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Mel Westbrook

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  1. Currently the models are sold pre-primed and assembled which is nice in a way as you can begin gaming right away but...... As a more serious modeler I find myself having to disassemble the models as they are just stuck together with no regard to removing moulding lines and assembly lines. Is there a way to buy these models in an unassembled and unprimed kit form? It would be nice if the company provided that option as they could save on production cost making the models slightly cheaper as well. Thanks
  2. I have done some research and the best I can find is that a harrier can hover for roughly 10 miniutes before its coolant fluid runs out and the engines overheat. While they can perform like a helicopter they lack the maneuverability, staying time and nimbleness. The VTOL capability is primarily for use in taking off and landing the aircraft.
  3. I agree with Hatamoto, the main reason the weapon ranges are as they are is simply game mechanics. The game was designed to be small unit battles on small tables so the weapon ranges were disigned for that purpose. Allowing weapons to fire out to maximum range, i.e. say beyond its effective range "double its current range" can be easily done by having to reroll all hits. I have played many games, WH40K, FoW, etc; in addition I have 14 years of Army experience. I will tell you that the current ranges are ok for the weapons "effective" range as firing at units beyond it become difficult to hit. A man sized target "stationary" at 300 meters is a challange to nail over open sights, add in visibility issues, terrain and movement and it becomes very difficult. If you wish to play larger games i.e. bigger tables/distances just use the method above if everyone agrees. It will take more concentrated firepower to get results but it would be realistic.
  4. Last game I played one of our players used the Air Drop platoon upgrade to air drop a heavy walker onto the game table with a squad inside it.....a bit beardy I thought so I did some reading. The Air Drop rule states one UNIT in the platoon gains the Air Drop special ability (page 87) but upon further reading regarding the definition of UNITS (page 23) it states; "When the rules make reference to a "unit," they mean all miniatures that are part of the unit. In the text the distinction between "unit" and "miniature" is used deliberately. A miniature is an individual combatant while a unit is the tactical element that miniatures create. In Dust Warfare, the terms are not interchangeable, even when the rules refer to a unit with a single miniature (such as a vehicle)." It seems to me this implies only infantry units of 2 or more men (not walkers) can use the air drop rule, correct? This also raised the second question, Heros using Air Drop. It mentions under both Allies and Axis headings (page 82 Allies & page 109 Axis) that; "Heros often operate outside the platoon structure and are not considered to be a section of the platoon unless they are acting as a command section through the leader special ability" To me this means that unless they are acting as the platoon command section or attached to a platoon they cannot receive platoon upgrades as they are technically not part of the platoon. In short, a Hero could only Air Drop in by attaching himself to a platoon at the start of the game? Last Question, Blitzkrieg special order. It allows a unit to take a move action even with suppression and reaction markers on it and not gain a reaction marker. Does this still count as one of the two actions the unit can take per game turn or is it a free move like the "fast" or "agility" abilities? Thank you
  5. Last game I played one of our players used the Air Drop platoon upgrade to air drop a heavy walker onto the game table with a squad inside it.....a bit beardy I thought so I did some reading. The Air Drop rule states one UNIT in the platoon gains the Air Drop special ability (page 87) but upon further reading regarding the definition of UNITS (page 23) it states; "When the rules make reference to a "unit," they mean all miniatures that are part of the unit. In the text the distinction between "unit" and "miniature" is used deliberately. A miniature is an individual combatant while a unit is the tactical element that miniatures create. In Dust Warfare, the terms are not interchangeable, even when the rules refer to a unit with a single miniature (such as a vehicle)." It seems to me this implies only infantry units of 2 or more men (not walkers) can use the air drop rule, correct? This also raised the second question, Heros using Air Drop. It mentions under both Allies and Axis headings (page 82 Allies & page 109 Axis) that; "Heros often operate outside the platoon structure and are not considered to be a section of the platoon unless they are acting as a command section through the leader special ability" To me this means that unless they are acting as the platoon command section or attached to a platoon they cannot receive platoon upgrades as they are technically not part of the platoon. In short, a Hero could only Air Drop in by attaching himself to a platoon at the start of the game? Last Question, Blitzkrieg special order. It allows a unit to take a move action even with suppression and reaction markers on it and not gain a reaction marker. Does this still count as one of the two actions the unit can take per game turn or is it a free move like the "fast" or "agility" abilities? Thank you
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