16 May 2012

Board Game Preview: On Board Special Edition

You asked for details, and we have them. Get an early look at the Axis & Allies Miniatures in this special edition of On Board.

Published on 21 MAY 2005 12:00am by Scott Parrino
  1. ground combat, turn-based, buyer's guide

An early look at Axis & Allies Miniatures has me thinking it could be the raw stuff a variety of gamers have been waiting for. Don’t let the fact that it’s a collectible-based game put you off.

When word came down about Axis & Allies Miniatures, a bit of grousing peppered our forums. Frankly, the announcement of, “pre-painted plastic miniatures featuring varying degrees of rarity to enhance collectability,” threw a few people off. Still, a number of people showed a decided interest in the offering, or at least a willingness to give it a look when it came out. Either way, I think it’s fair to say that the notion of quality, pre-painted miniatures is an enticing proposition for most players.

A prototype model of the British Crusader tank. Note its co-axial machine-gun mount, which is indicative of its five-crew iteration. Other versions removed the gun and used the extra crew space for main armament rounds.

I had a chat with reps from Avalon Hill and Wizards of the Coast, and got a few facts. Here's the scoop.

Facts About Figures

Basically, the game is skirmish-level WWII combat played out with miniatures representing individual soldiers and vehicles. The action takes place on one to four hex maps 8 ½” by 14” in size, which are double-sided and plastic-coated so players can mark them up with erasable markers if they wish. Terrain and building features will be printed on the maps, which make them somewhat akin to those used by the venerable Squad Leader and Advanced Squad Leader line of games. Another similarity to those old maps is that players can arrange them in geomorphic fashion.

The minis themselves are 15mm scale, and the initial release will feature a “Base Set” roster of 48 available units in total, which cover German, British, American, Italian, Soviet, and Japanese forces. Because this is a collectible line of miniatures, each unit has a frequency with which it appears in a mix of other units. Basic infantry units are considered “common” and units such as leaders and some tanks are considered “uncommon.” The “rare” class of unit is reserved for marquis armor pieces, such as, wait for it, the Tiger tank.

The point of entry is a starter pack (expected U.S. retail, $24.99), which will contain 12 units drawn from that Base Set roster of 48. From there, players can round things out with booster packs that contain nine units each. Even though this is a “collectible” line, the starter is designed so that players can get up and rolling with a single purchase. One copy will kick off the action for two players, but the more pieces, the merrier, of course.

Might a player making an initial purchase hoping for German units end up with Japanese instead? While I’m unsure precisely how the presence of Japanese units plays into the starter packs, the reps did indicate that packaging will denote which theatre a box covers, thus allowing prospective players to choose packages that cater to their interests.

Another prototype model … looks very much like an M-18 by my reckoning. A little “shoot and scoot,” anyone?

The Base Set Starter Pack Contains:

  • 12 collectable miniatures based on battlefield units of World War II
    • tanks, antitank guns, commanders, infantry units, and 1 random rare unit
    • miniatures are pre-painted, fully assembled, and made of durable plastic
  • Full-color game stat cards
  • 4 double-sided, full-color battle mats
  • 8 six-sided dice
  • Rulebook
  • Set checklist

The Base Set Booster Pack Contains:

  • 9 randomized, pre-painted, durable plastic miniatures
  • Full-color game stat cards
  • Set checklist
  • Rules not included in booster

I’ve not seen the rules yet, but the reps painted a pretty straightforward picture that speaks to the “ages 12 and up” set that the game targets. Data cards, detailing movement values, attack factors, and so forth, will accompany the various units. Turns feature movement and assault phases for each player, with the assault phase giving each unit the option to move or shoot. Combat is considered simultaneous, so once both players have moved and assaulted, the turn concludes with a casualty phase where destroyed units are removed.