Well, based on this thread, it appears that WOTC has unofficially cancelled Axis n& Allies War at Sea and we won't be seeing a Set 7.
This doesn't come as a complete shock, as indications have been mounting that this was going to be the outcome. WOTC seems committed to coming out with a second set of the Axis & Allies Angels 20 air game, but I'd be very surprised of they keep going after that. While Angels 20 is a good game and has been generally well-received, it's hardly the sort of runaway hit that might make WOTC re-evaluate things.
The entire Axis & Allies miniatures experiment was, overall, a positive thing from my point of view as a historically minded wargamer. The fact that the original Axis & Allies land miniatures appeared at all, given the popular hunger for dragons, orcs, zombies, space cruisers, superheroes and five-story robot battlemechs, was a fantastic development. Let alone getting multiple sets, followed by the even better naval game and an air game as well.
While naturally wargamers are going to look at this through their narrow lens, I don't think the end of the Axis & Allies miniatures lines has much to do with the lines themselves. They were always a niche line and an inherently small market. They were mostly doable at all because of a unique set of macro-economic factors that made pre-painted miniatures affordable. They took advantage of production lines and procedures pioneered by the aforementioned dragons, superheroes and 5-story battlemechs.
But things have changed. The Great Recession has hit Hasbro hard and the macro-economic dynamics have changed as well. It's not quite so cheap to make things in China as it used to be. The increased costliness of the models in recent sets is a symptom of this, although I don't think it directly caused the demise of the lines -- mostly because I see little evidence that increasing the cost of the boosters by a $1 or $2 per box depressed sales. But that increased costliness may very well have affected sales of the various fantastic lines that A&A was free-riding with and the aggregate effect was the same.
The case of lead Axis & Allies designer Rich Baker helps illustrate this reality, I think. While War at Sea was his main claim to fame in my eyes, from the POV of Hasbro, his main job was Dungeons & Dragons and he was let go because Hasbro decided to go in a different direction after the perceived failure of D&D Fourth Edition. Now, I'm not a D&D player and I don't have an opinion on D&D 4th edition, but it seems clear that the corporate take was the D&D 4 was a failure.
This "failure" came at a bad time because D&D was already under a lot of stress. Hasbro/WOTC was already backing away from the pre-painted miniatures market -- it seems because of reduced demand and increasing costs (not sure which is the chicken and which is the egg).
But the bottom line is that the historical miniatures lines were never viable as a standalone product and when the much larger D&D portion of the business ran into a rough patch then the historical lines were doomed.
I think the eventual fate of the three historical lines will diverge from this point because of the nature of each game, the usefulness of its models and the strength of their fan bases.
The newest game. Angels 20, has the roughest road ahead. In many ways it's the best game of the bunch. It's easy to play, visually stunning because of the large models and requires a relatively small investment to get into despite the high per0unit costs. The Starter provides a viable stand-along game, for example.
But working against it is the fact that, with just 2 Sets, there really won't be enough options available to keep the game alive. There won't be enough to satisfy collectors and the game won't be able to cover many important aspects of aerial warfare -- basically being limited to dogfighting. It's not compatible with other lines. It's entering a market with a couple of other viable alternatives, notably the Wings of War/Wings of Glory line of planes and games. Angels 20 planes are not tremendously cheaper than WoW/WoG and being larger makes them more challenging to store. I expect interest in the Angels 20 to wane and it will, at best, be something that people pull out on occasion but won't have a real community around it.
The prognosis for the land game is a little better, mostly because the miniatures are usable with other rules and the line is big enough to be attractive to collectors. As a game, it's the weakest of the trio. While not a bad game, it's nothing special in the universe of similarly scaled tactical wargames. Like the air game, I expect that interest in playing the game by the Hasbro/WOTC rules will wane significantly, but players will often hold onto their collections because they can use the models elsewhere. The V1 to V2 scale change hurts the game in this regard. While unimportant within the context of the Axis & Allies minis game itself, it does reduce the usefulness of many of the models for other games. I wouldn't be surprised to see a lot of people sell off their collections down the road, which will be helpful for those who are using the model s for the Flames of War rules.
The naval game, I think, stands the best chance of hanging around as a significant community. The published rules fill a need unmet by any other set for an easy to play tactical naval wargame. The line got large enough over six sets to cover most of the important ships and, while it inaugurated a new scale that is not compilable with previous scales, the development of Shapeways and 3D printing has created a way around that problem. Already craftsmen and entrepreneurs are filling in the gaps. With the Team Poseidon project of new semi-official cards there's reason to think that the naval game is here to stay.
Unlike a proprietary line like Star Wars, Hreoclix or even D&D, there's really no reason at all why other manufacturers can;t make 1:1800 scale warships. Dozens of manufacturers have coexisted for years in the existing model naval wargame market with 1:900, 1:1200, 1:1250, 1:2400, 1:3000, 1:4800 and 1:6000 models. Most lines cover the basics -- just about everybody has a Bismarck or Fletcher class DD -- but each also specializes. Naval wargaming has always been a niche within the niche market of wargaming anyway, but this hasn't been a problem. Partly, I think, this is because of the nature of naval wargames. You really only need a small handful of ships to have a game-worthy collection, especially if you specialize. And once you pick a scale there's no reason why you can't expand on it indefinitely.
So I expect the War at Sea line to retain its fan base and even continue to grow, although probably seeing more use as models for other rules as time goes on. Still, I won't be surprised to see games of War at Sea going om 10 years from now, while I'll be very surprised indeed to see any Angels 20 or AAM.
Commentary, reviews and news about games played by adults looking for a challenge.
Showing posts with label WOTC. Show all posts
Showing posts with label WOTC. Show all posts
Sunday, June 24, 2012
Tuesday, January 13, 2009
Reviewing collectible games from a wargamer's prespective: Dreamblade
Dreamblade is an abstract strategy collectible miniatures game that may be on ground that's a little more familiar to wargamers because dice and probabilities play a significant role in the game action.
The premise is that players are "dream lords" who can summon various creatures and locations to battle over the "dreamscape" for dominance over the dreams of mankind.
The premise isn't really all that important except that it provides an excuse for some really imaginative miniatures and allows pretty much any kind of game mechanic because there's no "reality" to constrict the design.
The basic structure of a game turn is simple. Players each roll a regular six-sided die, with the higher roll winning the initiative and performing subsequent game actions first. The total of the die rolls is the number of "spawn points" each player can use to summon new creatures to the dreamscape. The more powerful creatures cost more, naturally. During his turn each player can perform two actions, in any order, either "shifting" or "striking." During a "shift" a player can move any or all creatures one cell on the dreamscrape. During a "strike" a player can conduct combat in cells that his pieces with enemy pieces. To conduct combat players roll as many special battle dice as the total "power" (a characteristic) of the creatures in the fight. Two of the sides are misses and three of the sides bear the numbers 1, 2 and 3. The sum of those numbers is used to inflict damage on opposing creatures. If the total equals the defending creature's "defense" (a characteristic) then the target creature is disrupted and sent to another empty cell of the attacker's choice. If it equals the "life" (another, often higher, characteristic) then the target creature is destroyed. The final side of the die is a "blade" which, when rolled, often activates some special power listed on an attacking piece.
Naturally, as a collectible game there are numerous variations among the creatures and interesting interactions among them and the rules. Creatures can have special abilities activated through rolling blades, or spending spawn points during the spawn phase, or as they enter play, or as they occupy certain cells, etc.
The game is won by scoring victory points. The most common way to score points is by occupying "key cells" in the center nine squares of the 5 by 5 dreamscape that are worth varying numbers of conquest points and/or destroying enemy creatures for conquest points. Whoever scores the most conquest points win the turn and a victory point. First player to six victory points wins the game. It doesn't matter whether you win a turn by many conquest points or a few, so long as you win the turn. These can also be modified by some pieces.
As one can see, there's quite a bit of scope for strategy in the pure sense. As is always the case in collectible games, the first element of strategy is selecting your warband. Each player is limited to 16 pieces (unless modified by a special ability), so the selection of pieces involves a lot of analysis. It's good practice to include a good balance of spawn points among the selection so that any initiative roll can be used efficiently. If either player rolls a "1" then the spawn phase may be skipped (unless modified by special ability or by a tournament rule that prevents two consecutive skipped spawn phases) so a player is not guaranteed reinforcements, but it can be fatal if an opponent is able to spawn creatures and you cannot because you don't have creatures with the right spawn costs. Pieces come in one of four "aspects" which are basically factions that affect how much creatures cost and how well the work together, as well as provide a general guide for how they behave. For example, Passion creatures often have strong Power and can therefore attack well, but have low defense and life values and are therefore easily disrupted or destroyed.
Once a warband is selected there's a lot of thinking required about what order to summon your forces to the dreamscape, let alone what to do with them once they get there.
All in all it's a very deep and intricate game of the sort that will appeal to many wargamers. The biggest thing standing in the way will likely be the bizarre theme which, of course, bears no resemblance to reality, let alone any kind of history or warfare.
A lesser factor is the collectibility. Dreamblade is a discontinued game, so there is now a finite universe of pieces and boosters and singles can be had for reasonable prices except for a few prized pieces (especially the Scarab Warcharm, which still commands a premium). The competitive tournaments scene has ended, so all play now is basically casual play.
It's a reasonably popular game, according to BGG stats, with respectable numbers of plays for a boardgame, although obviously not the numbers that Hasbro/WOTC was looking for to support the game.
I like the game, but I have to admit that it's of questionable interest for wargamers. Many wargamers have other gaming interests of course, and if their those interests include abstract strategy or collectible games then I'd recommend Dreamblade. If, on the other hand, your interests are strongly geared toward historical or military-themed topics, then Dreamblade will likely be of minimal interest.
The premise is that players are "dream lords" who can summon various creatures and locations to battle over the "dreamscape" for dominance over the dreams of mankind.
The premise isn't really all that important except that it provides an excuse for some really imaginative miniatures and allows pretty much any kind of game mechanic because there's no "reality" to constrict the design.
The basic structure of a game turn is simple. Players each roll a regular six-sided die, with the higher roll winning the initiative and performing subsequent game actions first. The total of the die rolls is the number of "spawn points" each player can use to summon new creatures to the dreamscape. The more powerful creatures cost more, naturally. During his turn each player can perform two actions, in any order, either "shifting" or "striking." During a "shift" a player can move any or all creatures one cell on the dreamscrape. During a "strike" a player can conduct combat in cells that his pieces with enemy pieces. To conduct combat players roll as many special battle dice as the total "power" (a characteristic) of the creatures in the fight. Two of the sides are misses and three of the sides bear the numbers 1, 2 and 3. The sum of those numbers is used to inflict damage on opposing creatures. If the total equals the defending creature's "defense" (a characteristic) then the target creature is disrupted and sent to another empty cell of the attacker's choice. If it equals the "life" (another, often higher, characteristic) then the target creature is destroyed. The final side of the die is a "blade" which, when rolled, often activates some special power listed on an attacking piece.
Naturally, as a collectible game there are numerous variations among the creatures and interesting interactions among them and the rules. Creatures can have special abilities activated through rolling blades, or spending spawn points during the spawn phase, or as they enter play, or as they occupy certain cells, etc.
The game is won by scoring victory points. The most common way to score points is by occupying "key cells" in the center nine squares of the 5 by 5 dreamscape that are worth varying numbers of conquest points and/or destroying enemy creatures for conquest points. Whoever scores the most conquest points win the turn and a victory point. First player to six victory points wins the game. It doesn't matter whether you win a turn by many conquest points or a few, so long as you win the turn. These can also be modified by some pieces.
As one can see, there's quite a bit of scope for strategy in the pure sense. As is always the case in collectible games, the first element of strategy is selecting your warband. Each player is limited to 16 pieces (unless modified by a special ability), so the selection of pieces involves a lot of analysis. It's good practice to include a good balance of spawn points among the selection so that any initiative roll can be used efficiently. If either player rolls a "1" then the spawn phase may be skipped (unless modified by special ability or by a tournament rule that prevents two consecutive skipped spawn phases) so a player is not guaranteed reinforcements, but it can be fatal if an opponent is able to spawn creatures and you cannot because you don't have creatures with the right spawn costs. Pieces come in one of four "aspects" which are basically factions that affect how much creatures cost and how well the work together, as well as provide a general guide for how they behave. For example, Passion creatures often have strong Power and can therefore attack well, but have low defense and life values and are therefore easily disrupted or destroyed.
Once a warband is selected there's a lot of thinking required about what order to summon your forces to the dreamscape, let alone what to do with them once they get there.
All in all it's a very deep and intricate game of the sort that will appeal to many wargamers. The biggest thing standing in the way will likely be the bizarre theme which, of course, bears no resemblance to reality, let alone any kind of history or warfare.
A lesser factor is the collectibility. Dreamblade is a discontinued game, so there is now a finite universe of pieces and boosters and singles can be had for reasonable prices except for a few prized pieces (especially the Scarab Warcharm, which still commands a premium). The competitive tournaments scene has ended, so all play now is basically casual play.
It's a reasonably popular game, according to BGG stats, with respectable numbers of plays for a boardgame, although obviously not the numbers that Hasbro/WOTC was looking for to support the game.
I like the game, but I have to admit that it's of questionable interest for wargamers. Many wargamers have other gaming interests of course, and if their those interests include abstract strategy or collectible games then I'd recommend Dreamblade. If, on the other hand, your interests are strongly geared toward historical or military-themed topics, then Dreamblade will likely be of minimal interest.
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