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AOFS - 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 4 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 2 sections along the AI’s shoot if possible
deployment zone table edge, and • No - Rush toward objective
number them 1 and 2. For each group
roll a die to determine which section its 5. Are any enemies in Charge range?
units deploy in (where 1-3 = section 1, • Yes - Charge enemy
and 4-6 = section 2), re-rolling if all • No - Go to step 6
groups would deploy in the same
section. Then deploy one random unit at 6. If you Advance will any enemies be
a time in its section, as close as possible in shooting range?
to the nearest objective, and outside of • Yes - Advance toward enemy and
difficult and dangerous terrain (unless shoot if possible
the unit has strider or flying). • No - Rush toward enemy
Challenge Bonus: Optionally players
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 Deadly: AI units with Deadly weapons
always target single-model units with
Activation Order: Before starting, divide Cover Terrain: AI units must always
Tough first, and units with Tough
the table into 2 different sections along move into or behind cover terrain,
second, prioritizing those with the
the AI’s deployment zone edge, and unless it is also difficult terrain, and they
lowest total remaining Tough value.
number them 1 and 2. When it’s the AI’s are moving to an objective. Shooting and
turn to activate a unit, first roll a die to Hybrid AI units that are not moving to Flying: AI units with Flying treat
see which section it will activate a unit an objective must always stay in cover difficult and dangerous terrain as open
in (where 1-3 = section 1, and 4-6 = and shoot, instead of moving away from terrain when making decisions.
section 2). If there are no eligible units in the closest enemy unit.
Indirect: AI units with Indirect weapons
that section, move onto the next section
Difficult Terrain: AI units only ever that are in range of enemies always use
with an eligible unit, going clockwise.
move into difficult terrain if an objective Hold actions and shoot.
Then roll a die to randomly determine
is inside of it, if they are in charge range
which unit from that section is activated. Relentless: AI units with Relentless
of a unit inside of it, or if they have a
weapons that are in range of enemies
Stunned Units: Stunned AI units are special rule that ignores its effects. Else
always use Hold actions and shoot.
only activated after all non-stunned AI they must always move around it.
units have been activated. Scout: AI units with Scout are always
Dangerous Terrain: AI units only ever
deployed after all other units, following
Enemies in the way: When the AI units move into dangerous terrain if an
the AI deployment rules.
activate, draw a path between them and objective is inside of it, or if they have a
their objective. Enemy units within 6” of special rule that ignores its effects. Else Sniper: AI units with Sniper weapons
the path count as being in the way (even they must always move around it. always target heroes first, and models
if they are in the opposite direction). with upgrades second, prioritizing those
Special Rules
Controlling Objectives: When making with the most expensive upgrade.
AI decisions, objectives count as under Army Special Rules: AI units must
Strider: AI units with Strider treat
the AI’s control if the AI already seized always use army special rules as soon as
difficult terrain as open terrain when
them, or if more non-stunned AI units they are activated, targeting the nearest
making decisions.
than enemy units are within 3” of it. valid unit that makes sense.
When AI units move to seize objectives, Ambush: AI units with Ambush are Special Movement
they must be placed within 3” of the always kept in reserve, and must deploy Pushing: AI units always try to push
objective so that they are as close as following the AI deployment rules at the enemy models if that would move them
possible to their next objective or target. start of the second round. off a ledge or into dangerous terrain.
Advancing: Shooting and Hybrid AI AP: AI units with AP weapons always Jumping: AI units must always jump to
units that use Advance actions to move target valid enemies with the best cross gaps that are less than 3” wide or
toward objectives must always do so defensive value first. drop off elevation that is less than 3”
whilst also trying to stay as far from
Caster: AI units always cast spells after tall. If they face gaps or elevation of up
enemy attack range as possible. If they
moving (before attacking), selecting a to 5”, roll one die, on a 4+ they will
are not moving toward objectives, they
random spell by rolling D3+X, where X jump. AI units never jump across gaps
must always try to move away from the
is their caster level. If there is no valid or off elevation that is over 5”.
closest enemy unit just enough to still be
in range to shoot at them. target for that spell, they must cycle
through the list until there is a valid
Shooting: AI units always shoot at the
spell, or else don’t cast anything.
nearest valid target, prioritizing units
that haven’t activated yet. If the nearest Counter: AI units with Counter are
target is in cover but there is another always activated after all other friendly
valid target in the open, the AI must non-Counter units in their section have
prioritize the target that is in the open. been activated.
Melee: AI units always charge the
nearest valid target, prioritizing stunned
units first, and units that haven’t
activated yet second, and they must
always strike back when charged.

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