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Solo Play General Rules If its melee rating will be at least three better than the defenders.

three better than the defenders. Time Events


Outline Once you have checked for chances to assault objectives and The AI is generally pretty dumb by human standards. So it gains an
Playing solo the opposing forces are controlled by an ‘AI’ which has enemy units if you haven’t found any then the order is redundant advantage in numbers which kicks in on any time trigger. First
scripted responses based on the game position and cards drawn. for a defender. For an attacker you then run through the move gather up all cards (including in the opportunity fire stack and
On the opponents turn the AI draws cards and activates units procedure and use it for that. orders) and reshuffle. Then turn over the top card. Take the two
following a fixed procedure. On your turn a certain number of face dies seperately and count that many spaces in from the left of the
up action cards will be played at the first opportunity and Tie Break Ais casualty track. If there is unit on this space it will be returned to
otherwise the randomly takes opportunity fire. What if you can assault multiple targets. The AI has a tie break, play. If two units were identified in this way draw another card. If
The AIs Turn in Detail (which varies by mission) and can specify priority for untis and as a one of the numbers turned up a blank space (which by definition
The Ais turn is played in the following order. last resort a preference for particular rows and columns to isolate always happens for a double) then stop checking. Shuffle any units
a particular hex. to the left to fill up blanks spaces.
Draw a card for each officer (rank order) You know have a set of units to return to the table. Each AI will
Check for use as action (then pass to next officer) Redundant Orders have a set of rules for returning units to the board in its
Complete order procedure Sometimes an order is redundant and the officer in question just reinforcement box, which will involve drawing some cards.
Replace if no activations can’t use it. The AI may be allowed to reject one or two such The cards drawn in this procedure are not reshuffled.
Pass to next officer orders in turn. In which case leave them in the officer slot for now This gives the AI a significant edge in troops , it means it is very
Check for Wild Card and draw another one. hard to force an AI to surrender – you need to get all of your hits in
one time period. And casualties don’t mean quite the same thing,
So in Scenario 5 first draw a card for Lt v Karsties if he is on the Wild Cards you get no points at the end of the game for AI casualties. You
table. Check to see if this is a desired action. The AI sheet will have Where-as the officer order procedures are the same (with some might get points during the game depending on the AI.
one or more action spaces. If a space is empty and it lists the drawn variation for attacking and defending AIs) wild card procedures
action place the card there. In this case the officer issues no order can be completely different from scenario to scenario. A wild card Casualty Insensitive Ais
for the round and you pass to the next order. is checked for after all officer orders have been resolved. There will Ussualy attacking Ais don’t care about casualties, you just don’t get
If an officers drawn order is not used as an action place it in the be triggers - such as ‘no fire orders drawn’. If that trigger is met any points for destroying enemy units, though you can still force a
officers space and then check the procedure for that order type. you draw a card and place it in the wild card space. Sometimes surrender.
these are treated like regular orders but can be applied to any unit.
Order Procedures Sometimes they will have a totally different procedure listed on Conservative Ais
The order procedure is a list of simple checks, go through in order the AI sheet. If an AI is conservative you gain points for casualities inflicted.
until you find one that can be done. The play sheet contains a Before checking for units to return to the table at any time interval
reminder of the order procedure. As an example let’s take the Opportunity Fire & Actions count up the casualty points. The divide by 3 and round down (so if
procedure for Advance orders. Some of the action cards the AI holds on to are played in your turn. 2 or less that is 0). You get this many points.
Ignore for VP spaces They are always played at the first opportunity (so if you want to
Assault responsible enemy held VP space you can force their play by your actions).
Assault responsible enemy if +3 advantage If an AI does not have a fire action when you make a move it may
Treat as move order if atttacking take opportunity fire. If the hex you moved a unit into was in range
The first line simply tells us that we ignore this for units holding and LOS of enemy units capable of at least a +1 fire attack then
objective spaces that are worth VPs (the AI doesn’t abandon draw a card from the top of the deck.
victory points to launch assaults). Before explaining the second If the card is a fire action you immediately resolve opportunity fire.
step I will need to explain responsibility The AI takes the best short available and may activate units an
unlimited number of times for opportunity fire. Sometimes the AI
Responsibility will also play suitable actions (if so this is indicated in the
When you draw a card usually it is for a particular officer, who will opportunity fire box on the AI).
concentrate on their bit of the battle field. The officer has Any actions used in this way go in the discard pile. Other cards are
responsibility for all hexes, victory point spaces, friendly and stacked up by the opportunity fire box. At the end of your turn
enemy units that are closer to them than any other officer. If shuffle these up and place them at the bottom of the Ais draw
something is equidistant it is the responsibility of the officer deck.
further to the left on the AI sheet (the more senior officer).

So the second line asks you to check all the objectives worth VPs
that are closer to that officer than any other. If there are units
capable of assaulting next to those they will go ahead and do the
assault (responsibility is only checked for the space so the units
used can be someone elses responsibility).
If there are no opportunities to assault a VP space you repeat the
procedure for enemy units. This time the AI will only consider an
Lt v Kartiss Sgt. Ganz Wild Card
If 1 or fewer units have
been activated this turn.

Order AI Procedure Fire Redundant Orders


Artillery Denied/Request replace the present action. No effect Shot is taken with the maximum possible attack bonus, including
May reject one unusable
Draw Deck Command Confusion: Officer takes no responsibility this turn. using non-commanded troops. Preferences for target areL
order per turn (discard)
When active draw Advance 1 Closest to officer.
2 Hexes with the greates number of enemy units in them. and draw a replacement.
one order for each 1 Ignore if holding a VP space.
2 Commanded troops assault an enemy objective. 3 Greatest number of commanded troops have range.
officer on the
table and resolve 3 Commanded troops assault an enemy hex if a +3advantage. Rerolls
Rout is played if there are broken enemy. Wild Procedure Reroll any fire order of 5 or
immediately. Artillery, Command Confusion, Rout, Recover, Advance as for regular
Recover is played if there are broken friendly troops.
orders but complete responsibility. less, and any defense roll
Move (Defensive Posture)
1 Ignore if holding a VP space Move that would be succesful if a
2 Commanded troops occupy an unoccupied VP space. Unit closest to enemy base edge if closer than unbroken enemy 7 or higher were achieved.
3 Commanded troops move adjacent to any held VP space. moves maximum rows towards own edge, prioritising LOS to enemy
4 Commanded troops move to within one move of a VP space. and cover.
5 Commanded troops not in LOS and range of enemy units move into Fire Tiebreak
LOS and range of enemy troops if this does not reduce their cover. Target unbroken enemy closest to own base edge. Closes to row O, then
closest to 5.

Reinforcement Opportunity Fire


Random Setup Officers are assigned with teams to make If a fire order available use immediately.
Divide the German forces into four groups, two
groups. Otherwise draw for each move with LOS and
with officers and each with a weapon. Draw two
Draw one card for each group. And then place: range of units and fire if fire order drawn.
cards for each. Replace any indicating a hex not
In the closest unoccupied foxhole that is closer Units may activate multiple times.
in the deployment zone. Preferences are:
to AI base edge than at least one unbroken AI
LOS to enemy unit.
Discard Pile Not in a row or column containing a friendly
unit.
On a time event In the specified column no. in the first row that
unit.
complete the is closer to own base edge than unbroken
As close to the enemy as possible.
reinforcement enemy and has LOS to enemy.
If the hex has a cover of 2 or less place a fox
procedure. Otherwise in the hex specified.
hole. Draw two cards for any remaining fox
holes, place in the space closest to O5

Scenario 5 Cold Front (1941) Actions Actions


Start with 1 squad and LMG on the casualty track If empty allocate the If empty allocate the next Ambush,
The AI is Conservative, score 1/3 casualty VPs next Fire action Crossfire, Concealment, Hidden Unit,
drawn in the Ais turn. Marksmanship
Use when the first
target presents itself.

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