We recently had two of our employees talk about one of our more popular miniature games. Emon Class and Daniel Modlin are two of the store’s experts in Warmachine. In this video, they also discuss the Journeyman League that started Jan. 10, 2012. [Read more...]
Anima Tactics is a miniature game that mixes western and eastern fantasy. The game system uses 32mm miniatures, based on the heroes and generals of the varied factions in the land of Gaia. Each character comes with a character card, describing its abilities, and an advantage card. The advantage cards add a touch of customization to each character and army list. Each faction has separate teams within that give bonuses if you bring each member of the team. Each character, advantage, and team has a level attribute; which will be added up to meet the level requirement of the skirmish chosen. Activating models costs action points which varies by each model. Using a die-ten, the players will make attacks and defense rolls. The game is played on a 4′ x 4′ table, with dice rolls to determine the number of terrain pieces used. A number of gnosis is available, depending on size of skirmish, that can change the fate by re-rolling a roll. The Azur Alliance is featured below. High Arbiter Alastor and High Arbiter Arkeid are accompanied by The Colonel, Kyler, Maximo Ligori, Reinhold, and Kirsten.
Axis and Allies Naval Miniature’s motto on the back of the box is “Collect, Battle, Recreate.”
There’s a lot to read on the box – and there’s a lot to do in the game – it’s a short, elegant naval tactics game for a slow afternoon.
Play time for a game if you’re an experienced tactical game player is two to three hours, give or take a depth-charge attack on a sub.
It’s best to thumb through the manual and acquaint yourself with the game mechanics – there are nuances you want to be familiar with, such as one unit attacking can only attack one other unit; you can’t train your main guns on one ship and your secondary guns on another ship in the same turn.
Unfold the paper map, place your ships and other assets, roll for initiative. The game moves quickly through a tight sequence of layered moves and attack in each player’s turn, with damage for all units on both sides accruing at the end of the turn – if you sink a ship at the beginning of the turn, it can still fire on you until the end of the turn.
War at Sea is fun, fast-moving, complex enough so you have to think through a series of moves, but simple enough that the game can be learned as you play. Indeed, there is a quick-start scenario in the rules book to help you do just that.
– William V. Burns