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Optimal Game State
Ирландия
Добавлен 10 май 2022
On this channel we're covering all the Specialist Games from Games Workshop. The goal is to take what GW have to offer and try put together the best possible two-player experiences that we can for these games. If this is the kind of thing you'd enjoy, please Subscribe to the channel.
If you'd prefer to see some of these guides in a written format, they can be found at optimalgamestate.com and you can find some resources on our Patreon patreon.com/user?u=26352246 which is free.
If you'd prefer to see some of these guides in a written format, they can be found at optimalgamestate.com and you can find some resources on our Patreon patreon.com/user?u=26352246 which is free.
Battletech - Learning Lessons from Battletech
In today’s video, I’m going to talk about Battletech and some of the lessons I think we can take from it, that includes some things I think it does well and some things I think are mistakes. So if you’re a fan of the game, take notes and feel free to roast me in the comments. If you’re new to Battletech, or it isn’t really your thing, the goal here isn’t to pitch the game to you. I want to talk about elements of the game that I find interesting and maybe that’s something you can apply to your own games.
Battletech Classic Quickstart - bg.battletech.com/download/BTBB%20Online%20QSR%201-21c.pdf
Battletech Alpha Strike Quickstart - bg.battletech.com/wp-content/uploads/Alpha%20Strike%20Quick%20...
Battletech Classic Quickstart - bg.battletech.com/download/BTBB%20Online%20QSR%201-21c.pdf
Battletech Alpha Strike Quickstart - bg.battletech.com/wp-content/uploads/Alpha%20Strike%20Quick%20...
Просмотров: 1 315
Видео
Monthly Review - October
Просмотров 78114 дней назад
In this monthly series, I look at all the releases in the previous month for the Warhammer Boxed Games. That's Kill Team, Warcry, Underworlds, Necromunda, Blood Bowl, Legions Imperialis, Aeronautica, Titanicus, and Warhammer Quest. Reviews of the new Warcry Stormcast: @wargamesontoast ruclips.net/video/tX-pe23Otns/видео.htmlsi=Vzch1hasL33a8s4K @thesaltyseagames ruclips.net/video/4m9IDMwVcO0/вид...
Warcry - Orktober Ironjawz
Просмотров 32921 день назад
For this October I decided to paint an Ironjawz warband. In this video I talk a little about the fighters I've taken and I go through the hobby steps to get them ready for the table. This is mostly just me enjoying my hobby with the occasional tip you might enjoy. During it, I look at the new @AKInteractiveOfficial Real Color Markers and some of the @GamersGrass products including the starter b...
Killteam - Joint Operations Trial
Просмотров 1,5 тыс.Месяц назад
In my last Killteam video I talked about ways I thought we could improve Joint Ops. In this video I put that into practise and play through the Sabotage Joint Ops mission. This isn't really a battle report, I don't show all the action. I give a few summaries at the end of turns and talk about a few key moments. Then a ramble along about the game a bit. I hope you enjoy it :) For my suggested up...
Kill Team - Improving Solo Play
Просмотров 5 тыс.Месяц назад
Last time we had a look at some of the solo or co-op rules for the new edition of Kill Team. This week I’m going to build on that. We’re going to do is tamper with the solo play rules. The two main goals I have for this exercise are to speed up the game for the players and to remove points where the players have to make decisions for the enemy. We want our players focused on the strategy for th...
Monthly Review - September (Updated!)
Просмотров 151Месяц назад
In this monthly series, I look at all the releases in the previous month for the Warhammer Boxed Games. That's Kill Team, Warcry, Underworlds, Necromunda, Blood Bowl, Legions Imperialis, Aeronautica, Titanicus, and Warhammer Quest.
Warhammer Underworlds - The New Edition
Просмотров 2,3 тыс.Месяц назад
Over the weekend we got the news of the new edition for Warhammer Underworlds which has some massive changes to the game. In this video I talk about why I think Games Workshop have made these changes not for the players but for themselves, and why that's a good thing for us.
Warcry - Darkoath
Просмотров 966Месяц назад
Today we’re looking at the new Darkoath faction in Warcry. This sub-faction of the Slaves to Darkness appeared earlier in the year with a big box release and now we finally have the rules for them in Warcry. If you’re not aware, we’ve just had a big FAQ arrive for Warcry and along with it we’ve had some new factions including the Darkoath. Off Meta Musings - ruclips.net/video/GWgxDdW-XaQ/видео....
Kill Team - The New Solo Format
Просмотров 9 тыс.2 месяца назад
Today we’re going to talk about the new edition of Kill Team and the new PVE mode it has, called Joint Ops. We did have a single article on Warhammer Community giving a few details on this new play mode, but in this video I’m going to be talking about a lot more. That’s because a round of leaks did give us the full details from the Hivestorm box. Honestly the article is 90% of the info we neede...
Monthly Review - August
Просмотров 2802 месяца назад
In this monthly series, I look at all the releases in the previous month for the Warhammer Boxed Games. That's Kill Team, Warcry, Underworlds, Necromunda, Blood Bowl, Legions Imperialis, Aeronautica, Titanicus, and Warhammer Quest.
Warcry & Killteam - Casual or Competitive
Просмотров 4312 месяца назад
What's the difference between a casual and a competitive game? Warcry is often considered to be a casual game while Killteam is seen as a competitive game, but why? In this rambling video, I try make the case that Killteam and Warcry as at their core, the same game. That the difference in perception is due to how the two games are pitched rather than how the games actually play. Hopefully I mak...
Combat Patrol Magazine
Просмотров 7502 месяца назад
I picked up the new partworks magazine Combat Patrol. This is similar to the previous Stormbringer, Dark Imperium, and others like it. I have a flick through the contents of the first one, and talk about the pros and cons of something like this. For more info check FauxHammer www.fauxhammer.com/news/warhammer-combat-patrol-magazine-launch-date-collection-changes-confirmed/
Warcry - Wartally
Просмотров 4352 месяца назад
In this short video I talk about Wartally a website for tracking Warcry tournaments. If you're a competitive player this has a lot for you, but if you're a casual player this is a great resource to help balance out a two player game. Definitely worth checking out. Wartally - wartally.com by Troels Warcrier - warcrier.net by Servo Scribe Saltysea - www.youtube.com/@thesaltyseagames by Dan OffMet...
WHFRP - Character Generation
Просмотров 1723 месяца назад
In this third and last in the series, we're looking at the Warhammer Fantasy Roleplaying game by Cubicle 7. In this video we look specifically at character generation, although I heavily focus on getting your skills and characteristics right. One of the great things about the WHFRP rpg is the series of random tables so you can generate a completely random character. That said, as part of the pr...
Monthly Review - July
Просмотров 5393 месяца назад
In this monthly series, I look at all the releases in the previous month for the Warhammer Boxed Games. That's Kill Team, Warcry, Underworlds, Necromunda, Blood Bowl, Legions Imperialis, Aeronautica, Titanicus, and Warhammer Quest.
WHFRP - Rules Primer for Warhammer Fantasy Roleplay
Просмотров 2893 месяца назад
WHFRP - Rules Primer for Warhammer Fantasy Roleplay
WHFRP - Intro to the Warhammer Fantasy Background
Просмотров 4603 месяца назад
WHFRP - Intro to the Warhammer Fantasy Background
Blood Bowl - The First Lesson: Turnovers
Просмотров 1784 месяца назад
Blood Bowl - The First Lesson: Turnovers
Solo Games - Five Leagues from the Borderlands
Просмотров 6294 месяца назад
Solo Games - Five Leagues from the Borderlands
Solo Games - Rangers of Shadowdeep
Просмотров 1,8 тыс.4 месяца назад
Solo Games - Rangers of Shadowdeep
Solo Games - Frostgrave, Stargrave, and Silver Bayonet
Просмотров 5784 месяца назад
Solo Games - Frostgrave, Stargrave, and Silver Bayonet
Legions Imperialis - Tournament Lists
Просмотров 3,3 тыс.5 месяцев назад
Legions Imperialis - Tournament Lists
If you're waiting until the fight starts to begin employing strategy, you're doing it wrong. A good strategic build can win the game before the first dice roll.
This is an awesome resource! thanks very much. Will the Necromunda Tactic Card generator be updated with the new Spyre Hunter and/or Hive Secundus logos?
I've had a search around and can't find any logos for them. If you can point me in the right direction I'll add them!
Great stuff! Thank you
Btw, you don't need to work out your whole target number again for each weapon. If Mech A is shooting at Mech B, work out everything except the range modifier and call that X. Now for each weapon just add its range modifier to X. Once you expand beyond the Game of Armoured Combat starter, there are weapons that have one extra modifier (like pulse lasers apply a -2 to the number you need), but that's still just X + Y + Z. Which is easier than doing the whole thing every time.
Only started playing 4 months myself. Immediately started a on going Chaos Campaign the second month playing. Classic by the way. Not a fan of the rhetoric that Alpha Strike is 'streamline' system.
Catalyst Game Labs is a license holder the owner is Tyco and Microsoft
Thanks for that! I saw it mentioned in some discussion around why we haven't seen tv shows / movies. Someone broke down the various ways the licence got split after fasa fell apart. I gather MS just owns the computer game rights, Topps has the board games and books (licensed to CGL), Iron Wind Metals have the metal mini rights. I hadnt seen Tyco before, they seem to have toys from the old cartoon which itself seems to be Saban and through that Disney! A bit of a mess then, hopefully someone pulls it all back together.
Very nice video. Subbed.
Old school Classic player converted over to Alpha Strike (since I got kids and very little time to fill in 3825453 tiny armor pips). I'm a total convert to the Guerilla Miniatures Games method with the d12s. You do tend to wind up with more crits overall (it seems) but I'm kind of happy with that. You definitely see a lot more of the critical damage and far more upsets from an Ammo Explosion/Cockpit Kill. Highly recommend!
Then there's me who got rid of cluster and crit chance rolls, moved through-crits to the attack instead of the location roll and halved range penalties to hit amongst other changes. I'm a bit of a heathen when it comes to the rules as written.
I fill in heat sinks with heat as I fire so I can tell pretty easily what has and has not fired. I also move the die to the rear of the torso twist direction. No idea for AS. Since the movement dice are actually not part of the rules and just a community-tested notation system you can come up with whatever you want. Maybe place one of the remaining movement dice (since you need about 3 per mech) on top of your card when done?
The IWM metal minis are quite a bit better in quality than the modern plastics - but yeah, a lot of the designs are a bit goofy.
Enjoyed the video. I have been playing both Classic and Alpha Strike for a year or two and am enjoying it. I play more AlphaStrike and like the scale of engagement and speed of the game. But I do enjoy the detail of Classic every so often - it definitely is just a different style
Battletech nowadays can be better described as a toybox dumped out in front of you. Yes the "Classic" Total Warfare scale still exists and really didn't change too much in the 40 years it lives (compared to whatever edition number 40k is at now lol), but I'm glad to see them branching out a bit. Alpha Strike, as you showed, scratches a bit of a wargaming itch and is also a great first step into Battleforce; the real strategic game. Anyone who has gotten enough Alpha Strike sessions under their belt that wants to expand a bit really should peek at that. It is where the real strategic play comes in and goes as far as you want in scale of units, albeit a bit abstracted. Meanwhile on the other end of the scale, if you want a personal touch; such as being a contender in a gladiatorial fight or having a character survive a contract, they have the RPGs which connect to Total Warfare pretty well and I think Alpha Strike works decently with it too. I can see why in your summary there's that sense of "What do I do?" CGL has always been big on the idea of "Whatever you like" as their answer. It leads to some analysis paralysis sure, but once you push past that you can engage in a honor duel via Mech Hockey rink on a planet where people cheering you on gives you bonuses. All of what I just mentioned has rules in the game, just gotta find the products that talk about them is all.
I knew about the rpg (both of them), I hadn't looked at battleforce yet. I'll check it out, thanks!
I've gotten into Battletech Classic earlier this year, but had no clue how Alpha Strike worked. Thank you for clearing that up, I may give it a try.
Thank you, great video. 👍 It feels like we may have been on very similar recent research journeys! (DFaM / Ash@GMG etc). Your observations on the game are really relatable. I'm also really intrigued at the possibilities to tweak or introduce rules, particularly around Initiative and heat push your luck / risk and reward mechanics (I decided to opt for Alpha Strike over Classic in the hope of it being an easier sell to my gaming group!). Also agree with you regarding scenarios being a positive route to follow to steer the game away from being a too simplistic position/ shoot game. Anyways! Thanks again for a great video 😬
Is a new Warhammer Quest coming?
Warcry has been a little sparse lately.
In official releases yes, but we've eaten well with the recent faq and the new aos models that suddenly became warcry legal. We're also getting some underworlds re-releases which are great for Warcry 😁
Awesome start to my day, thank you!😊
Waaaaaaagh!!! They look amazing!
Baz with an hour long vid?! Saving this til later for some painted zen!
If I was a smart man this would be split into at least 4 different videos! At least there are timestamps 😂
Great ideas. Just getting into 40k and will definitely be trying this. Thank you.
I would like to start my adventure with WH Uderworlds. when is the release date of the new version?
Currently unknown, keep an eye on warhammer-community.com on Sunday evening to find out what will be on preorder the Saturday after.
God Damnit GW. They've just announced pre-order is this Saturday. That's the first time I'm aware they've surprised us. www.warhammer-community.com/en-us/articles/5hdacrdo/warhammer-underworlds-heres-how-to-get-started-in-the-new-edition/
XD and now it's rolled back " The Warhammer Underworlds: Embergard core set will be available to pre-order shortly, and we’ll have more news from the new edition next week." So we're pretty sure preorder will be Saturday 2nd Nov and the article went up a week early (and was then updated).
@@optimalgamestate thank you sir for feedback. Btw great vid. GL for you 💪
I appreciate the effort your putting into this. Thanks
I just started playing this year and this vid confuses me. I assume this was made before the new rulebook released in 2023, where there are different rules to create your tactics card pool.
Yup! This video looks at a problem that GW addressed in the most recent rulebook.
So, I really like the idea of removing dice rolls from the NPOs for the sake of speeding up the game. But I feel that the trooper marksmen become useless if they only get 2 hits. Coz for most operatives with 4+ saves, 1 auto pass for cover, and then 2 dice average is 0 damage. Making it almost no downside to moving somebody into cover on engage to get all the ranged NPOs to engage and shoot, on average dealing 0-2 damage. So no threat. And at 1 save & 1 cover, they take 3-7 damage in return. I feel that punishing the player for bad plays is the best way to firstly, teach the game, and also to make the co-op / solo game have some risk to it. It may just be my own personal preference, but a game needs to have risk of losing for it to feel fun. So my idea is NPOs hitting on 4+ get 3 auto hits. 3+ get 4 auto hits. Just to punish bad plays & have damage going back & forth. And it reflects the NPOs having CP or ploys which they don’t have. For melee, do the same. But because ceaseless lets you reroll 1-2 dice on average, I’d say they get 1 auto crit and 2 hits for 4+ and 1 crit and 3 hits for 3+ NPOs Saves I agree with you. 5+ is 1 auto save I’d say 4+ is 1 auto crit save. & 3+ is 1 crit 1 normal auto saves plus an additional save for cover. I feel that accuracy reflects a real opponents odds after using CP etc :) Agree that troopers should have Groop activation 2 with themselves coz elites just got so so many counteracts. Also I felt like reinforcements should be 3 models each turn divided as evenly as possible. So 1 heavy 1 tough & 1 trooper for example. 2 wasn’t enough. My angels of death wiped out the NPOs 2nd turning point without taking any casualties & from them I just jumped on objectives and won. I feel it would have been a better game if the map was short table edges? So a narrower but longer board to travel across? But that probably just adds more time to the game. Perhaps the best way to balance it is to give it a 4 turning point cap? Coz rules as written there isn’t a time limit. These are my thoughts. Good video tho :)
I've taken my time before replying to this as it's a great comment and I wanted to think about it for a while. To start at the end first, having a turn limit and / or escalating NPOs would definitely help. The current situation of infinite turns and minimal respawning NPO's definitely takes the pressure off the player(s). The Troopers are a bit weak, but they do pretty much reflect the weaker operatives like the Death Korps Trooper (4 ATK, 4+ Hit, DMG 2/3). They do have a chance of getting 4 crits, but conversely the players do have a chance to fail all their saves. So on one hand I do think they're a fair reflection of the Troopers but from a story perspective it does make narrative sense for the Troopers shots to be pretty much nothing to the Astartes level marines. I think having that weak NPO operative is fine, but maybe we should be actually assigning points do them rather than going with the simple wounds. We only have 6 profiles after all, it shouldn't be too tricky to point them up. For the Brawlers, I've found melee very reliable for the NPOs. The version I ran in this has 1 less hit on every melee NPO compared to my previous game where the NPO Brawlers were super scarey. That might be me underestimating how scarey melee is in a normal game of killteam though, maybe it should be this terrifying. For my next game, my current plan is to use the first solo scenario in Stargrave Quarantine 37 - Get to the Lift! So the player team starts in one corner, there are two locked exits spread across the other side of the board. The scenario starts with 6 NPOs on the board and then randomly adds more each round (typically 2). I'll probably up the numbers or make them scarier. The idea then is just for the player operatives to get to an exit, unlock the exit (1AP 5+ to unlock). Then exit. So should be straight forward, but it's got a clear mission objective and escalating enemies until the players are eventually overwhelmed.
I'm about to try coop killteam, till now we played non-scifi coopversions of other games. I agree, that npo should be scary to the players. What i get from both posts here is, that the balancing is made with astartes as player squad in mind. Would that transition well to other troops as well, or would a strong opposition as mentioned above totaly whreck the likes of breachers and guardsmen variants?
@@yumanoid5753 the version I used in this video has the low level trooper NPOs a bit weak because they never got lucky, instead I had fixed averages. So the heavily armoured Astartes maybe had it a bit easy. This version should play fine teams like Navy Breachers or Guardsman. You might find cases where an elite NPO is performing a little better because it's always averaging out to kill a Guardsman where in the normal game, sometimes it gets unlucky and when it gets very lucky it doesn't really matter as the Guardsman would have been dead already 😆 All in all it doesn't matter though. It's likely the AI team will be a little weaker as it doesn't have special abilities and tend to be smaller. My recommendation would be to try a game, see how it goes, tweak it to make it easier or harder for yourself until you find that sweet spot.
@ I have been playtesting this extensively and have now play tested with kasrkin & Vespid & blades of khaine and have come with some updates So NPOs no dice rules. 5+ saves = 1 auto pass 4+ saves = 2 auto pass 3+ saves = 3 auto pass Cover adds +1 auto pass (3+ saves never benefit from cover) the piercing rule reduces how many auto passes NPOs retain. NPOs can NEVER save critical vs critical hits. Ranged weapons. 6+ = 1 auto hit 5+ = 2 auto hit 4+ = 3 auto hit 3+ = 1 critical & 2 auto hits (So heavy’s getting 4 auto hits was too much for most non Astartes teams. With 1 crit and 2 hits, everyone can still save all damage if lucky, abilities like kroot cold one’s Hardy, which reduces critical damage, are still useful to have. Also makes smoke grenades really useful when fighting very heavy marksmen coz you reduce the crit to a normal, remove a success, so that’s only 2 hits. If your in cover your very likely to take no damage. NPO melee. Hitting on 5+ = 1 hit Hitting on 4+ = 2 hits Hitting on 3+ = 3 hits If operative has Ceaseless ADD a critical hit. NPOs never parry, be it that they happily die for the emperor, blood for the blood god, or fodder for the hive mind. After many many dice rolls with the heavy brawlers, 1 crit 3 hits is actually pretty average and often you are getting off lightly. With melee specialists you can easily parry out 1crit 2 hits with minimum damage. In return, or alpha strike them. Remember that when a NPO is injured their BS/WS is affected and so they start dealing trivial auto hits. Becoming much less scary. I do consider these rules as “hard mode” and are 2 friends who want a challenging PVE co-op experience, playing to the best of their abilities, taking the best operatives at their disposal & still having a chance of losing. 3 out of 4 games I’ve play tested with this version of the rules were successful. But it was down to the wire trying to capture the last objective. I will point out, that we never went over the 90 NPO wound limit, always taking 2 heavy marksmen, 2 heavy brawlers, 3 tough marksmen, & 1 tough brawlers. Or 2 heavy marksmen, 6 trooper marksmen (2 with special weapons) and 2 tough brawlers.
@@optimalgamestate oh as for reinforcements, 1 heavy or 1 tough +1 trooper, or 2 troopers. Always opting for the 1 heavy if available. Then place them where ever is worst for you
Having all book of an edition is actually very good because you can play the whole thing. And these books have quests, campaigns. Tons of content compared to kill team. So i'm not angry to have these books. But for KT... it's another story. Just think about of the amount of minis. Almost all AOS for WC, just few for KT. It's a no brainer.
Thinking about scaling back the Brawler profiles to remove an auto hit from each. After playing with them, even the Troopers were automatically getting 6 wounds in on a target if they charged. Seemed a little bit too good. Troopers at 2 hits would guarantee them 3 damage each combat which seems a lot more reasonable.
And once again, a single person can improve the solo rules better than a multi-million dollar corporation, that is just lazy. I'll stick with Core Space when it comes to figure games.
You did great job, especially with static values to speed up game. BUT KT still seems too shallow of a game to play in coop, since killing swarms wont hold up for too long. After trying something like "Rangers of Shadowdeep", it seems to Me that games need more customized scenarios, with some random events to keep it both interesting / immersive (as acctual campaign) and some randomness (so it is not pre-calculated and solved few moves before). Since KT offers only "combat" and no skills, or any extra stats not-combat-related, unlike for example Stargrave - it will be much harder to give those interesting scenarios and I doubt both GW can or want to provide those customized mission packs for coop.
Yeah, I totally agree. The solo format requires a little more effort in the mission design to actually be enjoyable. I like the idea of 'challenge missions' because you can basically time-trial yourself and compare score against previous attempts or other players. For something like that though you do need the full mission to be laid out and for it to be something more than just kill. Not having progress means you can't do stuff like Stargrave/Necromunda have where you have objectives that get you exp and gear that you need to balance against 'winning' the scenario. I think I'll probably end up trying the 4 solo missions from Stargrave Quaratine 37 as templates but using killteam rules and profiles. So that's two 'escape off the board' mission, a 'moving walls' mission, and a 'kill the leader and escape' mission. Having some random tables for events each turn is probably a good idea, maybe do it with cards like Silver Bayonet so you get the same set each game but a different order. I guess I've talked enough about it, time to play some games :D
@@optimalgamestate I will be looking forward to what you are going to make - if it will be another interesting video like thise one. Also, there was some attempt like "Acolyte" for KT (mostly Rangers of Shadow Deep with KT rules). Still, it seems like a lot of work that GW didnt put in and meaby it will be just better / faster to play Stargrave with KT's models
Underwolrds is fun but GW makes it a bit like Magic without the options. Not to mention GW can not write rules or use wording consitently. Ever. Once they changed the cardbacks I laughed and forgot about the game. icons has been changed to guarantee it was never backwards compatible. A collectable cardgame with different cardbacks and removing most cards every year? Many of the warbands are great models though so I get some if they are nice looking. I have no doubt the maps/cardboard will cnage too just to f*ck loyal fans over and over. I mean buying cards for old warbands knowing they will eb relced again soon. ha ha ha
con esta edicion el juego murió, partiendo por el diseño de las cartas
I find the Five Psrsecs from Home solo combat system pretty easy to use so I will probably try that out in Kill Team. I'll need to assign a psychological profile to the NPOs to deternine both deployment and gameplay. If I treat the units APL as the equivilent of a FPfH Reactions score for my Kill Team, then I'll roll d6's for each member of my team. Rolls that are equal to or under the APL can be assigned to the appropriate mini to let it go first, then the NPOs go, then anyone else on my team that has not acted yet may go.
I’ve been considering, even for PVP games, just taking a cheap deck of playing cards, writing the names of the operatives on a card, and shuffling them up at the start of each turning point. You draw a card, and the corresponding model activates. It’s similar to the Bolt Action dice bag. Makes the game much more random, and competitive players wouldn’t like the lack of planning and control, but I think such a system might be good for solo or co-op play.
I'd really like to see warhammer quest style activations for NPO's. Roll a d12 and see what an NPO does based off of a chart. It works really well and would the add the ability to give the NPO's neat little things they have a chance of doing.
I've actually been working on a google doc for this exact thing myself. It's meant to be a compilation of custom campaigns and whatnot, but has rules that can be used for various scenarios including stealth missions. My stealth rule was this: player operatives are discovered if they end a turn and any of the following conditions are met: 1. a loud weapon was used within 20" of an enemy who is still alive (any chain weapon, or ranged weapon without the silent trait is loud) 2. any operative is a valid target for an enemy 3. an enemy that was attacked is still alive, or was visible to another currently alive enemy when it was attacked In addition, i have the game run as "you go, i go" during stealth (so the same turn type as 40k) so that group ambushes are possible.
Nice video. Some great ideas for activation sequence, I kinda played similarly to that intuitively, but it's nice to have it structured like that. On the topic of averages instead of dice rolls, I can understand that some people would prefer that to rolling dices whether for simplicity or to speed things up. But personally for me it's not something I'm really interested in. Warhammer is at its core is a game of dice, they bring that randomness and swing that create great moments in games. Yeah, if you're playing solely to challenge yourself mechanically, then perhaps averages is what you'll find enjoyable probably, but then why you stop at averaging only NPOs and not the player's Operatives as well? Will be more like chess, but in my opinion it takes away an important factor from the game. If I played just using averages, I would not get crazy moments when a plaguebearer (Tough Brawler) rolled 3 crits on his attacks against my space marine, that was brutal and unexpected, and since my marine rolled poorly, he went down from that backstab attack. That was a great moment in my game that changed its flow. I would've never got it if plaguebearer just averaged on his attacks (more so if I averaged my Operative as well). Still it's great idea for those of us who prefer a different style of game without that kind of swings. And it would definitely speed up things a bit. Sentries look fun, I remember similar rules in some narrative 40k missions and if I'm not mistaken, the first ever version of Kill Team (that being the one in th 4th Edition 40k rulebook) had similar mechanics. Definitely something worth a try, and I think we will see something along those lines from GW in furthern Joint Ops expansions. Thanks for the video!
For initiative I think the "Bolt Action Dice Bag" works really well though using them to keep track of the units state and collecting all dice back into the bag at the end doesnt quite work with Kill Team. I do love making custom dice so maybe there is a way to incorporate that somehow. I will play my first solo game in the next day or two and look forward to more videos like that. 👍
For the whole sentry/fog of war concept, you almost have to have a third status in addition to concealed and engaged... which would be “hidden”. An operative with concealed could reposition from cover to cover and still be an invalid target, even though the enemy saw where the moved. As opposed to a hidden operative, which has never been observed at all.
Good spot 😆. That might still be okay though, would let them sneak around a little. Could also consider facing for the sentries, maybe a 180 front arc for spotting or something.
@@optimalgamestate Could also be expanded upon with Space Hulk like 0-1 tokens hiding the information if there really is someone hidden from the player.
Assigning successes for npo’s, rather than rolling isn’t really that big a deal. The only thing is it eliminates the temptation of rerolling the npo dice when you don’t like what you got. 😁
Are you going to put this into a pdf? Especially team set up and activation priority sounds interesting
Yeah that would help. I'll get to work on it now.
@@optimalgamestate Awesome, thanks!
@@optimalgamestate brilliant
I've compiled the rules into a pdf that can be found here www.patreon.com/posts/kill-team-joint-113765660 Yes it's patreon, no you don't have to be a member to get the file.
@optimalgamestate WOW! I expected some bullet points on a blank sheet. But this is full layout..great job!
Some good ideas there. I’ll definitely try the random npo deployment and fixed hits.
Some great Ideas - I've been looking at this with my son, he's got 'Boss battle' Ideas also (CArnifexes etc)
Yes! Some boss battles would be a great idea. Not entirely sure how that would work though. Warcry had some fun rules for monsters like giving fighters extra abilities they can use against the monster, there might be something in there for Boss Battles in kill team.
@@optimalgamestate there was The Dreaded Ambull fight mission in KT18, it was in 2019 Annual, maybe some source for inspiration
Space Marine 2 game, freaking genius! This is such a wasted opportunity by GW. Either way, you'll probably do a better job. Gaunts Ghosts Kill Team: Yes please! I still cannot fathom why GW hasn't done this. They're so perfect for it and the models are amazing. 0:52 No. No seriously. They really aren't.
Schaeffer's Last Chancers would be even better in such scenarios than Gaunt's Ghosts.
I wouldn’t worry about modifying solo play rules. You’re unlikely to get into an argument with your opponents. (One would hope)
@@earnestwanderer2471 I dunno man, I must just be unlucky, but every solo game I've had, my opponent was a total jerk.
I love those scatterplots you use. Great for putting certain fighters in perspective.
Very nice changes. Looking forward to try them!
As far as the individual Kill Team boxes, with tokens... yeah, if you’re someone who hasn’t bought a big box set, and just want to buy one team and use the free app, the tokens are pretty necessary to play. Sure you could scrounge up things like coins or bingo chips, but the actual tokens are better.
Is that with or without the normal tokens? Like the conceal.and engage tokens?
Not surprising GWS is cutting costs for Underworlds. Despite being a great game, the player base is tiny and sales are minimal. Where I live all the Underworlds players have moved to Kill Team or Warcry. Hopefully the changes lead to more Underworlds players.
Great insights. I immediately thought about how these changes might make the game better for players while helping the company be more efficient/profitable, etc. Glad to hear someone taking a nuanced stance on this limited info.
Great vid. I think you are correct that most of the biggest changes to this edition are driven by cost cutting. This confirma for me that WU sales are not great and GW doesn’t feel confident that sales would improve. But this is a problem GW created for itself. The real problem underlying why Underworlds (“WU”) has such a small player base is because of GW's marketing strategy (i.e. its target audience). This game, no matter how simple GW makes it, will continue to “fail” when GW targets it to GW miniature players. Miniature gamers are turned off by the card play aspect of WU to a great degree and the boardgame aspect to a lesser degree. GW should be marketing WU to boardgamers & CCG’ers. This would mean that GW would have to go outside its comfort zone (and likely its distribution network), so this is unlikely to happen. I am sad to say that I do not see this new edition having anymore success that the last two years of WU unless GW expands its market reach. WU is hands down the best tactical-arena combat boardgame I have played over the last 7 years. And I have played a lot of them. This is a niche with a slew of boardgames in it (easily 40-50 in this timeframe, such as Unmatched, Wildlands, Aristeia!, D&D Onslaught, Godtear, etc..). Yet very few boardgamers I encounter (or even engage with online) are even aware of WU. It’s a shame. And it is GW's fault.
100% agree. It’s brilliant game but targeting the wrong player base. They should licence to board game company and allow them to re-theme and promote as a new board game.
That would be a great alternative, though unlikely after GW killed the FFG license. Note that game rules that are not patented do not require a license. So I recommend checking out other games that have released over the last year or so that derive from the Underworlds ruleset, including Star Trek: Away Missions and Harry Potter: Wizarding Duels