Undaunted Normandy solo

AI Green Letter Solo

AI TURN SUMMARY

1) AI Initiative - Draw top card after human has chosen their initiative card
2) AI Turn - Draw 4 cards into a row (Easy = 3, Hard = 5)
3) Resolution - Higher initiative first (Exception - Guide then Leader last)

Damage - If AI unit is damaged on Human initiative turn, place a scout token on unit; resolve damage on AI turn

Control - CONTROL is ONLY blocked by enemy control AND an enemy unit

Threatened Objective
If a human rifleman is on an objective, and could Control it next turn, AI units will skip movement actions from the tile, OR if within movement will prioritize moving to the tile over all other actions.

RIFLEMAN

(AI = Objective Goal)

1) CONTROL
2) If progress can be made, MOVE toward non-AI controlled objective
3) ATTACK

(AI = Pin Goal)

1) CONTROL
2) If non-AI controlled objective has enemy within 2 tiles, MOVE towards objective
3) ATTACK, unless target is at 9+ defense and Rifleman can move closer
4) MOVE one tile closer toward preferred attack target, preferring to move to an objective tile, then higher cover, then player choice

SCOUT OBJECTIVE MOVEMENT

1) Find the CLOSEST Rifleman unit that cannot reach their target objective and cannot move more than 2 tiles on its path
2) Ignore Rifleman units with another AI Scout closer to their target objective
3) Scout along the most direct path toward Rifleman’s preferred objective, leaving a scouted path for the Rifleman (move towards Rifleman if necessary)
4) Along the movement path, prefer scouted tiles, then tiles with objectives, then tiles with higher cover, and finally player’s choice if still tied
5) If Scout arrives after 1 move, stop scouting unless an unscouted objective is adjacent (preferring higher VP, player’s choice if still tied)

ATTACK PRIORITY 

Human = Objective Goal
• Rifle > Scout > Sniper > Gunner > Mortar

Human = Pin Goal
• Sniper > Gunner > Mortar > Rifle > Scout

1) Target highest priority type on board
2) Within unit type
        • Lowest defense value
        • Closest to an objective not controlled by human player
        • A>B>C
3) HOWEVER, if a lower priority unit has 2+ lower defense than ALL higher priority units, attack them instead

SCOUT

(AI = Objective Goal)

1) If AI Rifleman needs scouting to double progress toward preferred objective, SCOUT
2) RECON
3) If target has 4-6 defense, ATTACK
4) CONCEAL

(AI = Pin Goal)

1) If enemy is within 3 tiles of unscouted objective, SCOUT towards the objective (preferring objective enemy is nearest to, then nearest to Scout, then highest VP value, then player choice)
2) RECON
3) If target has 4-6 defense, ATTACK
4) CONCEAL

GUNNER

1) If target has 4-7 defense, ATTACK
2) If target has 8-9 defense, SUPPRESS
3) If target has 10 defense, and Gunner has scouted path, MOVE closer
        • Prefer objective, higher cover, player choice

SNIPER

1) If target has 4-9 defense, ATTACK
2) If target has 10 defense, STALK closer
        • Prefer objective, higher cover, player choice

MORTAR

1) If 1+ enemy in Target tile, BLAST
2) TARGET tile with most enemies
        • Prefer fewest AI units, highest priority targets

BOLSTER PRIORITY

For Bolstering, keep supply and out of play cards together, splayed for quick counting (out-of-play face down)

PRIORITY BOLSTER action is preferred if the card types the AI can bolster exceed preferred supply + out of play, by 2+

Supply + Out of Play (Objective Goal)
Guide > Leader = 0
Sniper > MG > Mortar = 2
Scout = 1
Rifleman = 2

Supply + Out of Play (Pin Goal)
Sniper = 0
Gunner > Mortar > Scout = 1
Rifleman = 3
Leader > Guide = 0

Tiebreaker: Higher above goal, higher priority, A > B > C

RIFLEMAN OBJECTIVE MOVEMENT

1) Toward highest priority objective
        • Start with the objective’s value
        • Subtract the distance to the objective
        • Subtract 2 if the player controls it and has a unit on it, 1 if the player controls it and has a unit within movement range, .5 if the player has only scouted the objective
        • Higher VP objective wins ties
2) Ignore objectives that have other AI Riflemen closer, unless they are the only non-AI controlled objectives
3) If the rifleman cannot move toward the selected objective because the tiles aren’t scouted, skip to ATTACK
4) Along the movement path, move through tiles with objectives, higher cover, or player choice if still tied
5) If AI goal is Pin, ignore objectives without an enemy within 2 tiles

SERGEANT

1) PRIORITY BOLSTER
2) COMMAND

GUIDE

1) If AI has objective goal, and Rifleman can move toward objective, GUIDE
2) PRIORITY BOLSTER
3) GUIDE highest attack unit toward nearest enemy (objective, higher cover)

LEADER

1) If Rifleman can Control, INSPIRE
2) PRIORITY BOLSTER
3) (Objective Goal) INSPIRE Rifleman if they can make progress, Scout if not
4) INSPIRE Gunner
5) BOLSTER

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