Check out my how to play videos over here: th-cam.com/video/1mPOpxA6sxE/w-d-xo.html Do you like my channel and are pretty hype on wargaming in general? Come and chat in my channel's chilled out casual Discord: discord.gg/6VRyQTCpPu And if you're REALLY cool, support me on Patreon: www.patreon.com/GlassHalfDead
Andy's being modest. I played him during a Liverpool tournament. Absolute gentleman. I tried to shake his hand at the start of the game, but he refused by gently cupping my head and kissing me right on the mouth. He then offered to rub his beard for luck. Being a married man, I had to refuse to which he replied: "Your terms are acceptable." At the end of a tense, razor's edge game of 14-2 Andy turned 360 degrees and remarked "no one will believe you" as he walked away. What a legend.
I think the solution to initiative issue is going the way darktide boardgame functions: a deck of initiative cards. Hopefully as this game mode expands, GW will implement some mechanic to give a better AI initiative behavior to the Npos.
That is my plan with handling initiative, a draw deck like dark tide , also a bit surprised that of dark tide wasn't officially carried over to the solo-co-op mode. That being said it is easy enough to assign operatives a card number and using a regular deck of cards for initiative.
Are you guys the other people that own Darktide? Pleased to make your acquaintance! Not played it yet, as I got in too deep, buying an extra box of Blooded, cos 'might as well' have the kill team, then buying single bodies from around the globe to make more operatives, and now, waiting for more magnets to arrive, to swap loadouts for Boarding Actions... but we have managed some Lair of the Beast family time, and that uses cards, too...seems to work well. Best part was when Draik ended the game with a double activation of buffed digital weapons. What a rogue!
I loved Black Stone Fortress back then, and I'm hyped to see what can I make with this KT co-op rules and the BSF ones, a mix match of House Ruling bonanza xD
I've been planning on doing joint ops but with full teams. Combat Patrol sized mat, double the NPOs. Only issue I see with this is with pistols etc range.
Honestly I felt like it was really lame that the official rules for this were geared towards this weird half-team setup. I don't want to play with half my team, and no real rules on team composition in that half, I want to bring my whole team to the table alongside my teammate!
I was wondering how they were going to deal with what NPOs activated when it was the "AI's" turn, kind of blown away that so much is just up to you to figure out as it doesn't feel like you have to strategically play around anything that you yourself haven't set up. The rolling a dice for a number and going from left to right across the board is a really good fix for this. Even though it might not be as elegant as some other options, I wish they went the little extra mile to put something like that in the core book even as an optional rules segment or something.
Easy way to do an initiative "system", put tokens of different colours, one colours is your operatives, put the same number of token in an opaque bag, other colour is NPOs, put as many tokens of the other colour in the same bag. Pull tokens, initiative, voila. (Source, other skirmish/board games: Zone Wars, For what remains...)
My initial thought was to roll to see who goes first in a given turning point, and then use a polyhedral dice/playing cards to get a number, having assigned numbers to NPOs before the game.
You could also give an initiative order to the types of NPO’s Melee operatives want to activate first, coz they are running up the board. Where as shooty operatives are lower down waiting for a shot. Bigger models are slowly than smaller ones So example Trooper brawler Tough brawler Heavy brawler Trooper marksman Warrior marksman Heavy marksman Then if you got multiples of the same operative, activate the worst one for you or roll a D6 So
So a proposal for Solo and co-op rules to introduction some randomness is Variable Enemy Group activation. Role a D3 dice D3 for enempy Group activation number each time its Enemy turn. That way enemy might get one standard or multilpe attacks at one time. Enemy Group activation = from 1 up to max 3. (with 3 allowed only once per turning point).
The initiative system could use a deck of playing cards, each model assigned A, K, Q, J, 10, etc at the start, and the deck curtailed by the number of models. When it's the NPO's turn, draw the top card and activate that model. At the end of the round, shuffle the deck. The NPO action decision tree also needs a dice roll of some sort for randomness.
Here’s how I do it. Each enemy character has a target that they stick to. The enemies will always attempt to stop me from my objective. (Collect and escape with all loot) the enemy characters always roll a dice at the start of every turn to determine whether enemies switch targets or not. Depending what the value of the dice is, enemies sometimes trade targets or sometimes two enemies will team up and target the same person. My team just has to complete the objective and escape . Stay alive.i put more enemies on the map to make them stop me. That way I actually attack. Less enemies, the more of a chance I have to survive
A recent resurgence in my interest in video games, especially space marine 2, has reminded me how much I prefer coop/pve games as opposed to competitive pvp games. Also, my interest in tabletop has been gradually dropping the last couple of years, but joint ops actually has me hyped to give it a try
Interesting to hear your view on solo play, I’m on the fence regarding buying some Kill Team (the idea/theme appeals) ….based on what information is out there it’s looking like I’ll be sat here a while, they need to develop solo more without the need for players having to invent the rules themselves, they are more than capable of doing so…it’s been rushed! Seems a lazy add on intended to snare the large community of solo/co-op gamers out there (myself included) I’m not spending a small fortune to be disappointed when there are so many more well executed systems available.
@@raxacor I agree that this is a relatively underbaked format on release. It remains to be seen if they will expand upon it and make it fully fledged with further content. Not just mission packs but additional core rules to the system. Right now, kill team is a highly competitive game, and I suspect the solo mode will only get REAL effort of it proves itself first. If it turns out to be an afterthought and there's no real hype or buzz about it, then it will be untouched. And I can't really blame them for that. The format needs to prove itself
I had already planned to do house rules for the scenarii. Taking a few distinct missions from Fire Emblem games and build over them. Following your comment on the AI I think I'll also include a "strategy pack" like activate brawler first and shooters second, split shooters and move as a tag team with brawlers, always attack closest enemy, adaptative (slightly change strat each TP), pincer attack (shooters middle, brawlers in each flank), etc. As we have 6 types of units, could even be split strategies amongst the 6 types.
About the threat selection problem, just agree on a numeric system, for example: The harder it fires or fights the number goes up, higher hp and better saves it goes down(as being harder to hit and kill, could make the shot less impactful) if in cover and/or obscured it goes down, It can charge next activation it goes up, near an objective and can get it it goes up. And assign that threat level to the operative. There might be draws or exceptions but a numeric value i think it would help
Thanks for this video. I don't really have a hobby group, so I got this specifically for the solo play. I've got some experience with (computer) game design, so I will try to tack on an initiative system, for sure.
I'm really looking forward to solo/co-op. And I love your idea for an initiative system. I didn't realize they'd left that out, but like you said, it's easy to add.
I played my first co-op match the other day with my friend and his friend, the twist is, his friend played the npo's (following their guidelines) and this was great as at no point did it feel like any of use were sweating.
As someone who has never played kill team but would love to get into it, the new solo and cooperative modes are a freaking awesome edition. I for one will be visiting my local warhammer store asap to find out more
The Double Hello has existed since *_before KT21_* and I see no reason to change it now we're (almost) in KT24. (Originally I honestly thought it was a general TH-cam thing that had passed me by. )
I'm a new 40k player and hobbyist, but enjoy co op board games at home with family. I was tempted by the hivestorm box primarily because of the scenery and more models to paint, but i wasnt sure if i could be bothered to learn a new game system and persuade someone in my local warhammer group to learn it too! However the inclusion of solo/co-op mode means i can learn kill team myself at home, maybe even play with kids and wife, and if i like it, use that mode to teach folks from the local group too. It doesn't seem like it will be a full satisfying co op experience like spirit island, pandemic legacy, dorfromantik etc, but worth a go. Worst case i get some 40k terrain, sell off two kill teams and the books and go back to 40k :)
I am just digging back into GW stuff after years away ... I am surprised they haven't released more solo/co-op modes for their games. It's gotten very big in the broader tabletop gaming community in the last few years. It does need dedicated expansions and rule sets to make it interesting though...like you say, random elements and events that can surprise players, things that need to be accounted for, engaging and varied scenarios... I am sure GW will cotton on...
I think the initiative and dice activations are great ideas. Thanks for that. I have a buddy who wants to get into KT due to being a Tau player and wanting the Vespids. I will be using these house rules.
I have a question: I was preparing my very first Joint ops game, looking to learn the game. I'm playing Kommandos vs. NPOs Space Marine. I was going to select the equipment for the Marines and had a doubt on what equipment should I get to them: can I select equipment with an action for them? Since there are no actual guidelines about how NPOs interact with those, should I choose other equpment or do I decide (using the menacing rules guidelines) how the NPOs use those actions?
I think something like rolling 2d6 to determine what NPO’s activate would be good. Makes it a probability based problem as you know what models are *more likely* to activate but you never know for certain
Accurate 2 Hello! I found the co-op mode to be really handy for teaching new folks how to play. Also, it’s the only way Tyranids will be playable in KT24. 😢 (hopefully GW will make me a liar someday). Also, I think you should stick with Double Hello. It’s your brand.
I mean, I want to try solo/co-op, and I definitely think I'm going to crib your notes with that initiative system for the NPOs just to add that element of unpredictability. But I think primarily I'll be playing PvP - I hesitate to call it "competitive" as my local tournament scene really isn't that competitive; we're just a bunch of friends hanging out playing the teams we think are coolest.
I like the co-op missions, they are great to introduce new players in a non-competitive way. I've found that some new recruits tend to feel a lil' down if a really experienced player crushes them on their firstgame. However, the narrative campaigns from KT 2.0 will be missed 😢
Are there any rules for friendly force activations in joint ops? I.e does each player have to alternate activating one of their half team or can you mix it up with one player activating two models before the other player activates a model? Can GA2 work between the two players with one player GA2ing so the other player then activates?
What you described in detal sounds like quite dull experience. Comapring it to something like Rangers of shadowdeep with many extra events each round and random/surprise interactions ... and objectives being outside of "kill/take" it seems it will be another of GW's "Rat hunts" (From Warcry) - dunno if you tried that, but might be somethign to copare to?
@@WladcaPodziemia some great suggestions here, and you're right that this is very barebones. In a similar way that you could argue preliminary ops is rather barebones and gets expanded with approved ops. We can only hope that the expansion we get for these modes isn't just a new mission, but expanded everything
It doesn’t seem like GWS is trying to achieve the solo experience of games like Five Parsecs from Home or Rangers of Shadowdeep. Instead, just a way to learn the game and familiarise teams for the primary purpose of PVP.
@@billybirdy9507 Fair and with that clear, those players that enjoy coop would be better of going with those dedicated systems. Althohugh this time GW "advertised" this coop experience... I do agree it seems to be just tutorial level
I think your hatred of your opponents might be a you thing ha I play competitive KT and I always have a good time with my opponent(minus a few stinkers) It's possible to have fun and be competitive! Though I'm glad this new gamemode is open to those who don't feel that way
I've been curious to get into kill team, but it always seemed a bit too competitive focussed for me. I'm keen to try out coop with one of my necromunda players, seems like a great way to play the game
Its strange to me they didnt implement the Cursed City method for NPOs, cards designate order and rolling for what each model does during its activation. It makes it feel like PvE and not "I'm deciding this".
Could you elaborate on what you mean by initiative? Because the game does have initiative changing hands between players already, but it seems like you have something more specific in mind
Thank you for the video! I have been deciding on whether to play Kill Team or not. I play 40K (and I mostly just paint rather than play the game), but I also play a ton of regular board games. I was pretty excited to hear that there was a Solo Mode in this edition of KT, but it seems that the Solo Mode is more akin to playing Chess solo. My only frustration with that type of Solo Mode implementation is that I am not entirely sure whether I can truly choose the worst possible option for me on behalf of the NPO. I suspect that perhaps (just like in the world of board games) some clever player can come up with a Solo Mode ruleset that does more than just playing the game against myself. Still, I have no idea how strong the AI is compared to a regular player (i.e., can the AI punish a player for non-optimal plays by virtue of being really strong?), nor do I know whether it is even feasible to set up an AI in a game like KT where decisions can be highly complex and take into account viewing angles and distance. TL;DR: Solo Mode seems more like playing Chess by myself, and I am not sure if it would be good to learn how to play KT. I should just find friendly people to play with in order to learn this game.
Man, I don’t say this enough but this is still one of my favorite wargaming channels and your honest breakdown of what does and does not work for you in the system really helps contextualize the game for me. Appreciate your perspective and I’ll always stop in for a GHD view on a tabletop game. Keep it up!
excited to see what will be cooked for coop in white dwarf and maybe even during seasons. i am a new player which is slowly getting the models/terrain, so solo, coop and then some pvp matches would be a normal progression i believe. or maybe i throw everything away and play battlesector on pc, who knows?
This honestly feels like such a fumble for GW, they really had a chance to make it something exciting but they didn’t see it. But you’re right, thats what house rules are for. Well thought out video!
The reason to make worse Necromunda is that Necromunda's gang war setting does not appeal to everyone. I remember when Shadow War: Armageddon came out towards the tail end of 7th edition, and it was literally just Necromunda with 40k minis, but I was immediately drawn to it because it was exactly what I wished Kill Team was at the time. I ultimately never got a chance to play it, and I regret it to this day, despite having played KT 2018 extensively (I never managed to get into the 2021 edition due to opaque ruleset and lack of time). And yet I never once considered picking up Necromunda, because it just doesn't have the same feel to it. As a huge xenos fan, there's very little for me to enjoy in the incredibly limited scope of the Necromunda setting. I don't care about some gangs duking it out in a seedy underbelly of an imperial hive city. Comparatively, Kill Team has a much greater variety of available factions and settings. Even if I don't like all of them, there's bound to be something that catches my interest (and there is - I'm currently waiting for my shiny new Mandrakes to finally release so I can get my hands on them). Besides, Narrative Play has been one of the core pillars of GW design since 8th edition. Even 40k has a campaign system, so why not Kill Team? tl;dr - KT narrative > Necromunda because f@#% gangs.
I don't think its fair to say it can only be a teaching game. A lot of us play just to socialize, roll some dice and see what happens. It can absolutely be a casual game in its own right without having to be a teaching game. That said, im juat as excited about it as you are. Co op is easilly my favourite way to play any kind of game.
If you get an initiative system set up that works, make a video about it, I would be very interested in it as I see myself doing the same thing based on what you've said.
Have you look at the solo variant Kill Team Acolyte? I much prefer playing coop in an adventure mode, I was waiting to see what the 3rd edition coop mode was going to be, it feels a bit too light - I hope they will do d&d-like campaigns (crusade) for KT coop in the future
Imo, necromunda is a lot more crunch and rules, and also campaigning. Like a one shot necromunda game isn't very fun, you really need to build up the roster. Kill team is more streamlined, and all the campaign stuff just left. You can also build a 40k army with kt models, less so with necromunda. If you have a dedicated play group, necromunda would be awesome. If not, kill team all the way, imo
I think or hope if the solo idea 💡 works,maybe we can get advanced drones with faction relevance. Sorry…I’m Canadian and I’m trying to use the Kings English.
It's a shame that the solo/coop "AI" is so limited, I've often felt that the downside of trying to play KT "against yourself" was that you always know what you or the other you are going to be doing, so outside of sketchy dice rolls, you can just "decide" who is going to win. Shall definitely try out the idea of some sort of randomised initiative to see if that mixes it all up a bit more.
Sad to hear your thoughts on this as they echo my concerns. I love that they have created this and I absolutely think (and hope) they will add to it but when the main decision maker for the NPOs is the player this isn't a game. I think anyone who thinks playing a game against yourself is the same as solo play is misunderstanding what solo play is. Any true solo or coop game needs an intelligent ai and randomization to create an engaging experience that replicates the unique immersive narrative a PVP experience creates. So unfortunately at the moment it sounds like this needs more to turn it into something that can really pull in it's own players.
Could agree more… This is such a great overview and a really smart review. I was utterly hyped by the thought of a Coop/solo mode and continue to be hyped by its potential however for the clear reason identified - Without initiative it’s doing what I already do on occassion…play against myself. And that’s going to keep me away…at the moment….Come on GW - there’s an entire board gaming community out there that also loves a miniature war game BUT you’ve got to commit. Give us real rules, invest in the potential, I am absolutely convinced it will open the door to a much broader market. Coop / solo games are joyous. And for people like me,in their late 40s, give me the opportunity to build and paint killteams that actually get the opportunity to be fielded - why??? Because I play against an AI and have a blast doing so, because I don’t have the time to always get mates together. I appreciate its early doors and maybe that’s the plan but at the moment it feels…well…a little flaccid. Good Solo gaming should challenge and surprise.
As an former 40k/KillTeam player i switched to CoOp games just because i love to play WITH friends not against them… so i would buy this for Solo and CoOp games… so my question is: is it worth it? Or does GE just tak it on, because they realised that there is a greater demand for CoOp games? Big downside so fare: no narrative, no progression 🤦🏼♂️ curious about your opinion.🤩🙌🏻
Well…😂 i should have watched till the end before commenting 🤦🏼 allright and yes i agree: the lack of an initiative system is really questionable 🤦🏼♂️ well now i have to decide to implement my own system or skip that one… i guess GW (once again) choose the easy road and tacked on the Solo/ CoOp system… thank you for this great review 👍🏻🙏🏻
In fairness, this is a new attempt at a format for GW (they have done solo before, but not to a degree anyone noticed), and so it kind of needs to "prove itself" before we can expect them to truly fully support it, so them giving us the bare minimum makes a lot of sense.
Check out my how to play videos over here: th-cam.com/video/1mPOpxA6sxE/w-d-xo.html
Do you like my channel and are pretty hype on wargaming in general? Come and chat in my channel's chilled out casual Discord: discord.gg/6VRyQTCpPu
And if you're REALLY cool, support me on Patreon: www.patreon.com/GlassHalfDead
Andy's being modest. I played him during a Liverpool tournament. Absolute gentleman. I tried to shake his hand at the start of the game, but he refused by gently cupping my head and kissing me right on the mouth. He then offered to rub his beard for luck. Being a married man, I had to refuse to which he replied: "Your terms are acceptable." At the end of a tense, razor's edge game of 14-2 Andy turned 360 degrees and remarked "no one will believe you" as he walked away. What a legend.
Holy shit balls that’s amazing! What a legend!
This is true. I read it on the internet.
This is true, i was the beard.
Much needed, co op isn't getting a lot of coverage, thank you.
Never change the double hello
Circle Hello is acceptable
I think the solution to initiative issue is going the way darktide boardgame functions: a deck of initiative cards. Hopefully as this game mode expands, GW will implement some mechanic to give a better AI initiative behavior to the Npos.
That is my plan with handling initiative, a draw deck like dark tide , also a bit surprised that of dark tide wasn't officially carried over to the solo-co-op mode. That being said it is easy enough to assign operatives a card number and using a regular deck of cards for initiative.
Are you guys the other people that own Darktide? Pleased to make your acquaintance!
Not played it yet, as I got in too deep, buying an extra box of Blooded, cos 'might as well' have the kill team, then buying single bodies from around the globe to make more operatives, and now, waiting for more magnets to arrive, to swap loadouts for Boarding Actions... but we have managed some Lair of the Beast family time, and that uses cards, too...seems to work well. Best part was when Draik ended the game with a double activation of buffed digital weapons. What a rogue!
Double hello for life
I loved Black Stone Fortress back then, and I'm hyped to see what can I make with this KT co-op rules and the BSF ones, a mix match of House Ruling bonanza xD
Double hello all day, every day!
Wow……..
……so wholesome!
co op helps me play a game with my son
Exactly this!
100%
I think Solo/Co-op format with addition of house rules is just the new Narrative Play mode of this edition.
I've been planning on doing joint ops but with full teams. Combat Patrol sized mat, double the NPOs. Only issue I see with this is with pistols etc range.
Honestly I felt like it was really lame that the official rules for this were geared towards this weird half-team setup. I don't want to play with half my team, and no real rules on team composition in that half, I want to bring my whole team to the table alongside my teammate!
I was wondering how they were going to deal with what NPOs activated when it was the "AI's" turn, kind of blown away that so much is just up to you to figure out as it doesn't feel like you have to strategically play around anything that you yourself haven't set up. The rolling a dice for a number and going from left to right across the board is a really good fix for this. Even though it might not be as elegant as some other options, I wish they went the little extra mile to put something like that in the core book even as an optional rules segment or something.
Totally agree... "playng solo" in the current ruleset looks so much like just playng with yourself than playng against AI....
This should have be an addition to the narrative system, not a replacement for it.
Easy way to do an initiative "system", put tokens of different colours, one colours is your operatives, put the same number of token in an opaque bag, other colour is NPOs, put as many tokens of the other colour in the same bag. Pull tokens, initiative, voila.
(Source, other skirmish/board games: Zone Wars, For what remains...)
I think the problem is choosing which NPO should go next, not which team turn is it.
@@verdrax number the tokens and the matching npo? We regularly name the operatives, it should be easy?
My initial thought was to roll to see who goes first in a given turning point, and then use a polyhedral dice/playing cards to get a number, having assigned numbers to NPOs before the game.
I'd love to see a warhammer quest style activation system for the npo's, Roll a d12 and consult a small chart to give enemy npo's a little randomness.
The Like button is pressed when the Double Hello is spoken.
Aye
as someone new to this amazing world, a huge thank you for all of your content. It really helps us out massively!
Ah can’t lie, actually quite disappointed no narrative. I know it was no necromunda but I still liked it
This mode was needed, even in this most basic form. It's a precedent.
You could also give an initiative order to the types of NPO’s
Melee operatives want to activate first, coz they are running up the board. Where as shooty operatives are lower down waiting for a shot. Bigger models are slowly than smaller ones
So example
Trooper brawler
Tough brawler
Heavy brawler
Trooper marksman
Warrior marksman
Heavy marksman
Then if you got multiples of the same operative, activate the worst one for you or roll a D6
So
So a proposal for Solo and co-op rules to introduction some randomness is Variable Enemy Group activation. Role a D3 dice D3 for enempy Group activation number each time its Enemy turn. That way enemy might get one standard or multilpe attacks at one time. Enemy Group activation = from 1 up to max 3. (with 3 allowed only once per turning point).
Double hello for sure, dont change it man, I've come to rely on it, its one of the most wholesome things in my day
The initiative system could use a deck of playing cards, each model assigned A, K, Q, J, 10, etc at the start, and the deck curtailed by the number of models. When it's the NPO's turn, draw the top card and activate that model. At the end of the round, shuffle the deck.
The NPO action decision tree also needs a dice roll of some sort for randomness.
Here’s how I do it.
Each enemy character has a target that they stick to.
The enemies will always attempt to stop me from my objective. (Collect and escape with all loot) the enemy characters always roll a dice at the start of every turn to determine whether enemies switch targets or not. Depending what the value of the dice is, enemies sometimes trade targets or sometimes two enemies will team up and target the same person.
My team just has to complete the objective and escape . Stay alive.i put more enemies on the map to make them stop me. That way I actually attack. Less enemies, the more of a chance I have to survive
Great video. If you want turn solo play into a campaign, you could combine the KT battle with Five Parsecs from Home world building and campaigns.
A recent resurgence in my interest in video games, especially space marine 2, has reminded me how much I prefer coop/pve games as opposed to competitive pvp games.
Also, my interest in tabletop has been gradually dropping the last couple of years, but joint ops actually has me hyped to give it a try
I'd be interested in seeing a video about how to do boss battles using the solo/coop rules!
Finally, an imperial knight in kill team
Interesting to hear your view on solo play, I’m on the fence regarding buying some Kill Team (the idea/theme appeals) ….based on what information is out there it’s looking like I’ll be sat here a while, they need to develop solo more without the need for players having to invent the rules themselves, they are more than capable of doing so…it’s been rushed! Seems a lazy add on intended to snare the large community of solo/co-op gamers out there (myself included) I’m not spending a small fortune to be disappointed when there are so many more well executed systems available.
@@raxacor I agree that this is a relatively underbaked format on release. It remains to be seen if they will expand upon it and make it fully fledged with further content. Not just mission packs but additional core rules to the system.
Right now, kill team is a highly competitive game, and I suspect the solo mode will only get REAL effort of it proves itself first. If it turns out to be an afterthought and there's no real hype or buzz about it, then it will be untouched. And I can't really blame them for that. The format needs to prove itself
I had already planned to do house rules for the scenarii. Taking a few distinct missions from Fire Emblem games and build over them. Following your comment on the AI I think I'll also include a "strategy pack" like activate brawler first and shooters second, split shooters and move as a tag team with brawlers, always attack closest enemy, adaptative (slightly change strat each TP), pincer attack (shooters middle, brawlers in each flank), etc. As we have 6 types of units, could even be split strategies amongst the 6 types.
I'm hoping to play co-op with my 8-year old. He's a bit young for all the rule nuance, but I think we'll have fun.
Exactly the reason why I picked up the new box.
About the threat selection problem, just agree on a numeric system, for example:
The harder it fires or fights the number goes up,
higher hp and better saves it goes down(as being harder to hit and kill, could make the shot less impactful)
if in cover and/or obscured it goes down,
It can charge next activation it goes up, near an objective and can get it it goes up. And assign that threat level to the operative. There might be draws or exceptions but a numeric value i think it would help
Looking forward to both solo and co-op. Gonna be great … and I certainly want some randomness thrown in. Great video!
I should up for the double hello and say for the triple hello at the end.
Never change it. :)
Thanks for this video. I don't really have a hobby group, so I got this specifically for the solo play. I've got some experience with (computer) game design, so I will try to tack on an initiative system, for sure.
I've just been jonsing to recreate the space hulk game on into the dark. play any of my teams vs nids.
This. Maybe this is going to be the way tyrannids will make into this edition in a future solo/coop/narrative expansion
@@Winstonatoor if I had painted Tyranids I'd totally do this...
I'm really looking forward to solo/co-op. And I love your idea for an initiative system. I didn't realize they'd left that out, but like you said, it's easy to add.
In true GW fashion, as spearhead was better than combat patrol, warcry 3 solo will be better than killteam solo
Dude, Warcry 1.0 already had solo mode (found in Tome of Champion 2020) and it is already better than this.
I played my first co-op match the other day with my friend and his friend, the twist is, his friend played the npo's (following their guidelines) and this was great as at no point did it feel like any of use were sweating.
As someone who has never played kill team but would love to get into it, the new solo and cooperative modes are a freaking awesome edition. I for one will be visiting my local warhammer store asap to find out more
The Double Hello has existed since *_before KT21_* and I see no reason to change it now we're (almost) in KT24. (Originally I honestly thought it was a general TH-cam thing that had passed me by. )
So does the core book contain no information on narrative or the previous spec ops style xp system?
I'm a new 40k player and hobbyist, but enjoy co op board games at home with family. I was tempted by the hivestorm box primarily because of the scenery and more models to paint, but i wasnt sure if i could be bothered to learn a new game system and persuade someone in my local warhammer group to learn it too! However the inclusion of solo/co-op mode means i can learn kill team myself at home, maybe even play with kids and wife, and if i like it, use that mode to teach folks from the local group too. It doesn't seem like it will be a full satisfying co op experience like spirit island, pandemic legacy, dorfromantik etc, but worth a go. Worst case i get some 40k terrain, sell off two kill teams and the books and go back to 40k :)
I am just digging back into GW stuff after years away ... I am surprised they haven't released more solo/co-op modes for their games. It's gotten very big in the broader tabletop gaming community in the last few years. It does need dedicated expansions and rule sets to make it interesting though...like you say, random elements and events that can surprise players, things that need to be accounted for, engaging and varied scenarios...
I am sure GW will cotton on...
I'm looking forward to the coop, not so much solo. I would like them to expand on it in future boxsets and WD articles.
I quite like the idea of solo play as something I can play with my son to get him introduced in an easy to learn way
I think the initiative and dice activations are great ideas. Thanks for that. I have a buddy who wants to get into KT due to being a Tau player and wanting the Vespids. I will be using these house rules.
I have a question: I was preparing my very first Joint ops game, looking to learn the game. I'm playing Kommandos vs. NPOs Space Marine. I was going to select the equipment for the Marines and had a doubt on what equipment should I get to them: can I select equipment with an action for them? Since there are no actual guidelines about how NPOs interact with those, should I choose other equpment or do I decide (using the menacing rules guidelines) how the NPOs use those actions?
Solo and co-op are by far my fav new addition to the new edition!
I think something like rolling 2d6 to determine what NPO’s activate would be good. Makes it a probability based problem as you know what models are *more likely* to activate but you never know for certain
Brilliant video! I'm definitely in the Co-op camp.
I can’t wait to beat myself in some kill team!
just found this channel, have been really enjoying my triple hello. (y)
Good review. I wasn't going to bother with this edition of killteam but you've sold it to me casual co op or solo sounds for me
Accurate 2 Hello!
I found the co-op mode to be really handy for teaching new folks how to play. Also, it’s the only way Tyranids will be playable in KT24. 😢 (hopefully GW will make me a liar someday).
Also, I think you should stick with Double Hello. It’s your brand.
I think the co-op mode would benefit from a "dungeon master" that helps with initiative and determining the best move with npo's
I mean, I want to try solo/co-op, and I definitely think I'm going to crib your notes with that initiative system for the NPOs just to add that element of unpredictability. But I think primarily I'll be playing PvP - I hesitate to call it "competitive" as my local tournament scene really isn't that competitive; we're just a bunch of friends hanging out playing the teams we think are coolest.
⚪️ hello never stuck, so I’d say double hello.
I like the co-op missions, they are great to introduce new players in a non-competitive way. I've found that some new recruits tend to feel a lil' down if a really experienced player crushes them on their firstgame. However, the narrative campaigns from KT 2.0 will be missed 😢
Are there any rules for friendly force activations in joint ops? I.e does each player have to alternate activating one of their half team or can you mix it up with one player activating two models before the other player activates a model? Can GA2 work between the two players with one player GA2ing so the other player then activates?
What you described in detal sounds like quite dull experience. Comapring it to something like Rangers of shadowdeep with many extra events each round and random/surprise interactions ... and objectives being outside of "kill/take" it seems it will be another of GW's "Rat hunts" (From Warcry) - dunno if you tried that, but might be somethign to copare to?
@@WladcaPodziemia some great suggestions here, and you're right that this is very barebones. In a similar way that you could argue preliminary ops is rather barebones and gets expanded with approved ops. We can only hope that the expansion we get for these modes isn't just a new mission, but expanded everything
It doesn’t seem like GWS is trying to achieve the solo experience of games like Five Parsecs from Home or Rangers of Shadowdeep. Instead, just a way to learn the game and familiarise teams for the primary purpose of PVP.
@@billybirdy9507 Fair and with that clear, those players that enjoy coop would be better of going with those dedicated systems. Althohugh this time GW "advertised" this coop experience... I do agree it seems to be just tutorial level
Don't know yet what I am new to this but playing solo doesn't sound bad, haven't got my box yet. But it's good to listen to You!
I think your hatred of your opponents might be a you thing ha
I play competitive KT and I always have a good time with my opponent(minus a few stinkers)
It's possible to have fun and be competitive!
Though I'm glad this new gamemode is open to those who don't feel that way
Double hello for me
I've been curious to get into kill team, but it always seemed a bit too competitive focussed for me. I'm keen to try out coop with one of my necromunda players, seems like a great way to play the game
Its strange to me they didnt implement the Cursed City method for NPOs, cards designate order and rolling for what each model does during its activation. It makes it feel like PvE and not "I'm deciding this".
Could you elaborate on what you mean by initiative? Because the game does have initiative changing hands between players already, but it seems like you have something more specific in mind
Thank you for the video! I have been deciding on whether to play Kill Team or not. I play 40K (and I mostly just paint rather than play the game), but I also play a ton of regular board games. I was pretty excited to hear that there was a Solo Mode in this edition of KT, but it seems that the Solo Mode is more akin to playing Chess solo. My only frustration with that type of Solo Mode implementation is that I am not entirely sure whether I can truly choose the worst possible option for me on behalf of the NPO. I suspect that perhaps (just like in the world of board games) some clever player can come up with a Solo Mode ruleset that does more than just playing the game against myself. Still, I have no idea how strong the AI is compared to a regular player (i.e., can the AI punish a player for non-optimal plays by virtue of being really strong?), nor do I know whether it is even feasible to set up an AI in a game like KT where decisions can be highly complex and take into account viewing angles and distance.
TL;DR: Solo Mode seems more like playing Chess by myself, and I am not sure if it would be good to learn how to play KT. I should just find friendly people to play with in order to learn this game.
I think it's going to be a much better introduction to the game if your getting friends involved for the first time
Man, I don’t say this enough but this is still one of my favorite wargaming channels and your honest breakdown of what does and does not work for you in the system really helps contextualize the game for me. Appreciate your perspective and I’ll always stop in for a GHD view on a tabletop game. Keep it up!
Really happy for Coop. I am much more interested in coop than competitive play.
imagine getting tabled on your first solo matches by npos :D
excited to see what will be cooked for coop in white dwarf and maybe even during seasons. i am a new player which is slowly getting the models/terrain, so solo, coop and then some pvp matches would be a normal progression i believe. or maybe i throw everything away and play battlesector on pc, who knows?
This honestly feels like such a fumble for GW, they really had a chance to make it something exciting but they didn’t see it. But you’re right, thats what house rules are for. Well thought out video!
The reason to make worse Necromunda is that Necromunda's gang war setting does not appeal to everyone. I remember when Shadow War: Armageddon came out towards the tail end of 7th edition, and it was literally just Necromunda with 40k minis, but I was immediately drawn to it because it was exactly what I wished Kill Team was at the time. I ultimately never got a chance to play it, and I regret it to this day, despite having played KT 2018 extensively (I never managed to get into the 2021 edition due to opaque ruleset and lack of time). And yet I never once considered picking up Necromunda, because it just doesn't have the same feel to it. As a huge xenos fan, there's very little for me to enjoy in the incredibly limited scope of the Necromunda setting. I don't care about some gangs duking it out in a seedy underbelly of an imperial hive city. Comparatively, Kill Team has a much greater variety of available factions and settings. Even if I don't like all of them, there's bound to be something that catches my interest (and there is - I'm currently waiting for my shiny new Mandrakes to finally release so I can get my hands on them). Besides, Narrative Play has been one of the core pillars of GW design since 8th edition. Even 40k has a campaign system, so why not Kill Team?
tl;dr - KT narrative > Necromunda because f@#% gangs.
I’m going to play solo to learn enough to bring more enjoyment to the table for people when we can play co op
I don't think its fair to say it can only be a teaching game. A lot of us play just to socialize, roll some dice and see what happens. It can absolutely be a casual game in its own right without having to be a teaching game.
That said, im juat as excited about it as you are. Co op is easilly my favourite way to play any kind of game.
If you get an initiative system set up that works, make a video about it, I would be very interested in it as I see myself doing the same thing based on what you've said.
Can you play Kill Team 2024 with three (or four) players?
There are multiplayer missions with deployment layouts for 3 or 4 people!
Have you look at the solo variant Kill Team Acolyte? I much prefer playing coop in an adventure mode, I was waiting to see what the 3rd edition coop mode was going to be, it feels a bit too light - I hope they will do d&d-like campaigns (crusade) for KT coop in the future
How would you feel about something like co-op but add in the element of having a "game master" to run the enemy teams and tell a story?
Then that's a three player game with two players on one side?
Do you not like necromunda? I’m currently saving up for my first 40k something and was thinking killteam, but necromunda looks so incredibly cool.
Imo, necromunda is a lot more crunch and rules, and also campaigning. Like a one shot necromunda game isn't very fun, you really need to build up the roster. Kill team is more streamlined, and all the campaign stuff just left. You can also build a 40k army with kt models, less so with necromunda.
If you have a dedicated play group, necromunda would be awesome. If not, kill team all the way, imo
@@yeturs69420yeah I was asking around the game store, no luck with necromunda:( Maybe I’ll just have to get 2 gangs and have a friend come over
I think or hope if the solo idea 💡 works,maybe we can get advanced drones with faction relevance.
Sorry…I’m Canadian and I’m trying to use the Kings English.
It's a shame that the solo/coop "AI" is so limited, I've often felt that the downside of trying to play KT "against yourself" was that you always know what you or the other you are going to be doing, so outside of sketchy dice rolls, you can just "decide" who is going to win. Shall definitely try out the idea of some sort of randomised initiative to see if that mixes it all up a bit more.
Double hello to you too
Can we play co op or solo with all the previous kill team board games
Double hello!
Well dang. Someone's going to have to write some solo rules.
13:28 that’s a bit sad given 40K had initiative for years.
Sad to hear your thoughts on this as they echo my concerns. I love that they have created this and I absolutely think (and hope) they will add to it but when the main decision maker for the NPOs is the player this isn't a game.
I think anyone who thinks playing a game against yourself is the same as solo play is misunderstanding what solo play is. Any true solo or coop game needs an intelligent ai and randomization to create an engaging experience that replicates the unique immersive narrative a PVP experience creates. So unfortunately at the moment it sounds like this needs more to turn it into something that can really pull in it's own players.
Could agree more…
This is such a great overview and a really smart review. I was utterly hyped by the thought of a Coop/solo mode and continue to be hyped by its potential however for the clear reason identified - Without initiative it’s doing what I already do on occassion…play against myself. And that’s going to keep me away…at the moment….Come on GW - there’s an entire board gaming community out there that also loves a miniature war game BUT you’ve got to commit. Give us real rules, invest in the potential, I am absolutely convinced it will open the door to a much broader market. Coop / solo games are joyous. And for people like me,in their late 40s, give me the opportunity to build and paint killteams that actually get the opportunity to be fielded - why??? Because I play against an AI and have a blast doing so, because I don’t have the time to always get mates together. I appreciate its early doors and maybe that’s the plan but at the moment it feels…well…a little flaccid. Good Solo gaming should challenge and surprise.
Piecing crits 2 hello!
I guess they want to sell us better rules for good money.
Piercing 2 Double Hello, we're nearly defenseless against it
Our cover! It's worthless!!!
Circle Hello! Keep shapes alive!
As an former 40k/KillTeam player i switched to CoOp games just because i love to play WITH friends not against them… so i would buy this for Solo and CoOp games… so my question is: is it worth it? Or does GE just tak it on, because they realised that there is a greater demand for CoOp games? Big downside so fare: no narrative, no progression 🤦🏼♂️ curious about your opinion.🤩🙌🏻
Well…😂 i should have watched till the end before commenting 🤦🏼 allright and yes i agree: the lack of an initiative system is really questionable 🤦🏼♂️ well now i have to decide to implement my own system or skip that one… i guess GW (once again) choose the easy road and tacked on the Solo/ CoOp system… thank you for this great review 👍🏻🙏🏻
In fairness, this is a new attempt at a format for GW (they have done solo before, but not to a degree anyone noticed), and so it kind of needs to "prove itself" before we can expect them to truly fully support it, so them giving us the bare minimum makes a lot of sense.
double hello all day dude
Top content as always!
Showing up in the comments section to return Andy with a....QUADRUPLE HELLO
Im a fcking loser, but I also wanna try the solo and coop part thats why im here on this vid! Thank you for putting them out there! :)
Double hello is wholesome. And I am solo, but probably also a f***ing loser.
Co-op is the no brainer way into the game for kids, really surprised it has taken this long!