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"Has anyone played Deep Wars?" Topic


7 Posts

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Ancestral Hamster25 Jun 2013 7:42 p.m. PST

The settings and miniatures interest me, but there's a lack of information on game play. Being that it is based on SoBaH, perhaps some one here has tried it as a variant. Thank you for your time.

link

Acharnement25 Jun 2013 8:09 p.m. PST

You can download about 60 pages from the rulebook here:
PDF link
That contains enough rules and background to get you started.
Our group started playing as soon as the guys got their Kickstarter stuff- about 6 weeks ago. The mechanics are very close to SoBaH so are pretty fast and fun, but add in depth, so there is vertical movement above the tabletop. Also, there is 'ether' which seems to be a source of technological/magical power.
Hot glue some fins onto your models and give it a go!

Chef Lackey Rich Fezian25 Jun 2013 8:30 p.m. PST

Hoping to get in my first game tomorrow. Will let you know how it goes if I do.

timlillig26 Jun 2013 9:39 a.m. PST

If you are familiar with SBH, it does not add too much on to that. There are basically the ether and depth rules and few other things.

Ancestral Hamster26 Jun 2013 7:07 p.m. PST

Thank you for the replies. While not familiar with SBH, what little I've read of the PDF Acharnement linked doesn't seem too complex.

The "swimming" stands Antimatter Games are producing are clever, but I'd be worried that with a mini in place they'd be top-heavy and prone to tipping. No matter. Need to find out if I like the game system first. Thanks again!

Chef Lackey Rich Fezian27 Jun 2013 8:08 p.m. PST

Got in my first game today, starter box Fortune Hunters versus Deep Mariners. We ignored the suggested turn limits and played the simple 1 VP per 20 points killed scenario, so it was a straight up fight to the death on a Shallow Shelf sea bottom table. Mariners were effectively annihilated, killing a single dive trooper and briefly frightening a recon trooper and the scientist gal, although neither was ever greatly at risk.

Observations:

The game played pretty smoothly, no real rules issues, as expected from the relatively mature "Song" engine.

Depth rules went completely unused, mostly due most of the models winding up in a swirling back-and-forth melee fight for most of the game (probably lasted a dozen turns – I lost count). The Fortune Hunters probably would have been well served to exploit their range edge a bit more by staying away from (or above) the Mariners, but it didn't hurt them in the end. None of the terrain was particularly harmful, so there was little encouragement to swim over the pieces that could be swum over.

As I suspected from reading their stats, the starter box forces are not very good. In fact, I think I'll call some of them terrible, at least for out-of-the-box fights. The Fortune Hunters are tolerable, with the scientist (whose primary role is campaign oriented) being the only real deadwood. The Mariners are much worse off, with two badly armed Combat 2 models, one a scientist and the other an assistant – good at some odd scenarios and useful in campaign, but lame in a fight. The Scaly Horde stuff looks to be the best of the bunch, with good-to-great Combat scores making up for poor armor and lackluster weapons, and the Sea Shaman offering a +1 to activating the big fish. The Ancients are beyond merely bad, with three of their 4 or 5 models being Combat 2 support models, and even their "fighty" models (or model, with the basic box) are quite vulnerable to melee and have no easy way to escape it. Their tech is sort of good, but it's backed by such poor combat scores that it winds up being barely average.

All of that probably changes a lot in campaign mode, and weaknesses can be covered by adding/swapping out figs for stuff in the blisters – but many key models aren't out yet, and AFAIK no distributer is carrying blisters at this point, so it's mail order or nothing for now. The existing starters contain iffy figure mixes, and are likely to produce some very bad play experiences for new players. The lack of non-personality Leader/Commander figs is particularly silly, since a lot of the tactics in SoBH revolve around using your Leaders well and killing the other guy's. The Sea Shaman and Matlal give a limited +1 to activation rolls, but only for one or two models in each starter force.

All in all, I would say it looks interesting and plays well, but ignore the official stats for the models and make up your own. The game's got a decent build-your-own-figure engine, and it should be easy enough to re-stat the shoddy starter box mixes to let you play with more effective and balanced forces straight out of the box, rather than having to wait for unreleased minis to come out and blisters to become available in your FLGS. I am very much concerned that the poor selection of models in some starters (Atlan has it worst, and the Mariners only slightly less so) will lead many new players (ie ones not familiar with the other Song games) to abandon the system after a few bad experiences, which bodes ill for long-term success in retail outlets.

Which is a pity, because it looks like there's some real potential there.

Ancestral Hamster28 Jun 2013 7:22 p.m. PST

Thanks for the report, Chief Lackey Rich.

As for the starter mix, that is odd. You have a good point that most newcomers will base their opinion of the game on starter on starter fights, and if they have bad experiences due to the figure mix … Strange that Antimatter Games did not put more thought into that.

The campaign game also sounds interesting. I'm trying to interest the locals in Necromunda or Japan in Flames (a blogger's homebrew modification of Mordheim for samurai skirmishes. If Deep Wars has a similar system, that could be a possibility.

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