One of the questions about Dust Tactics that I encounter most often is, understandably, an important one to most of the wargamers I know. While many folks have read by now that it’s a board game, what exactly does that mean? Is it a highly stylized “board game” with a wargame-like theme layered on top along with some nice plastic bits, or is it a wargame squeezed into a board game format?
My two cents is that it sits pretty firmly in the latter category. It’s a wargame that takes advantage of many of the conventions of the board game genre to regularize play and create appeal for a cross-over audience that otherwise might toss it off as just another tabletop figure-pusher.
The square-gridded gaming surface does indeed stylize play, but no more so than a hexgrid stylizes play in games like Memoir 44 and Tide of Iron — or ASL, for that matter. Important details like weapon ranges may seem contrived and “board game-y” to tabletop purists, but when you compare the interaction between weapons and movement in Dust Tactics to the same dimensions in popular game systems like Warhammer 40k, the numbers aren’t out of line at all. And has anybody noticed that the 4-hex range of the basic Soviet rifle squad in ASL is exactly equal to an infantry squad’s unaugmented one-turn movement allowance of 4? In Dust Tactics, “standard” rifle fire has a 4-square range and the average squad of grunts can move a maximum of 2 squares in a turn. Continue reading