Friday 9 August 2019

Defenders of the Gelron Sector - AI rules - possible AI Maneuver rules

I'm recently inspired to look at these rules again (thanks to Crabbok and his card driven attempt in this direction).

My Defenders rules were nicely formatted by Kezzamachine here: https://www.dropbox.com/s/4jv0dijeg320j83/Star%20Wars%20Armada%20AI.pdf?dl=0


However, those rules left out an AI system for maneuver - the rules suggested that the Imperial ships simply try to keep the focal point in their front arc (though this was never explicitly stated).
It also said that Imperial ships would try to move to double arc an enemy ship.
This was nebulous and unhelpful, so I've been thinking about coming back and resolving this.

Today is a snow day, so I've got time to sit and think some.

I don't want a bunch of cards on the table, and I don't want a separate chart for every ship. So this is my current idea (feedback welcome).


When it is time for an AI controlled ship to move, take a single blue die and roll it once for every speed and joint in turn. For every hit the maneuver tool is straight. For every crit, the tool is one click to PORT, and for every accuracy, the tool is one click to STARBOARD (from the ship's perspective). If this seems hard to remember, then think this way: CRIT has four letters,and so does PORT. (Port is "LEFT" and starboard is "RIGHT" in case people don't know (and yes, it's more complicated then that, I understand)).
If the ship cannot make a click at the current joint (by the ship's movement chart), then the movement is always straight.



For example: a Victory Star Destroyer is currently at speed 2. It does not have a navigation order or token, so you don't need to roll for the first joint of the maneuver tool, only the second.
Our victory rolls a crit, so will make a click to PORT at speed 2.



If a ship has the possibility of making a double click at a joint, roll the first die - if the result causes a click, then roll another dice - on a crit or accuracy, the ship makes a double click in the direction of the first roll.

For example: A Gladiator at Speed 1 rolls a CRIT and makes a click to Port. Another die is rolled, and an accuracy comes up. The Gladiator makes a double click to port at speed 1. Had the second roll be a HIT, the ship would have made a single click to port.


If the gladiator was travelling at speed 2 and did not have a Nav token or dial, then a double click at one is not an option, so you just roll 2 dice and see what happens.

For example:
This gladiator at speed 2 rolls a hit (straight one one) and a crit (port at two). There is only one option for the maneuver tool, so it is clicked in on the Port.

This gladiator at speed 2 rolls a crit (port 1) and accuracy (starboard at 2). If it clicks on the port it will overhang the tool, so it has to be clicked on the starboard.
(As pictured this is an illegal move)


This gladiator at speed two rolls an accuracy (starboard at 1), and a hit (straight at 2). This ship now has an option of doing an "inside" or "outside" turn. Roll a blue die - HIT means outside turn (click the tool on the starboard in this case), CRIT or ACCURACY means inside turn (click the tool on the port in this case).

Simple, yes? Let's turn it up a notch.

What if the ship has a NAVIGATION DIAL or TOKEN or BOTH ?

(or THRAWN, but if you are playing with THRAWN in an AI system you are insulting Timothy Zahn and he will come to your house and FINISH YOU. Oh,that's right, he knows where you live).


Nav Dials and Tokens give more options, so we will roll more dice.

Let's start with a Victory Class at speed 2 that has a navigation dial.
It could potentially either be going speed 1 or 2 (0 isn't an option for our AI (those sort of shenanigans are reserved for real life opponents)).

Because it has a dial, there are lots of options for potential movement for this ship - double port 1, single port 1, straight 1, single starboard 1, double starboard 1, double port 2, single port 2, straight 2, single starboard 2, double starboard 2, port 1 and starboard at 2, starboard at 1 and port at 2, port 1 and port 2, port 1 and straight 2, etc. etc. etc. Lots of options. And that's just for a Victory with the worst maneuver chart in the game (well, SSDs, I guess...). Perhaps you are beginning to understand the problems of producing a maneuver chart for an AI for Armada - even the dullest possible ship has more than 15 possible options for movement (Those heroes of the Aturi cluster guys had it EASY).

Anyway - here's how we do this:
Roll dice. One by one as each decision needs to be made. If the result requires the use of the nav dial or token, then use it, and then you get your result. Once there are no possible outcomes, stop rolling dice. If you have to ask a "yes or no" question to make a decision, roll a blue die - hit is yes, other is no.

For Example:  The Victory has a nav TOKEN and is speed 2. It rolls for the first joint, and gets a crit. Since the Victory can use the token to slow to speed 1 and make a single port click, this is what happens.

The Victory has a nav DIAL and is speed 2. It rolls for the first joint and gets a crit. Since the ship could make a double click at 1, roll again to see if it does (crit or accuracy it makes a double at speed 1). If it does make a double at 1, you know it slowed to speed one and used its dial for additional yaw.


The Victory has made its first joint click as a single or a straight. It now has the option of staying at speed 2, or slowing to one. Roll a blue die as you ask the question: Does the victory slow down? Hit is Yes, other is No. If yes, it makes a speed one maneuver and ends its turn. If no, roll the blue die again to determine what kind of turn it makes at speed 2.


If a ship reveals a Navigation Dial but does not use it during its maneuver, give that ship a navigation token. For Example: A Victory reveals a navigate dial, and at the end of its turn it did not speed up or down and did not use an extra click of yaw that ship gains a navigate token.


This is going to result in pretty random and nonsensical navigation results.

Remember the Overriding Rule – if the AI does something obviously dumb (ie, something no human would ever do) then override and make it do the obvious sensible action.

If a ship is going to ram one of its own side, keep rerolling until it doesn't. If a ship is going to fly off the board unless it does just one thing - make it do the one thing.

A Bit Simpler?

If this navigation system seems too complicated, just ask a series of yes/no questions, and roll a blue die - hit for yes, other for no. A Gladiator is at speed 1. "Does the ship go straight at speed one?" No. Ok. "Does the ship turn right at speed one?" No. Ok - so it must turn left. "Does the ship make a double turn at speed one?" No. Ok, so it's a single yaw left at speed one. "Does the ship stay at speed one?" No. Ok - the ship is going to make a speed two maneuver. "Does the ship go straight at speed two?" Yes. Ok - so the ship does a speed two maneuver with a left click of yaw at speed 1. "Does the ship make an inside turn?" No. Ok - the ship makes an outside turn. 

Even Simpler?

Just make decisions for the AI ships, keeping them in formation and heading towards the focal point. You could ask each turn "Does the focal point move?" If yes, follow the instructions in the setup portion of the rules. If no, it doesn't move.


As a general rule, the navigation doctrine of the AI should be dictated by the scenario guidelines.


Defence Tokens

There is a section in the original rules about defence tokens, and when an AI ship will use them. There is nothing about when an AI ships rolls an accuracy as to what it targets.

The AI will always use any accuracy rolled to ensure that the largest amount of damage cards are dealt to the enemy. If there are multiple equally good options, pose the question as a "yes or no" and roll a blue die to determine the outcome.

For Example:
A Victory rolls two double hits and an accuracy against a Nebulon B at long range. The Nebulon has been shot before, and has discarded one of its braces. The AI will roll a blue die to determine whether to target the remaining brace or the evade.













Monday 5 August 2019

Garms Rogues vs Thrawn Double ISDs

The third of Task Force Orange's Winter Campaign occurred on a Thursday night. Rory was my regular opponent again, flying the same list as a few weeks ago - Thrawn, and ISD2 with Pryce, a Cymoon, and some generic squadrons.

I went with something quite different - five ships with Garm and a Rogue Ball. Dash Rendar, 3 YT2400s, and 4 Lancers. Yes, Lancers. The AF2B flagship comes with Bail Organa and Expanded Hangar Bays (and ECMs). Neb B with Yav title, naked Torpedo Hammerhead, Combat GR75s with BCC and GR with Torryn Farr.

We both bid 1 point, Rory won the roll, chose first, and selected my FIGHTER AMBUSH. The other options were Most Wanted and Superior Positions.
Rory put his ISDs down first, so the deployment advantage of FIGHTER AMBUSH was lost to him.

I deployed with the BCC on the left (for some reason) and everything to the right. He chose to Pryce Round 3, so I chose to Bail round 4 to prevent him from gaining the double activation effect.

 Start of Round 2 - Yav and the Hammerhead dropped to 0 to delay the action - I"m so out of practice with most of these ships that I really didn't know what I was doing. The Transports rushed towards the scene of the battle.
Rory sent his Generic Ties forwards to tie up my Rogues, but the combination of Flak, Torryn, and YT2400s meant that was not a problem for long. My Lancers went ahead and struck the flagship, doing limited damage.

Start of turn 3, and Pryce means I get to move the Bail AF2 into position for a start of turn 4 attack. The Hammerhead and Yav have taken long range Cymoon attacks and will not last long. The ISD activates last, does flak damage to my squads, and moves forwards. The bombers and YT2400s hit the ISD again, this time in BCC range.

Start of Round 4 and my Bail AF2 goes first, activating the four lancers and a YT2400 into the ISD, tearing it to bits - the AF2 finishes off the ISD before swinging around behind the Cymoon.
The Cymoon finishes the Hammerhead and Yavaris.


Start of Round 5, and the Fighter Ambush tokens are building up. The Cymoon destroys the Torryn Farr transport (front right), and I realize that no matter how good I roll with those lancers I can't take out a mostly healthy Cymoon in two turns. So we settle in to kill squads.

Start of turn 6 - all I have left is the BCC and AF2 - there are some generic tie bombers and a lambda left.

I don't think we really bothered doing the points thing - it was clearly a Rebel win - I really like the Bail AF2 with Ex Hangers - Garm probably isn't necessary - maybe Dodonna? And I really need to work out what I'm doing with Yavaris if I'm going to play it.

I did like the double hit of the rogues last in a round, then activating again with Bail at the start of the next. I think it's a good counter to the Pryce shenanigans of a two ship list...

Thanks to Rory for a good game and coming out on a freezing cold night.