Critique
I haven't bought any, just looking at the stats kindly posted by MerricB. It seems that there is an inherent problem in everything doing at least 5 damage. I realise this is so the option is there, and that 5 damage essentially equates to the smallest noticeable amount, but it bugs me. A human evoker has a +0 chance to do 5 damage while Tordek the 1st level dwarf has a +5 chance to do 5 damage. In d&d, their damage might be more like 1d6-1 for the evoker and 1d8+2 for the dwarf, or a difference of 3 and 6.5. I admit, both round easiest to 5, but the fact is Tordek is doing at least twice as much damage per hit (probably).
Off the bat I'd say the halfling veteran is very good value for 11 pts, but that is just from a cursory glance (2 attacks at +9, while only 5 damage is twice the chance to crit a round). Compare him to the Elf Ranger who costs 10 more points but has 2 attacks at only +3 (still 5 damage). Of course the ranger is a commander and does have a decent ranged attack (+5, for 5 damage). The real disparity comes from the halfling's 35 hit points versus the ranger's 15 and the 3 points difference in AC (halfling is 19, ranger 16).
I think its safe to say 2 halfling's would take down 1 ranger with ease. It would take 7 shots to take down one of the halflings, and with the same speed (4) the halflings should be able to close in on the ranger. The worg comes close to matching the halfling, but has less AC, hit points, and a smaller attack bonus (only 1 attack). He does do 10 damage and have 10 speed, which is head and shoulders ahead of the hafling, but he is difficult 4, which if it is anything like chainmail, means he can get away from your commander easily (which can be as good as dead, especially with new units like the Executioner).
Also, did they do away with the "save" category all the figures had in chainmail? I liked how doughty dwarves usually had large bonuses whereas humans had lower saves. Clerics also usually had better saves than fighters, which was part of their utility (after spells are spent). I only see a reference to Tordek having a +4 save and I would think classes like the monk would have large save bonuses.
I plan on getting some...at some point. I don't want to go through another big collection process like I did with chainmail (I have an almost complete set, as of now, 1% painted of course). Mainly because I do have so many miniatures, Im not eager to buy more. I am definitely thinking long and hard about the miniatures handbook, I have all the old chainmail books and I'm sure I can find some places where the old info. meshes nicely.
In a sense, D&D miniatures is Chainmail 3.5. Instead of releasing a few small (splat)books, there is one hardcover, much like the new policy (?) with regards to things like Sword and Fist being replaced (and improved upon) by The Complete Warrior. One hope I do have is that they get around to doing stats for some Oriental Adventures figs, I have quite a few L5R miniatures (all round-based, to mesh with Chainmail figs) and would love to create some of my own "factions".
Speaking of which, has anyone thought about blurring the lines between alignments and making "factions" for the new game? It could prove to be a lot of fun to mix up the basic factions (and rules like the Cleric of Grumuush will always keep things interesting).
Technik