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General Principles AI Decision Trees Decision Tree - Shooting

Solo & Co-Op Rules: These rules give Model Types: Before the game begins you 1. Is the AI model carrying an objective?
players a way to play solo or co-op need to classify each model into one of 3
against AI controlled enemies. model types so that things flow smoothly • Yes - Go to step 4
once you actually start playing. Note that • No - Go to step 2
Multiple Choices: Whenever there are
squadrons follow the same decision trees 2. Are there any objectives not under the
different choices that seem to be equally
as ships, but always start at step 2. AI’s control?
correct, roll a die to randomly determine
which one is going to be the chosen one. Hybrid Models: Models with upgrades
• Yes - Go to step 3
which are geared both for ranged attacks
Preparation • No - Go to step 4
and ramming count as hybrid models.
The Fleets: To ensure that playing against 3. If you Move will any enemies be in
Shooting Models: Models with upgrades
the AI is fair, we recommend creating a shooting range?
which are geared more toward ranged
set of 3-6 balanced fleets lists, and then attacks count as shooting models. • Yes - Move toward the objective and
randomly determining which will be used
Ramming Models: Models with upgrades shoot if possible
by the AI and which by the players.
which are geared more toward ramming • No - Cruise toward the objective
Objectives Set Up: When setting up count as ramming models. 4. If you Move will any enemies be in
objectives first divide the area of the table
Decision Tree - Hybrid shooting range?
where you may place objectives into 6
equal squares. When it’s the AI’s turn to • Yes - Move toward enemy and shoot
1. Is the AI model carrying an objective?
place an objective first roll for a random if possible
square, and then place the objective in • Yes - Go to step 6 • No - Cruise toward enemy
the center of the square. If that’s not • No - Go to step 2
possible roll for another random square Decision Tree - Ramming
and move the objective toward it just 2. Are there any objectives not under the
enough to be in a valid position, whilst AI’s control? 1. Is the AI model carrying an objective?
following the objective set up rules. • Yes - Go to step 4
• Yes - Go to step 3
AI Deployment: When deploying fleets, • No - Go to step 6 • No - Go to step 2
the players must deploy their entire fleets
3. Are there any enemies in the way? 2. Are there any objectives not under the
in a random deployment zone first. Then
AI’s control?
AI models are randomly divided into 3 • Yes - Ram the enemy if possible, else
groups of equal size (as far as possible). Move toward the objective and shoot • Yes - Go to step 3
To deploy, divide the table into 3 sections if possible, else Cruise toward the • No - Go to step 4
along the AI’s deployment zone table objective instead
edge, and number them 1, 2 and 3. For 3. Are there any enemies in the way?
• No - Go to step 4
each group roll a D3 to determine which
• Yes - Ram enemy if possible, else
section its models deploy in, re-rolling if 4. Is the objective in Cruise range but not
Cruise toward the objective
all groups would deploy in the same in Move range?
• No - Cruise toward the objective
section. Then deploy one random model
at a time in its section, as close as • Yes - Cruise toward the objective
4. Are any enemies in ramming range?
possible to the nearest objective, and • No - Go to step 5
outside of difficult and dangerous terrain. • Yes - Ram enemy
5. If you Move will any enemies be in
• No - Cruise toward enemy
Challenge Bonus: Optionally players may shooting range?
give the AI a bonus as a challenge. If at
• Yes - Move toward the objective and
the beginning of a round the AI is holding
shoot if possible
as many objectives as the players, then all
• No - Cruise toward the objective
its models get +1 to hit rolls until the end
of the round, and if it’s holding less 6. Are any enemies in ramming range?
objectives, then its models get +1 to
toughness rolls on top of that. • Yes - Ram enemy
• No - Go to step 7
7. If you Move will any enemies be in
shooting range?

• Yes - Move toward enemy and shoot


if possible
• No - Cruise toward enemy
Basic Concepts Terrain Weapons
Activation Order: Before starting, divide Cover Terrain: AI models always move High Attack Weapons: AI models with
the table into 3 different sections along into or behind cover terrain, unless it is weapons that have 3 or more attacks
the AI’s deployment zone edge, and also difficult terrain, and they are moving always target valid enemies with the
number them 1, 2 and 3. When it’s the to an objective. Shooting and Hybrid AI highest evasion value first.
AI’s turn to activate a model, first roll a models that are not moving to an
High Strength Weapons: AI models with
D3 to see which section it will activate a objective must always stay in cover and
model in. If there are no eligible models hold position to shoot. weapons that have strength 2 or more
in that section, move onto the next always target valid enemies with the
Difficult Terrain: AI models only ever highest toughness value first.
section with an eligible model, going
move into difficult terrain if an objective
clockwise. Then roll a die to randomly Anti-Ship: AI models with anti-ship
is inside of it, if they are in charge range
determine which model from that section weapons always move so that they can
of a model inside of it, or if they have a
is activated. target enemy ships.
special rule that ignores its effects. Else
Enemies in the way: When the AI models they must always move around it. Anti-Squadron: AI models with anti-ship
activate, draw a path between them and weapons always move so that they can
Dangerous Terrain: AI models only ever
their objective. Enemy models within 6” target enemy squadrons.
move into dangerous terrain if an
of the path count as being in the way
objective is inside of it, or if they have a Blast: AI models with blast weapons
(only if they are in the same direction as
special rule that ignores its effects. Else always target models that will cause most
the objective).
they must always move around it. enemy models within 4” to be hit first.
Controlling Objectives: When making AI
decisions, objectives count as under the Special Rules Broadside: AI models with broadside
AI’s control if the AI already seized them, weapons always move so that they can
Using Special Rules: AI models must
or if they’re objectives that the model is target enemy models in both side facings.
always use any special rules as soon as
not within 6” of and that another friendly they are activated, targeting the nearest Deadly: AI models with deadly weapons
ship is within 6” of already. When AI valid model that makes sense. Note that always target the enemy model with the
models move to seize objectives, they
this includes special rules from heroes, largest type first.
must be placed so that they are then
titles, and upgrades.
headed as close as possible to their next Sniper: AI models with Sniper assign
objective or target. Tactical Master: AI ships with Tactical damage to one random upgrade, unless
Master are always kept in reserve, and there is already a damaged upgrade.
Overlapping: AI models must always try
must deploy following the AI deployment
to turn in such a way that they don’t end Twin-Fire: AI models with twin-fire
rules at the start of the second round.
their movement overlapping other ships, weapons always move so that they can
unless their upgrades that are geared Ace Carrier: AI ships with Ace Carrier target multiple enemy models.
toward overlapping ships. will always keep as many random
squadrons as upgrades in reserve, and
Shooting: AI models must always shoot at
must deploy all squadrons as close as
the nearest valid target of same type,
possible to the nearest objective at the
prioritizing targets that haven’t activated
start of the second round.
yet. If no target of the same type is
available, then they must shoot at the Expert Sapper: AI ships with Expert
next smallest target, or cycle back up to Sapper must always place a mine marker
the biggest if no squadrons are available. as close as possible to the nearest enemy
If the nearest valid target is in cover but model when activated.
there is another one in the open, the AI
Rogue: AI squadrons with Rogue always
must prioritize shooting at the target that
skip activating during the squadrons
is in the open.
phase, and activate in a random phase.
Ramming: AI models must always charge
the nearest enemy model of a smaller
type, prioritizing targets that haven’t
activated yet. If no target of a smaller type
is available, then they must ram a target
of same type, or else the next biggest
target available.

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