkers for Dust Tactics and looked at the strategic options players gain from the Advanced Reactive Fire of the Axis Sturm-König. Today, you get a sneak preview of the Heavy Assault Walker and the strategic advantages both its configurations can offer your Allied troops.
Get your troops into close range
Allied forces have had exceptional attacks for use at Close range since the introduction of the Core Set and its BBQ Squad, with their shotguns and flamethrower. This trend continues with the Revised Core Set and the Hell Boys, but as long as the Allies have excelled at dealing damage at Close range, they’ve had to worry about how to get up close and personal against Axis forces set on gunning them down during their approach.
Enter the Heavy Assault Walker. Both of its configurations feature the Carry Capacity: 6 and Dozer Blade skills. Carry Capacity allows the walker to transport soldiers (and heroes) across the battlefield. The Heavy Assault Walker can carry up to six soldiers of Armor 1 or 2. If moving Armor 3 or 4 squads, you’ll find you can only fit half as many due to their heavy armor and protective gear. While safely within a walker soldiers cannot be targeted by enemy fire. Therefore if units remain aboard the Punisher or Fireball, they gain the protection of the walkers’ Armor 7.
Meanwhile, the Dozer Blade allows it to destroy anti-tank traps as it moves through the spaces they previously occupied. Apart from walls and tight spaces, there’s very little that can stop the Heavy Assault Walker from getting to its destination. And that means there’s little that can stop it from getting your troops there, too!
It costs one movement point for a unit to exit a walker, and the unit can exit to any legal adjacent space. Thus, when the Fireball crashes into your opponent’s forces, not only can it torch them with its Range 3 Napalm Thrower, but your Hell Boys can disembark to follow-up against anything that manages to survive and finish them off with their dual flamethrowers. Add a hero to the mix, and you’ve got a nasty strike force that can shrug off light munitions as it breaks through your opponent’s frontline forces, then launches a massive counterattack.
Because flamethrowers and the Napalm Thrower ignore cover, Axis forces are going to have to rethink their odds of bunkering down in fortified locations and trying to hold the Allies at range.
Look for the Allied Heavy Assault Walker to storm the battlefront in the Fourth Quarter of 2011. The tides of war are turning!
Dust Tactics is a tactical miniatures game of brutal combat for 2-4 players. Based on the popular universe created by artist Paolo Parente, Dust Tactics presents an alternate 1940s reality in which alien technology fuels gigantic machines of war, and the world's superpowers clash over rare mineral deposits that could ultimately decide the outcome of WWII.
Anyone know the proper assembly of the main gun?
Yeah VWs were an axis car!
I like the idea of Allied troops being able to ride in the beetle-like tank/scout vehicle. And by beetle, I DO NOT mean VW...
Bring them on! We have waited long enough! Quit teasing us already and let us have these badass units to wage war!
I am looking forward to it.
to be honest i dont like it.
SCOUT VEHICLE? O_o
It is considered a Scout Vehicle because it is designed to lead the charge. If you are worried about it, the legs look like they will let it squat down to hide and then swarm out. All SV gives it is an extra two points of movement on the first turn _if_ it deploys then. That does beat Fast for a vehicle like this.
Regardless, this thing is grotesque, but if the points are right then it can cook dinner, take dictation and mix a drink at the end of the game while still not unbalancing the game. The only thing that should be worrying is the fact that I'm sitting right now on 600+ points for Axis and Allies with 2x Original core, 1x Revised Core, 1x "Boss"/Spec Ops/Tank Killers (for each side), Gorillas, Zombies, Reapers, Tank Busters, 1x medium & light walker for each side.
That is actually a nice sized battle force (~12 squads, 2 half squads, 4 heroes, 5 medium & 2 light walkers per side) and IMO, it means the days of "build a list of 250, but pare it down to 160 for each fight" will be coming to an end fairly soon. Especially on a 4'x8' game table with all its space.
I don't think the Fireball would be my first choice if I had to pick a walker to have the Scout ability, at least its not Fast like first reported. FLG seem to throw away all common sense with some of their profiles.
How is something this big a SCOUT VEHICLE? Otherwise the model is nice, the stats look good too.
it has good weapons combination with 50 and 30 cal dual mg's with napalm trower. can't wait to get one.