Cost: $2 plus tax (two packs of 50)
I was surprised by how fairly uniform they were. 3 of each unit type, roughly.
12 riflemen (3 prone, 3 crouch, 6 standing)
3 pointing men with rifle (NCO?)
3 radiomen
3 shotgunners
3 bazooka troops
Image courtesy of google image search, from an ARMA forum |
One of the tan armies is short one NCO, but all the others are full strength with one bonus unit, to make 25. Get a couple bags and extras will likely offset the occasional miss, riflemen seem to be the most common extras (which statistically makes sense).
Quality: Models are a bit unsteady, but partly my little not-very-stable personal table I'm using is to blame. The quality of the modeling is meh, but it's sufficient to tell who's what, which is enough. For $1, you really can't complain. The degree of completeness and unit distribution is far beyond what I was expecting for the price.
Playability: With a $1 tape measure/measuring tape or just a straight dowel for Line of Sight, $1 for half a dozen dice and a D6 tactics system, or possibly a coin flip system (in most tactics systems, a basic troop winds up with about 50/50 odds), or even no dicerolling at all to enforce tactics and maneuvering, you wind up with a remarkably playable small unit setup.
Cobbling together a WH40k style system and unit cards works well, can fit your entire army's statblocks on a single notecard. Savage Worlds has the roots of a functional tactics game that was made with/in it, but they never really finished it out properly, and it requires the hard-to-dollar-store D&D dice.
Up next, I bust out the premium $1 army men, which are 35 of a single color to a pack.