Saturday, 23 June 2018

Defenders of the Gelron Sector: The Al-Rek Consideration

Battle Four: The Al-Rek Consideration





The loss of Negrett to Imperial SUBJUGATION has left the Gelron Sector vulnerable on many fronts. Duke Al-Rek has decided to raid the Imperial Flagship in order to gain vital information about the EMPIRE'S next movements...

Mission:
Close Range Intel Scan
Setup: As per scenario map
Special Rule: While one of the second Player's ships is attacking THE IMPERIAL FLAGSHIP, the attacker may spend 1 die with an accuracy icon. If it does, the attacker's owner gain 1 victory token.
While one of the first player's ships is attacking a ship, the attacker may spend 2 dice with accuracy icons. If it does, the attacker's owner gain 1 victory token.

Rebel forces deploy first, as per AI guidelines.
The Imperial deploy randomly as per AI guidelines, with the formation as shown in the scenario picture.

Objective:
Major Victory:  Gain 3 victory tokens, and win the battle by more than 50 points.
Minor Victory: Gain 1 victory token, and win the battle by more than 1 point.
Any other result is a loss.

Imperial Tactics:
The Imperial Side is First Player.

The Imperial Commander is rated Normal.

The Imperial Fleet deploys as per the scenario map, with a Focal Point that remains on the Rebel Flagship.
Gozanti Cruisers will focus on supplying the Imperial Flagship with tokens - priority as Repair, Concentrate Fire, Navigate, then Squadron.



Imperial Forces:

Vanguard
Flagship
Imperial I (110)
• Gunnery Team (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
Commander Kreshna
= 127 Points

TF432
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

TF610
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• 2 x TIE Interceptor Squadron (22)
• 4 x TIE Fighter Squadron (32)
= 54 Points

Total Points: 231
Commander Kreshna: While attacking a ship the player may turn 1 dice to a face with a single hit.


Rebel Forces:
Use any surviving forces from the previous battle, replacing any losses - total fleet value may not exceed 200 points. Remember Veteran Captains are free for surviving ships, and up to 2 hull 5 or more squadrons may have earned a Brace token, while 3 or 4 hull squadrons might have earned a scatter token.

For the purposes of this scenario, H9 turbolasers are not available, nor is the Home One title (it is busy elsewhere).

Defenders of the Gelron Sector - Escape from Negrett

Battle Three: Escape from Negrett


Imperial bombardment and reinforcements have overwhelmed Rebel defences on Negrett. Scattered bands have fled the capital and are leaving the planet in whatever transport they can find. Your Task Force is ordered into the system to evacuate as many rebel fighters as possible...

Mission: Fire Lanes
Setup: The obstacles and tokens will be set up as per the scenario map.
End of Round: Each player gains 1 victory token for each objective token he controls. To determine control of each token, players measure attack range and line of sight from each of their ships' hull zones as if performing attacks with battery armament targeting that objective token. The player with the highest total number of dice in his combined attack pools controls that token. If a player's ship or squadron overlaps an objective token, his opponent controls that token; if both players' ships of squadrons overlap the same token, neither player controls it.
(The tokens represent where the Rebels from Negrett are escaping the planet - controlling the token is rescuing soldiers from the planet).



Objective:
Major Victory: Win the battle by 100 or more points
Victory: Win the battle by 1 or more points
Any other result is a loss.

Imperial Tactics:
The Imperial Side is First Player.
The Imperial Commander is rated Aggressive.

The Imperial Fleet will deploy randomly, as per the AI guidelines. The focal point is placed as per the guidelines.

Imperial Forces:

Flagship
ImportunateArquitens Command Cruiser (59)
• Dual Turbolaser Turrets (5)
Commander Suttek
= 64 Points

DangerousArquitens Command Cruiser (59)
• Dual Turbolaser Turrets (5)
= 64 Points
Dagger
Gladiator I (56)
• Ordnance Experts (4)
= 60 Points
Squadrons:
• 3 x TIE Fighter Squadron (24)
• TIE Advanced Squadron (12)
= 36 Points

Total Points: 224

Commander Suttek: At the start of the 1st, 3rd, and 5th rounds of battle all friendly ships gain a Navigate Token.


Rebel Fleet

The Rebel Fleet deploys ships within distance 3 of the South edge of the board, and beyond distance 3 of the East and West sides. Squadrons may deploy within distance 2 of any Rebel ship.

Players may wish to design their own fleets from this point forwards - do not include any aces, and spend only up to 200 points (Captain Doya is free - if you wish to use another commander you may do so, but must pay the full price). For the purposes of this battle scenario, the STRATEGIC key word is not permitted. 

Faithful Consort
CR90 Corvette A (44)
= 44 Points

Valiant Choice
CR90 Corvette A (44)
= 44 Points

Purposeful Defender
Nebulon-B Escort Frigate (57)
Captain Doya
=57 points

Squadrons:
• 2 x X-wing Squadron (26)
• 2 x Z-95 Headhunter Squadron (14)

Total Points: 199

Captain Doya: The Rebel Player may reroll two dice per round.

Remember that any surviving ship from the previous battle now has a veteran Captain, and up to two surviving X-Wings have a brace, and up to two surviving Z-95 have a scatter.

Wednesday, 6 June 2018

Defenders of the Gelron Sector - the Auk'let Gambit


Defenders of the Gelron Sector

Battle Two: The Auk'let Gambit




Imperial Forces are continuing their assault on the planet Neg'rett, but are being resisted by Rebel forces in the Capital City. The Imperials have decided to move a Legion of Stormtroopers from the nearby world of Auk'let, which was recently occupied without great resistance. An Imperial convoy has been dispatched to move the troops to Neg'rett.


Captain Doya and her Task Force have moved to intercept the Imperial Convoy leaving Auk'let. The troop carriers must be destroyed.

Mission:

Convoy Intercept

Objective:

Major Victory: Destroy all 3 Gozanti Cruisers
Minor Victory: Destroy 2 Gozanti Cruisers
Any other result is a loss.

Imperial Tactics:

The Imperial Side is First Player.

The Imperial Commander is rated Normal.

The Imperial Fleet deploys like in the picture, with the Focal Point on the opposite corner of the map. Gozanti Cruisers deploy at speed 2, and will accelerate / slow down to avoid obstacles and ramming other ships, OR to arrive / remain within distance 1 of the Focal Point.

If an Imperial Ship reveals a command at distance 1 of the Focal Point, it makes the jump to Hyperspace and escapes the battle.

The Gladiator Class vessels will treat the nearest Rebel ship as it activates as its focal point.





Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Gladiator II (62)
• Ordnance Experts (4)
= 66 Points

Gladiator II (62)
Commander Suelet
• Ordnance Experts (4)
= 66 Points

Squadrons:
• 4 x TIE Fighter Squadron (32)
= 32 Points

Total Points: 233

Commander Suelet - once per round the Imperial side will turn 1 blank dice to a face with a single hit.



Rebel Fleet

The Rebel Fleet deploys ships within distance 3 of the South edge of the board, and beyond distance 3 of the East and West sides. Squadrons may deploy within distance 2 of any Rebel ship.

Faithful Consort
CR90 Corvette A (44)
= 44 Points
= 57 Points

Valiant Choice
CR90 Corvette A (44)
= 44 Points

Purposeful Defender
Nebulon-B Escort Frigate (57)
Captain Doya
=57 points

Squadrons:
• 2 x X-wing Squadron (26)
• 2 x Z-95 Headhunter Squadron (14)
• 2 x Lancer Pursuit Craft (30)
= 70 Points

Total Points: 215

Captain Doya: The Rebel Player may reroll two dice per round.

Remember that any surviving ship from the previous battle now has a veteran Captain, and one surviving X-Wing has a brace, and one surviving Z-95 has a scatter.

End of the Battle: 
Surviving ships will enter the next battle with a Veteran Captain.
One surviving X-Wing will gain a brace, and one surviving Z-95 gain a scatter.







Playthrough report:

The Rebels lost this encounter - all fighters destroyed, but all ships survived (the Nebulon on one health).
Only one of the target Gozanti was eliminated.

LINK TO LOGFILE

Thursday, 31 May 2018

Defenders of the Gelron Sector - Encounter at Neg'rett


Defenders of the Gelron Sector


Duke Al-Rek of the planet B’yath has recently declared in favour of the Rebel Alliance, freeing his planet from Imperial control, and starting open warfare in the surrounding systems. An Imperial Armada has been dispatched to regain control of the sector. The battle has begun…


Battle One: Encounter at Neg’rett

The Planet Neg’rett is under attack by Imperial Forces. The defenders have barricaded themselves in the Capital City and are resisting fiercely. An Imperial Battle Group in orbit is bombarding the garrison. Your Task Force has been dispatched to disrupt the Imperial attack...

Mission:

Opening Salvo
Setup: After deploying fleets, assign 1 objective token to each ship.
Special Rule: The first time a ship performs an attack against another ship, discard the attacker’s objective token. If the attacker belongs to the first player, he adds 2 red dice to the attack pool. If the attacker belongs to the second player, he adds 2 dice, each of any colour, to the attack pool.
End of Game: Each player increases his final score by half the fleet point cost of each enemy ship in the play area that has at least 1 damage card, rounded up.

Imperial Forces are first player.

Objective:

Major Victory: Defeat the Imperial Force by a margin of 100 points or more
Victory: Defeat Imperial Force by a margin of 1 point or more.

Any other result is a Rebel defeat.


Imperial Tactics:

The IEF is bombarding Neg’rett, and will therefore attempt to remain in close range of the target beacon (objective marker). Imperial Ships will follow normal target rules, but will also consider the target beacon as an option, but only counting black dice armament (using CF if available). In the event of a tied result, the Imperials will fire on the Rebel ships as priority.
For each roll of CRIT/HIT on the target beacon, the Imperials gain 1 victory token (10 points).

The Imperial Commander is Cautious.
Commander Kerazin: Each friendly ship gains +1 Engineering value.
The Imperial Focus Point is fixed and will not move during this scenario – it is directly opposite the deployment zone, in line with the target beacon.

TF1734 will default to REPAIR commands, passing tokens to the Star Destroyers, first to Valorous,
then to Glorious. If both Star Destroyers have REPAIR tokens, TF1734 will give SQUADRON orders – sending Squadrons in range to attack Rebel forces, or passing tokens if no Squadrons are in range.

Imperial Deployment and Formation is as per the picture below…
(I realised after creating this image that I had put the Imperials on the wrong side of the table - but it looks nicer with the planet there. Put the target beacon about distance 5 1/2 from the table edge. It should be in black range of the Victory Star Destroyers at the start of Round 2.)
(Also, the fighters at the front corners are too close to the Victories - so move them out a bit otherwise they get overlapped automatically)


Imperial Expeditionary Force

Valorous
Victory I (73) - Flagship
- Enhanced Armament (10)
- Commander Kerazin
= 83 Points

Glorious
Victory I (73) - Flagship
• Enhanced Armament (10)
= 83 Points

TF1734
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• 2 x TIE Advanced Squadron (24)
• 4 x TIE Fighter Squadron (32)
= 56 Points
Total Points: 247



Rebel Forces may deploy in the setup area as normal.

R’yath Defence Force

Faithful Consort
CR90 Corvette A (44)
= 44 Points

Valiant Choice
CR90 Corvette A (44)
= 44 Points

Purposeful Defender
Nebulon-B Escort Frigate (57)
Captain Doya
= 57 Points

Squadrons:
• 2 x X-wing Squadron (26)
• 4 x Z-95 Headhunter Squadron (28)
= 54 Points
Total Points: 199
Captain Doya: The Rebel Player may reroll two dice per round.

Surviving Rebel Ships gain a Veteran Captain for the next battle.
One surviving X-Wing gains a Brace token, and one surviving Z-95 gains a Scatter token.




Edit:
I played this through against the AI, and made a number of mistakes, and the Rebels lost.

So I had another go, did slightly better remembering everything from the AI, and the Rebels won (by 5 points). Here is a LINK to the vassal log file so folks who want to play this (or watch the recorded battle).

Or here is a little video report as well...

Thursday, 24 May 2018

An Armada AI System - in Development


Star Wars: Armada

AI system for Imperials

v1.02

To promote solo and cooperative play


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.

Obvious Target Rule – AI love rolling dice – to determine valid targets, the AI will always try to roll the maximum number of dice. If choosing between firing 3 red dice at a ship, or 4 dice at squadrons, the squadrons will be chosen. If there is a tied option, roll a die to determine target.

Double Arc Rule – When determining the Obvious Target rule, add all the dice that could be fired at the same target as one result.

For Example:

A Victory II has an enemy ship at long range in the front arc (3 dice), 3 squadrons in blue range to the side (3 dice), and a corvette double at long range in the side and rear (2 dice and 2 dice = 4). The AI will choose to shoot at the corvette with 2 shots of 2 red dice.


Weakest Arc – The AI will always choose to shoot the enemy arc with the fewest shields, as long as it can maximise dice.

Example:
The Victory II will shoot the Corvette with 6 dice (3 red, 3 blue).
It will choose to shoot the Corvette in the front arc even though it has shields, since shooting it in the side arc would mean losing 3 blue dice.


Defence Tokens – The AI will use any defence tokens it can to minimise damage.
It will not BRACE if there is an unactivated enemy in range with more dice to be rolled than the current attack.
AI will only use exhausted defence tokens if it would otherwise take damage cards, or in the case of BRACE, if it would otherwise be destroyed.


Example:
The Victory is being fired upon by the Corvette with 2 red and 1 blue. The Victory will not use its brace, as it is also in range of the MC80 Assault cruiser, which has not yet activated. The MC80 Assault has 4 red dice potentially on the victory. If the MC80 were a Command Variant (only 3 red from the side arc) the Victory would BRACE against the Corvette.



Squadrons


When activated with an order, Squadrons will move towards and engage the nearest enemy squadron with the closest squadron activating and moving first.

If there are no enemy squadrons in range, squadrons will attack the nearest enemy ship.

In general, squadrons that are unengaged in the Squadron phase will move to maintain their position in the formation.
Engaged squadrons will shoot at enemies in the following order – Escorts, non-counter, Counter. If there are multiple targets, Squadrons will fire on the enemy with the fewest hit points remaining. If there is a tie, roll a die to determine the appropriate target.

Example: Tie Fighter A is engaged with X-Wings, so must shoot them first (Escort).
Tie Fighter B is engaged with the Z-95 and the A-Wing. “B” will shoot at the Z-95, as it does not have COUNTER, even though the A-Wing is only on 1 health.






Playing the Game


Choose Imperial Commander style
Roll a blue – crit = aggressive, accuracy = cautious, hit = normal


Standard mission – deploy all player forces first. Place Imperial marker as Focal Point.


Focal Point (FP) is placed midway between Player’s ships (if two ships, halfway between – if three ships, on the middle ship, etc). Pull the FP back to the edge of the board (use an Imperial Victory Token to indicate FP.

Roll blue for FP adjustment.

Crit – move FP distance 3 to West (left of Player’s side). Roll blue again – if crit, move FP distance 3 West, otherwise ignore result. 

Accuracy – move FP distance 3 to East (right of player’s side). Roll blue again – if accuracy, move FP distance 3 East, otherwise ignore result.
            
Hit – leave FP in place





Roll blue for AI deployment.

Hit – deploy forces in centre of North zone (far side to Player), facing FP.

Crit – deploy forces on Western side of North Zone facing FP

Accuracy – deploy forces on Eastern side of North Zone facing FP.


Standard formations will be developed for different scenarios / commanders, but in general – flagship in the centre – fastest ships on the outside flank – slowest ships on the inside flank.
Cautious deploy at speed 1, Normal at speed 2, Aggressive at speed 3 if possible.
Cautious commanders deploy squadrons in contact with ships, Aggressive and Normal at out to range 2 of ships.


Activate ships in the following order:
1st – Ships with the most dice on enemy target – if tie, choose ships with a single enemy double arc’d – if still tie, roll die to determine which ship activates

2nd – Ships with Squad value and squads in range to be activated

3rd – Ships that can move without entering enemy range

4th – All others – roll die to choose if multiples


Command Dials
AI ships do not have a stack of command dials. As each ship activates, roll a blue to determine action.



For each ship as it activates:

1st – Measure to see if there is an enemy ship in range. If Yes, roll on the “IN” table. Otherwise, roll on the “OUT” table.
2nd – Roll a blue roll a blue die to determine its order (there is no command dial stack for AI ships)
Place a command dial set to the correct order by the ship to remind you of its order and that it has activated.
3rd – If the command chosen cannot be used this round (Squadron order taken but no squadrons in range to attack, repair but no shields or damage to repair) then take a token. If the ship already has a token of that kind, reroll blue die until a different result is generated.
4th – Ships will use Manoeuvre dials and tokens to maintain their position in the formation as much as possible – ships on the inside edge of a wheel will slow, those on the outside will speed up. Otherwise they will simply take the appropriate token.
The exception being if a ship can Manoeuvre in such a way as to bring about a double arc on an enemy ship – in this case it will break formation and make the appropriate manoeuvre.

CAUTIOUS COMMANDER TABLE
OUT – Hit=Repair, Crit=Squadron, ACC = Manoeuvre
IN – Hit = Repair, Crit – Squadron/Concentrate Fire, ACC= Manoeuvre

NORMAL COMMANDER TABLE
OUT – Hit=Manoeuvre, Crit = Squadron, Acc = Concentrate Fire
IN – Hit – Squadron / Concentrate Fire, Crit = Manoeuvre, Acc = Repair

AGGRESSIVE COMMANDER TABLE
OUT – Hit = Manoeuvre, Crit = Squadron, Accuracy = Concentrate Fire
IN – Hit = Concentrate Fire, Crit = Squadron / Repair, Acc = Manoeuvre


If the result is Squadron / Concentrate Fire, the ship will choose Squadron if there are squadrons in range to command – otherwise it will choose Concentrate Fire.




{These are the rules that I have used so far - if you try them, let me know. If you think there are changes that could / should / need to be made, let me know}


{EDIT: Some time ago a forum member made a nicely formatted version of these rules... Thanks Kezzamachine... they can be found here: https://www.dropbox.com/s/4jv0dijeg320j83/Star%20Wars%20Armada%20AI.pdf?dl=0}

{EDIT: Here are some additions to these rules for maneuver, etc https://daveswargames.blogspot.com/2019/08/defenders-of-gelron-sector-ai-rules.html}



Friday, 11 May 2018

Rieekan Reluctantly Regrets Repeatedly Ramming Raddus

Friday night (11/5) I had a game with local nemesis (and wine-lover) Theo.

Theo is flying his ongoing Raddus dropping bomb - MC75 with Raddus Profundity, dropping a Flotilla with rapid launch bays, then bringing in a MC80 with rapid launch bays and B-Wings of various kinds.

 On this occasion Theo went first, chose Most Wanted, and deployed the MC75 facing sideways.
I deployed all of my fleet - 4 TRC90s with extra speed card thing - Rieekan on a CR90B, and a squad base - 2 VCX, 1 Wedge Antilles, 1 YT2400, and 2 Lancers - yes, Lancers. I've had them in the box for a while, painted up nice, and decided to put them on the table.
Rieekan's ship is on the right...

 At the end of turn 1, I'm heading towards the MC75 nice and spread out to try and limit the MC80 drop.

 Theo dropped with two corvettes in the medium range of the Cruiser. He then activated the flotilla, dropped 2 squadrons and killed a Lancer straight up.


 I activated a Corvette, used a squadron order to move Wedge into a blocking position, and then navigated using Engine Techs into the front arc.
The Cruiser activated and destroyed the other corvette. I Rieeken'd it, but had made a mistake - I had given it a CF instead of Nav, so it could not maneuver sufficiently to ram the Cruiser - so instead it rammed the MC75.


 Round 3, and Theo activates the Cruiser, sent the bombers after the Corvette in front, and killed it dead. I Rieekan'd it, planning to double ram the Cruiser, but instead I had a brain-fart, and decided to double ram the Flotilla, thinking I could block it in place and have it die.

This was stupid and wrong.

Turn 4, and the Cruiser is still alive, through it will die this turn thanks to some extra ramming. If I'd been able to ram it properly it could have died in turn 3...
Meanwhile, my squadrons rolled terribly, and only managed to kill a single B-Wing all game - but lost almost all of mine.



In turn 5 my Flagship completely failed to kill Bright Hope, and flew away.

In turn 6 the heavily damaged Corvette died to squadrons, Rieekan'd, then rammed the flotilla.


The game ended poorly - I failed to kill the Most Wanted, and lost my fighter wing (except 1 VCX), and 4 Corvettes.

Not the Task Forces finest hour - but lessons were learnt.

Next time!

There's always a next time.



Thursday, 10 May 2018

Armada AI test - v1.01, test 3

I had another go at this last night - this time I rolled an "Agressive" Imperial Commander, and they were able to send the fighters in a timely fashion.

(The quality of this video is a lot worse)


The Imperials still lost, but again came very close to destroying the Nebulon B. I think there is a lot of promise here, but this is still for a very simple set up - the complexities of different fighter types and their possible actions may make this a fool's errand.