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AOF - SOLO & CO-OP RULES v3.0.

General Principles AI Decision Trees Decision Tree - Shooting


Solo & Co-Op Rules: These rules give Unit Types: Before the game begins you 1. Are there any objectives not under
players a way to play solo or co-op need to classify each unit into one of 3 the AI’s control?
against AI controlled armies. unit types, which all behave differently.
• Yes - Go to step 2
Multiple Choices: Whenever there are Hybrid Units: Units that have melee • No - Go to step 3
different choices that seem to be equally weapons which are better than their
2. If you Advance will any enemies be
correct, roll a die to randomly determine ranged weapons count as hybrid units.
in shooting range?
which one is going to be the chosen one.
Shooting Units: Units that have ranged
• Yes - Advance toward objective and
Preparation weapons which are better than their
shoot if possible
melee weapons count as shooting units.
The Armies: To ensure that playing • No - Rush toward objective
against the AI is fair, we recommend Melee Units: Units that don’t have any
3. If you Advance will any enemies be
creating a set of 3-6 balanced army lists, ranged weapons count as melee units.
in shooting range?
and then randomly determining which
Decision Tree - Hybrid • Yes - Advance toward enemy and
will be used by the AI and which will be
used by the players. 1. Are there any objectives not under shoot if possible
the AI’s control? • No - Rush toward enemy
Objectives Set Up: When setting up
objectives first divide the area of the • Yes - Go to step 2 Decision Tree - Melee
table where you are allowed to place • No - Go to step 5
1. Are there any objectives not under
objectives into 6 equal squares. When it
2. Are there any enemies in the way? the AI’s control?
is the AI’s turn to place an objective first
roll for a random square, and then place • Yes - Charge enemy if possible, else • Yes - Go to step 2
the objective in the center of the square. Advance toward objective and • No - Go to step 3
If that’s not possible roll for another shoot if possible, else Rush toward
2. Are there any enemies in the way?
random square and move the objective objective
toward it just enough to be in a valid • No - Go to step 3 • Yes - Charge enemy if possible, else
position, whilst following the mission’s Rush toward objective
3. Is the objective in Rush range but
objective set up rules. • No - Rush toward objective
not in Advance range?
AI Deployment: When deploying 3. Are any enemies in Charge range?
• Yes - Rush toward objective
armies, the players must deploy their • Yes - Charge enemy
• No - Go to step 4
entire armies in a random deployment • No - Rush toward enemy
zone first. Then AI units are randomly 4. If you Advance will any enemies be
divided into 3 groups of equal size (as in shooting range?
far as possible). To deploy, divide the • Yes - Advance toward objective and
table into 3 sections along the AI’s shoot if possible
deployment zone table edge, and • No - Rush toward objective
number them 1, 2 and 3. For each group
roll a D3 to determine which section its 5. Are any enemies in Charge range?
units deploy in, re-rolling if all 3 groups • Yes - Charge enemy
would deploy in the same section. Then • No - Go to step 6
deploy one random unit at a time in its
section, as close as possible to the 6. If you Advance will any enemies be
nearest objective, and outside of difficult in shooting range?
and dangerous terrain (unless the unit • Yes - Advance toward enemy and
has strider or flying). shoot if possible
Challenge Bonus: Optionally players • No - Rush toward enemy
may give the AI a bonus as a challenge.
If at the beginning of a round the AI is
holding as many objectives as the
players, then all its units get +1 to hit
rolls until the end of the round, and if
it’s holding less objectives, then its units
get +1 to defense rolls on top of that.

1
Basic Concepts Terrain Entrenched: AI units with Entrenched
must deploy in the highest position with
Activation Order: Before starting, divide Cover Terrain: AI units must always
most line of sight of the table as possible
the table into 3 different sections along move into or behind cover terrain,
regardless of distance from objectives. If
the AI’s deployment zone edge, and unless it is also difficult terrain, and they
they are in range of enemies, they
number them 1, 2 and 3. When it’s the are moving to an objective. Shooting and
always use Hold actions and shoot.
AI’s turn to activate a unit, first roll a D3 Hybrid AI units that are not moving to
to see which section it will activate a an objective must always stay in cover Flying: AI units with Flying treat
unit in. If there are no eligible units in and shoot, instead of moving away from difficult and dangerous terrain as open
that section, move onto the next section the closest enemy unit. terrain when making decisions.
with an eligible unit, going clockwise.
Difficult Terrain: AI units only ever Indirect: AI units with Indirect weapons
Then roll a die to randomly determine
move into difficult terrain if an objective that are in range of enemies always use
which unit from that section is activated.
is inside of it, if they are in charge range Hold actions and shoot.
Shaken Units: Shaken AI units are only of a unit inside of it, or if they have a
Relentless: AI units with Relentless
activated after all non-shaken AI units special rule that ignores its effects. Else
weapons that are in range of enemies
have been activated. they must always move around it.
always use Hold actions and shoot.
Enemies in the way: When the AI units Dangerous Terrain: AI units only ever
activate, draw a path between them and move into dangerous terrain if an Scout: AI units with Scout are always
their objective. Enemy units within 6” of objective is inside of it, or if they have a deployed after all other units, following
the path count as being in the way (even special rule that ignores its effects. Else the AI deployment rules.
if they are in the opposite direction). they must always move around it. Sniper: AI units with Sniper weapons
always target heroes first, and models
Controlling Objectives: When making Special Rules
AI decisions, objectives count as under with upgrades second, prioritizing those
the AI’s control if the AI already seized Army Special Rules: AI units must with the most expensive upgrade.
them, or if more non-shaken AI units always use army special rules as soon as
Strider: AI units with Strider treat
than enemy units are within 3” of it. they are activated, targeting the nearest
difficult terrain as open terrain when
When AI units move to seize objectives, valid unit that makes sense.
making decisions.
they must be placed within 3” of the Ambush: AI units with Ambush are
objective so that they are as close as Transport: When using transports, the
always kept in reserve, and must deploy
possible to their next objective or target. AI must always place random units in
following the AI deployment rules at the
each, trying to fill up its cargo limit. AI
Advancing: Shooting and Hybrid AI start of the second round.
units with transport always activate
units that use Advance actions to move AP: AI units with AP weapons always before their cargo on the first round, and
toward objectives must always do so target valid enemies with the best units inside of them must always
whilst also trying to stay as far from defensive value first. disembark on their first activation.
enemy attack range as possible. If they
are not moving toward objectives, they Caster: AI units always cast spells after
must always try to move away from the moving (before attacking), selecting a
closest enemy unit just enough to still be random spell by rolling D3+X, where X
in range to shoot at them. is their caster level. If there is no valid
target for that spell, they must cycle
Shooting: AI units always shoot at the
through the list until there is a valid
nearest valid target, prioritizing units
spell, or else don’t cast anything.
that haven’t activated yet. If the nearest
target is in cover but there is another Counter: AI units with Counter are
valid target in the open, the AI must always activated after all other friendly
prioritize the target that is in the open. non-Counter units in their section have
been activated.
Melee: AI units always charge the
nearest valid target, prioritizing units Deadly: AI units with Deadly weapons
that haven’t activated yet, and they must always target single-model units with
always strike back when charged. Tough first, and units with Tough
second, prioritizing those with the
lowest total remaining Tough value.

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