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GF - AI Rules v2.0

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v2.

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General Principles AI Decision Trees Decision Tree - Shooting
AI Rules: These rules were created to Unit Types: Before the game begins you 1. Are there any objectives not under
give players a way to play solo against need to classify each unit into one of 3 your control?
an AI controlled opponent. unit types so that things flow smoothly
 Yes - Go to step 2
once you actually start playing.
Multiple Choices: Whenever there are
different choices that seem equally Hybrid Units: Units that have melee  No - Go to step 3
correct randomly determine which one weapons which are better than their 2. If you Advance will any enemies be in
is going to be the chosen one. ranged weapons count as hybrid units. shooting range?

Preparation Shooting Units: Units that have ranged  Yes - Advance toward objective
weapons which are better than their and shoot if possible
AI Armies: When using AI rules you can melee weapons count as shooting units.
either create the AI’s army yourself or  No - Rush toward objective
generate it randomly. To do this first Melee Units: Units that don’t have any
ranged weapons count as melee units. 3. If you Advance will any enemies be in
randomly select 1 hero unit, 3 core units
shooting range?
and 1 special unit from the army (with
Decision Tree - Hybrid
duplicates possible), where special  Yes - Advance toward enemy and
units are units that cost 50% or more 1. Are there any objectives not under shoot if possible
than the army’s standard infantry unit. your control?
Then build a battalion the size of the  No - Rush toward enemy
 Yes - Go to step 2
game’s recommended points value, Decision Tree - Melee
making sure to equip each unit with  No - Go to step 5
either an anti-infantry or an anti-tank 1. Are there any objectives not under
2. Are there any enemies in the way? your control?
weapon upgrade. Repeat this process
for as many battalions necessary in  Yes - Charge enemy in the way if  Yes - Go to step 2
order to reach the total desired points possible, else Advance toward
value you want to play with. objective and shoot if possible  No - Go to step 3

Objectives Set Up: When setting up  No - Go to step 3 2. Are there any enemies in the way?
objectives first divide the area of the
3. Is the objective not in Advance range  Yes - Charge enemy in the way if
table where you are allowed to place
but only in Rush range? possible, else Rush toward
objectives into 6 equal sections. Then
objective
when it’s the AI’s turn to place an  Yes - Rush toward objective
objective first roll for a random table  No - Rush toward objective
section, and then place the objective in  No - Go to step 4
3. Are any enemies in Charge range?
the center. If that’s not possible roll for 4. If you Advance will any enemies be in
another random table section and move shooting range?  Yes - Charge enemy
the objective toward it just enough to be
in a valid position, whilst keeping in  Yes - Advance toward objective  No - Rush toward enemy
mind the objective set up rules. and shoot if possible

AI Deployment: When deploying armies  No - Rush toward objective


first divide the table into 3 different
5. Are any enemies in Charge range?
sections along the longest table edge
and number them 1, 2 and 3. When it’s  Yes - Charge enemy
the AI’s turn to deploy a unit first roll a
 No - Go to step 6
D3 to see which section it will deploy a
unit in. Then deploy a random unit as 6. If you Advance will any enemies be in
close as possible to the nearest shooting range?
objective outside of difficult/dangerous
 Yes - Advance toward enemy and
terrain, unless the unit has strider or
shoot if possible
flying. Note that if the AI army won the
deployment roll-off you determine  No - Rush toward enemy
which long table edge it picks as its
deployment zone randomly.

By Gaetano Ferrara www.onepagerules.com


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Basic Concepts Terrain Psychic: AI units always cast spells
after moving but before attacking,
Activation Order: Before the game Cover Terrain: AI units always move selecting a random spell by rolling
begins divide the battlefield into 3 into or behind cover terrain unless it’s D3+X, where X is their level. If they have
different sections along the longest also difficult terrain and they are no eligible target for that spell they
table edge and number them 1, 2 and 3. moving toward an objective. If they are must try to cast the next spell on the
When it’s the AI’s turn to activate a unit not moving toward an objective then list, cycling through the list until they
first roll a D3 to see which section it will they will stay in cover and shoot even if have found a valid spell or they can’t
activate a unit in. If there are no eligible enemies are closer than their weapon’s cast anything. AI units always target the
units in that section move onto the next range (for shooting units only). nearest eligible unit, whilst following
section going clockwise. Then activate the guidelines for any special rules that
Difficult Terrain: AI units always move
the unit from that section nearest to any may apply (deadly, sniper, etc.).
around difficult terrain unless they have
uncontrolled objective. If all objectives
a special rule that ignores it ,unless Scout: AI units with scout are always
are under the AI’s control, then it must
they are in range of charging a unit that deployed after all other units following
activate the unit from that section that
is inside or behind the terrain. the AI deployment rules.
is nearest to an enemy unit.
Dangerous Terrain: AI units always Sniper: AI units always target enemy
Pinned Units: Pinned AI units are only
move around dangerous terrain unless heroes first and enemies with weapon
activated after all non-pinned units in
they have a special rule that ignores it, upgrades second.
the game have been activated.
even if they are in range of charging a
Enemies in the way: Enemy units that unit that is inside or behind the terrain. Strider: AI units with flying always move
are blocking the direct path to an through difficult terrain.
objective or that are within 6” of the
Special Rules
Transport(X): When using transports the
direct path to an objective count as Army Special Rules: AI units will always AI always deploys with one random unit
being in the way. use army special rules as soon as they that is as close as possible to fill up the
Controlling Objectives: Objectives that are activated and targeting the nearest transport’s cargo limit. AI units that are
have friendly units within 3” whilst no available unit that makes sense. inside of a transport may only activate
enemies (or only pinned enemies) are after the transport has activated, and
Aircraft: AI units with aircraft are
also within 3” count as being controlled. they immediately disembark.
deployed facing the nearest objective,
When AI units capture objectives they and follow the rules for shooting units.
always move within those 3” so that If an aircraft moves off-table then it is
they are as close as possible to what placed back on the same spot that it left
their next target will objective will be. from, facing the nearest objective.
Advancing: AI units that take advance Ambush: AI units with ambush are
actions toward objectives must always always kept in reserve. At the start of
move so that they are the furthest away the second round they must deploy
from enemies as possible whilst still following the AI deployment rules.
remaining in range of their target, and
Anti-Air: AI units with anti-air weapons
whilst still moving toward the objective.
always target enemy aircraft first.
If they are not moving toward objectives
they do the same thing, which means AP: AI units with AP weapons that have
that they will move away from nearby strength 3 or 4 always target units with
enemies just enough to still be able to defense 2+ or 3+ first.
attack them whilst staying safe.
Deadly: AI units with deadly weapons
Shooting: AI units always target the always target units with the lowest
nearest enemy that is in range and line combined tough value first, not counting
of sight. If the nearest enemy is in cover units with heroes in them.
and there is another enemy in range but
Flying: AI units with flying always move
not in cover, then the AI must target the
through difficult and dangerous terrain.
unit that is not in cover instead.
Indirect: AI units with indirect weapons
Melee: AI units always charge the
always target enemies within line of
nearest enemy unit, even if it’s not in
sight if possible.
line of sight, and they must always
strike back when charged.

By Gaetano Ferrara www.onepagerules.com


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