Are there any good (possibly abstract) miniatures games with strategic depth?
I have fond memories of pushing miniatures around the tabletop and measuring distances with tapes but after a while most wargames/skirmishes feel very alike and can never really be played competitively thanks to the randomness of the dice rolls.
Is there a miniatures game with some sort of strategic depth? Doesn't even have to be like chess, even the sort of cleverness of MtG is engaging enough.
>>54079986
Magic and like, games for "not nerds" like Poker have a certain element of randomness. (Or should. A lot of fuckers don't shuffle their deck properly. This is cheating.)
I'm certain you could have a level of variability with dice that influences the most optimal choices at the time to that degree.
Or do you want glorified tick tack toe/"Battle Marble Solitaire?".
You could also play Go. Go is not random.
I'd say some of the more zoomed-out games like 3rd and 4th edition Epic (Epic 40,000 and Epic Armageddon, respectively) do a good job of making maneuver and positioning matter.
Starter guide for Epic Armageddon attached.
>>54079986
Malifaux is probably the miniature wargame that's closest to a cardgame. It's a skirmish game, so you're not going to have anything like naval or infantry maneuvers, but the objectives do a great job of making positioning really matter.
Also, while there's still an element of chance in most actions, it uses cards instead of dice so you can manipulate the outcome of a draw with cards from your hand.
If cardgames are okay, Codex is pretty great. It's loosely based on RTS games.