GF - AI Rules v2.1

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General Principles AI Decision Trees Decision Tree - Shooting

AI Rules: These rules were created to Unit Types: Before the game begins you 1. Are there any objectives not under the
give players a way to play solo against an need to classify each unit into one of 3 AI’s control?
AI controlled opponent. unit types so that things flow smoothly
once you actually start playing. • Yes - Go to step 2
Multiple Choices: Whenever there are
different choices that seem to be equally Hybrid Units: Units that have melee • No - Go to step 3
correct, roll a die to randomly determine weapons which are better than their
2. If you Advance will any enemies be in
which one is going to be the chosen one. ranged weapons count as hybrid units.
shooting range?
Preparation Shooting Units: Units that have ranged
weapons which are better than their • Yes - Advance toward objective and
AI Armies: When using AI rules you can melee weapons count as shooting units. shoot if possible
either create the AI’s army yourself or
generate it randomly. To do this first Melee Units: Units that don’t have any • No - Rush toward objective
randomly select 1 hero unit, 3 core units ranged weapons count as melee units.
3. If you Advance will any enemies be in
and 1 special unit from the army (with
Decision Tree - Hybrid shooting range?
duplicates possible), where special units
are units that cost 50% or more than the 1. Are there any objectives not under the • Yes - Advance toward enemy and shoot
army’s standard infantry unit. Then build AI’s control? if possible
a battle force of the same size as the
game’s recommended points value,
• Yes - Go to step 2 • No - Rush toward enemy
making sure to equip each unit with
• No - Go to step 5 Decision Tree - Melee
either an anti-infantry or an anti-tank
weapon upgrade. Repeat this process 2. Are there any enemies in the way? 1. Are there any objectives not under the
for as many battle forces necessary in AI’s control?
order to reach the total desired points
• Yes - Charge enemy if possible, else
value you want to play with. Advance toward objective and • Yes - Go to step 2
shoot if possible, else Rush
Objectives Set Up: When setting up toward objective • No - Go to step 3
objectives first divide the area of the
• No - Go to step 3 2. Are there any enemies in the way?
table where you are allowed to place
objectives into 6 equal squares. When
3. Is the objective in Rush range but not • Yes - Charge enemy if possible, else
it’s the AI’s turn to place an objective Rush toward objective
in Advance range?
first roll for a random square, and then
place the objective in the center of the • Yes - Rush toward objective • No - Rush toward objective
square. If that’s not possible roll for
• No - Go to step 4 3. Are any enemies in Charge range?
another random square and move the
objective toward it just enough to be in a
4. If you Advance will any enemies be in • Yes - Charge enemy
valid position, whilst keeping in mind the
shooting range?
objective set up rules. • No - Rush toward enemy
AI Deployment: When deploying armies
• Yes - Advance toward objective and
first divide the table into 3 sections on shoot if possible
the long table edge and number them 1,
• No - Rush toward objective
2 and 3. When it’s the AI’s turn to deploy
a unit first roll a D3 to see which section 5. Are any enemies in Charge range?
it will deploy a unit in. Then deploy a
random unit as close as possible to the
• Yes - Charge enemy
nearest objective, outside of difficult and
• No - Go to step 6
dangerous terrain (unless the unit has
strider or flying). Note that if the AI army 6. If you Advance will any enemies be in
won the deployment roll-off you must shooting range?
determine which long table edge it picks
as its deployment zone randomly.
• Yes - Advance toward enemy and shoot
if possible

• No - Rush toward enemy

By Gaetano Ferrara www.onepagerules.com


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Basic Concepts Terrain Psychic: AI units always cast spells after
moving but before attacking, selecting a
Activation Order: Before you start, divide Cover Terrain: AI units always move into random spell by rolling D3+X, where X is
the table into 3 different sections on the or behind cover terrain, unless it’s also
their level. If they have no valid target for
long edge and number them 1, 2 and 3. difficult terrain and they are moving to
that spell they must try to cast the next
When it’s the AI’s turn to activate a unit, an objective. Shooting and Hybrid AI
spell on the list, cycling through the list
first roll a D3 to see which section it will units that are not moving to an objective
until they have found a valid spell or they
activate a unit in. If there are no eligible must stay in cover and shoot, instead of
can’t cast anything. AI units always
units in that section move onto the next moving away from nearby units.
target the nearest valid unit, following
section going clockwise. Then activate
Difficult Terrain: AI units only ever move the guidelines for any special rules that
the unit from that section nearest to any
into difficult terrain if they are in charge may apply (deadly, sniper, etc.).
uncontrolled objective. If all objectives
range of a unit inside of it, or if they have
are under the AI’s control, then it must Scout: AI units with scout are always
a special rule that ignores it. Else they
activate the unit from that section that is deployed after all other units, following
will always move around it.
nearest to an enemy unit. the AI deployment rules.
Dangerous Terrain: AI units only ever
Pinned Units: Pinned AI units are only Sniper: AI units with sniper weapons
move into dangerous terrain if they have
activated after all non-pinned units in always target heroes first, and models
a special rule that ignores it. Else they
the game have been activated. with weapon upgrades second.
will always move around it.
Enemies in the way: When the AI units Strider: AI units with strider always
activate, draw a path between them and
Special Rules
move through difficult terrain.
their objective. Enemy units within 6” of Army Special Rules: AI units will always
the path count as being in the way (even Transport(X): When using transports the
use army special rules as soon as they
if they are in the opposite direction). AI always places a random unit in each,
are activated, targeting the nearest valid
trying to fill up the cargo limit. AI units
Controlling Objectives: When making AI unit that makes sense.
with transport always activate before
decisions, an objective counts as under Aircraft: AI units with aircraft must be their cargo on the first round, and units
control if it is already seized, or if there deployed on the table edge facing the inside of them must always disembark
are more friendly non-pinned units nearest objective, and always follow the on their first activation.
within 3” than enemies. When moving to
rules for Shooting units. If they move off
seize objectives, they must be placed
of the table, then they are placed back
within the 3” seize range so that they
on the same spot that they left from,
stay as close as possible to what their
facing the nearest objective.
next objective or target will be.
Ambush: AI units with ambush are
Advancing: Shooting and Hybrid AI units
always kept in reserve, and must deploy
that use Advance actions to move toward
following the AI deployment rules at the
objectives must always do so whilst also
start of the second round.
trying to stay as far from enemy attack
range as possible. If they are not moving Anti-Air: AI units with anti-air weapons
toward objectives they should always try always target enemy aircraft first.
to move away from nearby units just
AP: AI units with AP weapons that have
enough to still be able to shoot at them
strength 3 or 4 always target units with
from a safe distance.
defense 2+ or 3+ first.
Shooting: AI units must always shoot at
the nearest valid target. If the nearest Deadly: AI units with deadly weapons
valid target unit is in cover but there is always target single-model units with
another valid one in the open, then the AI tough first, prioritizing those with the
must shoot at the target that is in the lowest remaining tough value.
open instead. Flying: AI units with flying always move
Melee: AI units must always charge the through difficult and dangerous terrain.
nearest enemy unit, even if it’s not in Indirect: AI units with indirect weapons
line of sight, and they must always strike that are in range of enemies always use
back when charged. Hold actions and shoot.

By Gaetano Ferrara www.onepagerules.com


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