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Arcane Legions is a new collectible miniatures combat game from Wells Expeditions. The game, of course, comes with its own setting, a fantasy-Earth history where magical Roman, Egyptian, and Han empires battle for supremacy. Play is clearly intended to be more elegant than most miniatures games. Arcane Legions relies on a standard plastic base, not only for holding all the miniatures together (tabs on the bottom of each figure fit in to holes in the base), but also for tracking offensive, defensive, and movement capabilities. Common units come unpainted, while commanders and other special figures are prepainted. Wells Expeditions is also taking a new approach to packaging, not entirely eliminating the blind purchasing aspect of typical collectible games, but separating the commons from the uncommons and rares and offering a fully-playable, non-random starter set.
I gather these features have been chosen with the goal of attracting new fans to miniatures gaming, while also becoming a home for hobbyists wanting something simpler, requiring less dedicated time, and easier on the wallet. It looks to me like Wells Expeditions has addressed the key issues. They sent me a free starter set, so stay tuned for more info on how the game plays. But as to whether this will be a breakout hit, I remain skeptical. I tend to think that potential customers in this category actually prefer complexity and challenges to collecting.
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The game is an interesting variant on De Bellis Antiquitatis (DBA). Just as in that game, players move sets of figures around on fixed sized, rectangular bases. When bases come into contact or range, those units may engage in combat. Players both have a random number of action points they can spend to move units about or fight. When units are defeated, they are removed from the board. Defeated units are also the primary source of victory points.
Arcane Legions adds a couple of wrinkles. The troops on each base may be moved around between different mount points. Each mount point grants the unit some ability – movement, hand to hand combat dice or ranged combat dice. Action points can be spent to rearrange the troops so unit capabilities can change over time. So units can dash forward, hunker down, or cock their bows. Troops are also removed when the unit is damaged – reducing the capability of that unit and allowing for attrition (vs DBA’s all or nothing unit loss).
The usual array of Ameritrash silliness is also present. Units have special abilities, for instance. And, of course, we have fantasy figures – zombies, orcs, and all favorites – fighting alongside the Romans and Egyptians. Finally, there are heroes – troops that by their mere presence grant special abilities (but also give up victory points upon their demise).
Combat has no surprises. Both sides roll one die for each appropriate combat troop. Dice are paired off with ties going to the defender. Defenders also get a default die value even when the attacker has an overwhelming number of dice so there is always hope, however slim.
Single biggest disappoint for me: unpainted, Airfix-like plastic figures. I would have gladly paid the extra bit it would have cost to have them come pre-painted a la MonPoc.
They’ve got a series of nifty “how to” videos up on Youtube that are worth checking out, too.
Not a game I think I’d play (I’m much more of an old-fashioned minis player, myself, and don’t want/ned to see movement and other info on my unit bases), but I can really see how it could appeal to the WH40K crowd.
As predicted, Well’s Expeditions has acknowledged problems positioning this game:
http://www.icv2.com/articles/news/16909.html