Warhammer 40,000 Conquest: Solo Variant V2.0

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WARHAMMER 40,000 CONQUEST: SOLO VARIANT v2.

REVISIONS

Version 2.0 – 24 September 2015


- Rewritten from the ground up to more closely emulate playing against a “real” opponent

Version 1.1 – 27 March 2015


- Changed the way that AI decks are set up
- AI now has a hand so you can test your Choke decks against it.
- Removed the use of wound counters as AI shields, shielding now more traditional
- Changed AI rules for using its cards. Now more aggressive at locking down command.
- Introduced mechanics to allow AI to use key events in a more intelligent manner
-
Version 1.0 – 17 November 2014
- Added a specific deck-build for the AI
- Introduced rules for how the AI will use certain cards
- Minor corrections

Version 0.0 – 14 October 2014


- First issue

GENERAL NOTES
These rules will guide you on how to run an AI opponent. I created some general guidelines for placing the AI’s units
but it will still be up to YOU to ultimately decide where they go. Try and use common sense and discretion here. Play
the AI units as you would if you were sitting on the opposite side of the table. Leaving the deployment open to your
judgement will still create a difficult and often unpredictable challenge. The warlord commitment is purposefully
random, as this is the single most important decision that is made by each player during the game. This complete
unpredictability should introduce enough of a surprise factor within the game.

The AI does not use resources in the traditional sense. Instead, it runs a virtual hand, which is represented by a pile
of wound tokens. (You can use resource tokens if you prefer, but this could create confusion when resolving
command struggles). Whenever any game effect forces the AI to discard cards, remove the correct number of wound
tokens from its pile instead. Any game effects that reduce or increase the number of resources the AI holds are
ignored (although if you trigger an effect that allows you to “steal” a resource from the AI, you will still gain the
relevant number of resources).

BUILDING AND SETTING UP THE AI DECK


After you have decided on the faction, create the AI deck using the following guidelines

- No more than 3 elite units should be used


- Approx 15 army units considered to be “combat” units, include the signature units in this count. The total
resource cost should be around 48 resources. (based on 3 each at 3, 4, and 5 cost, and 4 at 3 cost).
- Approx 15 army units considered to be “command” units. The total resource cost should be around 21
resources. (based on 9 at 1 cost, 6 at 2 cost).
- Approx 15 event cards, all of which should be chosen for their ability to affect the board state during combat
(e.g. no point putting Promise of Glory into here). Resource cost is not important. Include the signature
events in this count.
- Make the total number of cards up to 50 by adding the signature support and attachment, then any other
attachments that will best affect the board state (e.g. Ion Rifles should be chosen for a Tau deck).
- Neutral cards and allies can be used.
- As you play through these rules more times, experience will tell you which cards will form a good challenge
in the AI deck. You can increase or decrease the total resource cost of the two unit decks to adjust the
difficulty of the AI if you wish.

Now split the decks and form into three separate piles:-

The first deck should contain all the combat units, attachments and any deploy action events. If any of the combat
units in the deck build have the ambush keyword, put these to one side for now.

The second deck should contain all command units and any supports.

The final deck should contain all the events, and any ambush units that you set aside earlier. Shuffle each deck
thoroughly and place them face down. It may help to place the event deck horizontally, and between the two unit
decks.

SETTING UP THE GAME


The AI does not draw cards or spend resources to deploy cards. Instead, take a number of wound tokens to
represent the starting hand for the AI. The AI starts the game with 1 less card than usual. If at any time the AI would
be forced to discard a card, discard one of its wound tokens instead. You will also need a 6 sided dice to run the AI.
Randomly determine initiative by a coin toss or something similar.

RUNNING THE AI DURING THE DEPLOY PHASE


The AI does not spend resources in the traditional sense. Instead, a pile of wound tokens is used to represent the
number of cards in its hand. Each time the AI makes a deployment, return 1 wound token to the supply irrespective
of the normal resource cost of the card being deployed, then turn over the top card of the relevant deck and deploy it
using the guidelines below. If the revealed card cannot be played (e.g. an attachment or event that has no viable
target), discard the card without spending a wound token. This will simulate a deployment stall, and you must then
take your next deployment turn. Note that this does not count as a pass and the AI will continue with deployment
after you have taken your turn.

The AI cannot deploy more than 1 Elite unit per deployment phase. If it draws a second Elite, discard that card and
treat it the same as if the AI had made a deployment stall, as above.

If the AI has 2 or less wound tokens remaining, roll a dice before each of its deployment turns. If the result is higher
than the number of wound tokens it has remaining, it will pass. However, if the AI has not deployed any units this
round, it will always deploy at least one.

The AI will do ONE of the following during its deployment turn. This list is in order of priority – Start from the top. If
the conditions detailed in that entry are not met, move to the next item instead.

- If either side will win the game by winning the first planet, the AI will deploy the top card of the combat deck
to the first planet, regardless of how many units are already there. If it has no combat units left it will deploy
command units there instead.
- If the AI has initiative and it does not already have superior combat strength at the first planet, the AI will
deploy the top card of the combat deck to the first planet.
- If the AI does not have initiative and the first planet has no other units, it will deploy a combat unit there.
- If you have more command icons than the AI at 50% or more of the planets in play, the AI will deploy the top
card of their command deck to oppose one of those struggles. Use the number of command icons on the
deployed unit to make the decision on which command struggle it will oppose.
- The AI will deploy a combat unit at the next planet in line that will count toward its victory condition based
on planet icons, unless it appears it already has superior combat strength there.
- The AI will deploy a command unit at a planet that has no other units there, starting from the last planet.
- The AI will deploy a command unit at any other planets where you are currently winning command.
-
If there is a 50/50 choice of planets for deploying an AI command unit, the AI will always choose to go to a planet
that will gain it the most cards whenever possible.

NOTE:- Always deploy any attachments to the unit that will best profit from that attachment, placing priority on units
at key battles wherever possible.

The AI will use the ability on any support cards in play at the most opportune moment (again, use your own best
judgement here).

RUNNING THE AI DURING THE COMMAND PHASE


After you set your command dial and have placed it face down, roll a 6 sided dice to see where the AI will commit his
warlord. The result of this roll dictates the planet number it will commit to. If the result on the dice is higher than the
number of planets in play, the warlord will go to the first planet. Sometimes it will be obvious where the AI would
commit their warlord – in these cases always use your own judgement above the result of any dice roll. (For
example, a Warlord with 2 or 3 strong combat units would never commit to the last planet if the game has only 1-2
rounds left to run).

EXCEPTIONS:- if the game will be won by either player at planet 1, it will always commit to planet 1 (unless the
warlord is bloodied and has no significant units at HQ that could affect the combat).

If the AI warlord is bloodied or close to death, it will commit to a planet where it is safest (use your own sensible
judgement here!)

When the AI wins a command struggle, it will only ever gain cards from those struggles. Take a number of wound
tokens equal to the number of cards it would normally draw (including any bonuses from Void Pirates etc).

The AI never wins resources from a command struggle – this is mitigated by assuming it will always have enough
resources to play the card it draws.

RUNNING THE AI DURING THE COMBAT PHASE


At the start of each combat round, or if the AI has exhausted all its units before the round ends, roll a dice. On a
result of 3-6 it will attempt to play an event. (Ignore this step completely if the AI has no wound tokens left in its
pool). Turn over the top card of the event deck. If the event cannot be played, or won’t affect the outcome of the
battle, discard it and continue the combat. If the card can be played, remove a wound token from the AI’s pool and
resolve the event in full. Certain events may need some creative thinking in order to make them effective – see the
notes in the sample AI deck at the end of this document for some inspiration!

On each of its combat turns, The AI will perform ONE of the following actions. This list is in priority order:-

1. If there is a strong risk that its Warlord could become bloodied, exhaust and retreat the Warlord.
2. If the AI owns any units that can kill your warlord or send it into a bloodied state with one attack, it will do so
without hesitation.
3. The AI will attack any ready units that it can kill instantly, choosing those with the highest attack power first.
(Use good sense here when matching attackers against defenders. Don’t use a high attack unit to kill a low
HP unit when there is another unit that could do it more efficiently!)
4. The AI will attack any exhausted units that it can kill instantly, choosing those with the highest attack power
first.
5. The AI will attack any ready units that it can wound, choosing those with the highest attack power first
6. The AI will attack any exhausted units that it can wound, choosing those with the highest attack power first.
7. Finally, AI will attack your warlord.

Whenever you attack or attempt to damage any of the AI’s units, the AI will make a decision on whether or not to
shield the attack. If it has no wound tokens, its hand is empty and cannot shield at all. However if it has at least one
wound token, roll a dice each time you declare an attack against one of its units.

On a result of 1 or 2, the AI will let the damage go through.

On a result of 3, 4 or 5 the AI will shield 1 damage – remove 1 wound token from its pool.

On a result of 6 the AI will shield 2 damage – remove 1 wound token from its pool.

EXCEPTIONS: If the damage is directed at the AI’s warlord, it will always choose to shield damage if possible. In this
case treat the dice roll differently. 1-4 shield 1 damage, 5-6 shield 2 damage.

If the amount of resulting damage would still destroy the target unit (or bloody the warlord), the AI will let all the
damage go through without shielding anything (do not spend the wound token).

HOW THE AI WILL USE PLANET BATTLE ABILITIES

IRIDIAL:- AI’s priority choices for removing damage: Warlord, high HP units, low HP units.
OSUS IV:- follow card instructions as normal
BARLUS:- Randomly discard one of your hand cards. (when used against AI, remove 1 wound token instead).
ATROX PRIME:- AI will choose whichever option will deal the most damage
ELOUITH:- AI adds one wound token to their pool.
CARNATH:- AI will trigger ability of last planet
TARRUS:- AI adds 3 wound tokens to their pool.
PLANNUM:- AI will move one unit from HQ if advantageous – otherwise ignore.
Y’VARN:- AI will NEVER trigger the ability
FERRIN:- AI will choose to rout your unit that would have the highest impact on the next turn.

At the end of each combat round, if the AI is facing an impossible battle it will retreat all its units to HQ. If the battle
hangs in the balance, randomly determine whether or not it will retreat.

HQ PHASE
The AI does not take any resources. For cards it will take 2 wound tokens and add them to its pool.
Sample AI deck (Space Marines/Tau)
Captain Cato Sicarius – note Cato’s ability is useless in these AI rules – his units still pose a strong challenge!

Combat deck:-
4x Sicarius’ Chosen
3 x Honoured Librarian
3 x Blood Angel Veterans
3 x Tactical Squad Cardinis
1 x Tallassarian Tempest Blade
1 x Exterminatus
3 x Firedrake Terminators
2 x Ion Rifle

Event Deck:-
2 x Fury of Sicarius (when drawn in the combat phase, use it to destroy the last unit damaged if possible)
3 x Eager Recruit
3 x Drop Pod Assault (look at top 3 cards in combat deck instead of 6).
3 x Rally the Charge
3 x Indomitable (when drawn, keep face up until used. The AI will use at best opportunity, for free)

Command Deck:-
1 x Cato’s Stronghold (the AI will use at first opportunity each round)
3 x Imperial Fists Siege Force
3 x Vash’ya Trailblazer
3 x Rogue Trader
3 x Void Pirate
3 x Promotion

Sample Layout:-

Discard pile

COMBAT CAPTAIN

DECK Command CATO


Event Deck
Deck SICARIUS

planets planets planets planets planets planets planets

YOUR STUFF DOWN HERE......

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