The New Miniatures Game

Post/Author/DateTimePost
#1

grehnhewe

Nov 05, 2011 11:22:26
I know there is a thread about this in General, but It seems to be more about the survey and miniatures in general than the specifics of the game. 

This is the description of the game from the survey:
  

Wizards of the Coast is developing a strategy skirmish board game in which each player commands a squad of creatures to do battle with one or more opponents. The battlefield is constructed with modular, two-sided tiles, allowing players to create a wide variety of different battlefield configurations right out of the gate. A player issues commands to his/her units using cards, and unlike other miniatures games this game is completely diceless—only the players' decisions decide the outcome of a battle. As the game progresses, players gain the ability to bring in more creatures, and more powerful creatures, building up the tension of the conflict until one warband's morale breaks and the conflict ends.


The game is sold in $45 Faction Packs, each one of which contains everything that a single player needs to play one faction in the game. Each Faction Pack includes 12 pre-painted miniatures, 1-3 of which are Large minis, which support the theme of the Faction Pack. Also included are 12 creature cards, 36 cards used to issue commands to your creatures, and 12 cards for use with the Adventure System games. Each Faction Pack includes four interlocking tiles that are used to create the battlefield on which the game takes place, providing a modular map experience.

 
I originally bought the minis for use with DnD, and I played the miniature game a handful of times.  These are my comments and questions about the new game:

Non-Random Faction packs:
This might be a good thing.  It allows newer players to pick the minis they purchase if they are going to use them for DnD.  It also might balance the field somewhat for those that are going to play the new game.  (as opposed to buying up random packs to build an ultimate warband)

Modular Map: 
This sounds okay.  Battlemats were nice for use with DnD, but the modules might work well too for both DnD and the game.

Diceless, uses card mechanic: 
a card mechanic might be alright, but I really like rolling dice.  Cards and dice would be my preference.

Adventure System
: I have to admit, I am not entirely clear what this is.


Any comments?  Anyone participate in the Skirmish play test?  

#2

Alter_Boy

Nov 05, 2011 11:55:42
The Adventure system is the Castle Ravenloft / Wrath of Ashardalon / Legend of Driz'zt boardgames. So, it's a cross-polination of a minis game and a board game.
#3

grehnhewe

Nov 05, 2011 12:03:27
The Adventure system is the Castle Ravenloft / Wrath of Ashardalon / Legend of Driz'zt boardgames. So, it's a cross-polination of a minis game and a board game.


I thought that was what the Adventure system was.  I guess I was confused between the proposed diceless mechanic of the new game and the dice mechanic of the board games.  Upon a second reading, a guess the 12 adventure system cards will be used only for the board games and not for the miniatures game.
#4

snarls_at_fleas

Nov 05, 2011 17:30:33
The Adventure system is the Castle Ravenloft / Wrath of Ashardalon / Legend of Driz'zt boardgames. So, it's a cross-polination of a minis game and a board game.



And one of the reasons I like the new minis even more! )))
#5

Fallen_Star_02

Nov 05, 2011 19:26:36
Dang it, now I have to finally get around to painting those minis.
#6

MacEochaid

Nov 06, 2011 21:37:59
The other benefit of twelve minis in a theme pack might be for DM's who know that they are putting together a mostly Orc, or mostly Aberrant Dungeon don't have to comb through booster packs, to only wind up on game night with a random assortment of meaningless minis (wait, is the Grell or the Otyguh the Eladrin Queen?)

Of course it won't completely fix the problem, but might help.