War Room Solo Rules Draft1
War Room Solo Rules Draft1
War Room Solo Rules Draft1
Point of interest markers: these markers are used to identify those territories or sea
regions liable to be occupied or attacked (offensive ones) or to be reinforced (defensive
ones) by AI nation.
For this purpose, players may use any type of marker like a wooden cube, mini dice or
cardboard markers in 6 different colors. It could be desirable to provide in pdf format
cardboard markers in these 6 different colors.
Auxiliary die: one d10 die is used to provide some uncertainly at AI nations decisions. In
such way dice is used to take some decisions and impede to player to know what AI nation
decision shall be.
2.1 COUNTERATTACK
When does a counterattack may occur?
AI may counterattack when a region where player commands are located may be selected
as short-term POI, after player moves one or more units out of that region.
Player may counterattack when a region where AI commands are located may be attacked
by player with an expected ratio in number of units of 2:1 or higher (advantage of
attacker), after AI has moved one or more units out of that region.
• An empty territory under AI control or sea region with friendly troops transports
without escorts may be attacked.
• An occupied territory or sea region with friendly units may be attacked by player
(expected ratio in number of units of 1:1 or lower).
3 SPECIAL RULES
At this chapter, all rules to be observed for AI nations management are included. They are
arranged according to the moment in the round sequence in which they have effect.
• Step 1. Write orders and turn order bids for player nations.
• Step 2. POIs definition.
• Step 3. AI attitude definition.
• Step 4. Calculate AI bids and establish turn order.
• Step 5. Pay oil for bids.
• The number of units should be the ones that reasonably it may move to join a
combat. Movements of commands to join a combat that may cause a
Counterattacks (as per 2.1) should be avoided, and therefore the commands and
units that could cause it moving are not considered in these calculations. So, for
example if there are 3 land commands and 1 air command available to attack an
enemy controlled territory, only the units belonging to commands that reasonably
may join the attack shall be considered at calculation. In this example if 1 land
command is placed in a friendly controlled territory and the movement may cause an
counterattack (region where it is located may now be attacked because it is empty),
it shall not join the attack and therefore 2 land and 1 air commands shall be
considered for POI calculations.
• AI commands may be assigned to only one short-term POI and/or one mid-term
POI. Use the common sense to determine which is the best POI for that command.
However, one command may be split in case it may be used to cover two Red or
Green POIs. Use common sense to determine this situation. In this case player must
switching side to take into consideration the best option for AI nations.
• Carrier fighter movements shall not be considered for POI definition purposes.
• Using all these rules, player shall consider to reorganize AI commands to optimize
AI planned movements: commands in the same region with the same POI shall be
merged, and one command that may be splitted to be assigned to several POIs may
be split.
During game round this procedure may need to be repeated completely or partially in
different phases of the round. It shall be specified in the following chapters when POI
definition procedure needs to be repeated.
• If player moves first, once all player movements has been made, repeat POIs
definition procedure. In this case, procedure is quicker because player units moved
so analysis to determine the best AI options is easier.
• As the number of commands foreseen to be moved towards POIs (up to 9 POIs)
may be more than the number of available orders, Player shall resolve
movements with this priority order:
1. Move any land command towards empty enemy territory, or naval
commands to un-protected troop transports. In general, these movement
orders should be towards Green POIs.
2. Move any land/naval command to other Green POIs not specified above up
to reach a combat ratio of at less 2:1 (advantage for AI). Embattled regions
should be selected first. After land/naval commands have been designated,
move any available air command to the same Green POI if they are needed
to reach the minimum ratio of 2:1 (advantage for AI). This movement shall
be executed in case than AI nation has available enough movement orders
for all land/naval/air commands required to resolve combat with 2:1 ratio.
Any remaining command shall be moved according to the next criteria.
Once movement to Green POIs has been solved, and previous to next step,
check if there are new Red POIs due to the movement of commands toward
enemy position. Mark these regions as Red POI.
3. Move any land/naval commands to Red POIs up to reach a minimum
combat ratio of 1:1 and a maximum of 2:1. Embattled regions should be
selected first. After land/naval commands have been designated, move any
available air command to the same Red POI up to reach a minimum combat
ratio of 1:1 and a maximum of 2:1. This movement shall be executed in case
than AI nation has available enough movement orders for all land/naval/air
commands required to resolve combat with a ratio close to 1:1. Any
remaining command shall be moved according to the next criteria.
4. Move any land/naval commands to Orange POIs up to reach a minimum
combat ratio of 1:1 and a maximum of 2:1. After land/naval commands have
been designated, move any available air command to the same Orange POI
up to reach a minimum combat ratio of 1:1 and a maximum of 2:1. This
movement shall be executed in case than AI nation has available enough
movement orders for all land/naval/air commands required to resolve
combat with a ratio close to 1:1. Any remaining command shall be moved
according to the next criteria.
5. Move any land/naval commands to Blue POIs if resolve a combat is not
required for this movement. Any remaining command shall be moved
according to the next criteria.
6. Move any land/naval commands to Purple POIs.
7. Move any land/naval commands to Yellow POIs if this movement doesn’t
cause that AI side empty territories or sea transport are now converted in
Red POIs.
8. Move any remaining naval/air command shall be assigned to convoy raids
or strategic bombing raids missions.
• Some changes in above priority are allowed in case that AI may reach more POIs.
Player has to use common sense to determine when change priorities, but in
general only 1-2 levels of priority change is allowed. For example, a movement
towards the last Green POI requires 3 orders (affect to 3 commands to reach the
desired combat ratio), but only 2 orders are available up to the 9 planned movements.
In that case, player shall resolve a Red or Orange POIs that requires to move only 2
commands.
• Player may move up to 9 AI commands. If the number of planned movements are
limited due to scenario rules or stress zone penalties for the AI nation, the number
of movements executed shall be limited accordingly.
• AI Land commands located at its nation capital with enemy command in an
adjacent region shall not move towards adjacent regions to protect other regions
or attack enemy units following above criteria selection. The exception at this rule
is after that movement at the capital territory remains land commands to fight with
a ratio higher than 1:1 (AI advantage).
3.3.3 STEP 3. CARRIER FIGHTER MOVEMENT
This step doesn’t change for player nations. For AI nations carrier fighters shall be moved
following these rules:
• Assign one mission to each carrier fighter available according to these criteria:
Die Carrier Fighter Mission
Roll Offensive Attitude Defensive Attitude
1 Protect its parent carrier
2 Move to Red POI in hotspot Protect its parent carrier
3 region
4 Move to Green POI in hotspot Move to Red POI in hotspot
5 region region
Move to Orange POI in hotspot
6 Move to Green POI in hotspot
region
region
7
Protect troop transports Move to Orange POI in hotspot
8
region
9 Protect troop transports
Convoy raid
10 Convoy raid
In case that die roll provides a mission that can’t be performed because there aren’t
regions available for that mission at fighter range, goes downwards in the table up
to find a mission that can be accomplished. If there aren’t any mission available to
be assigned in that part of the table, goes upwards to find it. As last option, carrier
fighter shall be deployed at its parent carrier region.
• Once carrier fighter movement is resolved, short-term POIs markers in hotspot
regions are retired from map.
• Blue zone: to pay resources player should use the same criteria used at 3.4.5 for
option to repair.
• Orange zone: remember that the loss of planned movement orders is applied at
step 2 of phase 3 when AI nation movements towards POIs is executed.
• Gray zone: the type of units to be transferred to the casualty list due to mass
desertion follows these priority criteria:
1. Infantry units in territories not adjacent to enemy land units or reachable
by enemy troop transports.
2. Artillery units in territories not adjacent to enemy land units or reachable
by enemy troop transports.
3. Infantry units in the same territories or adjacent to enemy land units or
reachable by enemy troop transports where AI has advantage in the
number of units in case of combat.
4. Artillery units in the same territories or adjacent to enemy land units or
reachable by enemy troop transports where AI has advantage in the
number of units in case of combat.
5. Submarines in sea regions not reachable by enemy naval commands.
6. Submarines in the same sea regions or reachable by enemy naval
commands where AI has advantage in the number of units in case of
combat.
7. Armor units in territories not adjacent to enemy land units or reachable by
enemy troop transports.
8. Any naval unit (cruiser, carrier or battleship in this order) in the same sea
regions or reachable by enemy naval commands where AI has advantage in
the number of units in case of combat.
9. Infantry units in the same territories or adjacent to enemy land units or
reachable by enemy troop transports without AI side advantage in number
of units.
10. Artillery units in the same territories or adjacent to enemy land units or
reachable by enemy troop transports without AI side advantage in number
of units.
11. Any naval unit (submarines, cruiser, carrier or battleship in this order).
12. Any air unit (fighters first) if there aren’t land units to be transferred.
13. Any armor unit.
For all cases when several units are available select one randomly.