These rules are for 7thed 40k, they can be used but you would have to make changes for 8/9th. This AI system gives unpredictability so i give the AI roughly + 25% Points. These are rules i use and are based on my interpretations and armies i have
Rule additions i use that are applicable to this system are...
Vehicles can move more than 6'' but extra movement is done during the fire phase (as per rules for differing weapons etc). Units can charge different units, not just the one fired on.
For other later edition/rule sets just change them the way you feel should be changed. These rules are not exhaustive and should be changed to see fit.
Unit types.
Each AI unit is given one of the following unit types before the game. This will determine its role and cannot be changed during game.
Support :Units which fire at maximum range.
Most tanks / Scouts with Long rifles (marker lights), Buggy's / Deff gunz and Rhino w
Havoc launcher/Decent guns / Eldar War Walkers.
Melee : Hand to hand specialist which move to engage enemies in Melee as soon as possible.
Deamons , Berserkers/ Jump pack / Ogyrns with maul / Deff dredds ,
Manoeuvre : Rifle units and Vehicles moving and firing but avoiding assaults.
Cultist/ Guardsmen + special / Fire warriors , Battle suits / Transports and flamers / Vindicator / Eldar Vypers, Guardians , Dire Avengers.
Hybrid units :Firing and assault is good due to decent characteristics.
Marines, bikes with bolters /Gorkanaught / Orkiod , Kans with shootas, TL shoota/ SM dreadnaught/GSC Hybrids.
AI mission and deployment.
Roll off for both armies to see which army chooses what side. If the AI wins Player one (You) chooses the best board edge for that army. Divide the deployment zone into 3 equal zone across the width. A smaller zone can be divided into 2 zones.
Player one deploys first as not to take advantage of what will be an iffy AI deployment! The AI deploys second. Roll a die for one unit at a time to see which zone it deploys in and place it. Always place them in a way you would your own army so they are not too vulnerable (common sense). Roll for next unit and so on. Randomly select who takes first turn.
You dont have to deploy first but give it a try !
D6 Zone
1- 2: Place the unit in the left zone.
3-4: Place the unit in the centre zone
5-6 : Place the unit in the right zone.
Manoeuvre, Melee and Hybrids units deploy as far forward as possible. Support Units try to deploy in cover, elevated positions, decent LOS
Unit Commands Orders.
At the start of the game each AI unit is given one of two Unit Commands Orders: Objective or Enemy. Not passengers or those in reserve.
Command Order: Enemy . The movement of the unit will be towards the enemy.
Command Order : Objective. The movement of the unit will towards the nearest objective.
The order can changed at start of any turn before all movement. A unit moving towards an objective can still fire and assault.
Actions.
At the start of the AI turn, roll a D6 for each AI unit to determine its Action.
Roll for that turn one at a time, resolve its movement, then go to next uni t. This can be done in any order Player One wishes.
Charge (C) : Units move quickly towards the enemy and engage in melee/assaulting vehicles.
Move & Fire (M): Units will move and engage in firefights and try not to get into melee.
Engage (E): Units will move and fire and can assault if in range.
Hold (H) : A unit will hold position and fire.
Unit 1 2 3 4 5 6
Support M M M H H H
Melee H M M C C C
Maneuver H E C M M M
Hybrid H C M E E E
Abbreviations. Closest Primary Legal Target: CPLT
Closest Primary Visible Legal Target: CPVLT
Max Weapon Range: ( MWR )
Half Rifle Range: ( HWR ).
Max Weapon / Half Weapon range.
Used for maneovre units to use optimum use of its more Give every AI a range to engage. Most will be obvious but see notes at the end
Move again.
Infantry Run and Vehicles that have moved 6'' and not fired Heavy weapons can move again. My vehcles move again ,like infantry can Run ). ie 7''-12'' 7''-18'' after firing to make easier use of the order.
Transport carrying infantry have weapons that can engage infantry at close range.
Orders. (Command Order Enemy)
Charge (C): Move towards CPLT. If its move ends within 12'' of enemy unit it fires (if it has guns) and must attempt to charge. If move starts within charge range the unit will move closer to CVPLT and Fire attempt to charge . If move won't bring the unit to within charge range, it moves again towards CPLT.
Move & Fire (M): Move to within MRR of CLT and fire. If within MRR move to within HRR and no closer and fire. If already closer than HRR back away as much as possible until at least HRR or more.
If move won't bring unit to within MRR it moves again towards CLT.
Engage (E): Move to within MRR of CLT it Fires (not Rapid Fire). It must attempt to assault CVLT. If move end its over charge range but in LOS of any CVLT it fires, it not it moves again.
Hold (H): If it has LOS and range to CVLT it remains stationary. It fires
If it has no LOS to any target it does not move.
Orders (Command Order Objective). Draw a line from unit to closest Objective and will not charge more than 9' from this line and must consilidate towards the objective.
Charge (C): Move towards OBJ. If its move ends within 12'' of enemy unit it fires at CVLT (if it has guns) and Must attempt to charge. If move starts within charge range the unit will move closer to VCT and Fire and attempt to charge . If move won't bring unit to within Charge Range, it moves again towards CLT.
Move & Fire (M): Move towards OBJ to within 3''. If movement ends with unit within max firing range of CVLT it fires. If already closer than 12” back away as much as possible until at least 12” or more. If it is not possible to draw LOS on a CLT the unit moves again.
Engage (E): Move towards OBJ to within 3''. If move ends within charge range of CVLT it fires (not Rapid Fire) . It must then assault CVLT. If move end its over charge range but in LOS of any CVLT it fires, it not it moves again.
Hold (H): If it has LOS and range to CVLT it remains stationary. It fires.
If it has no LOS to any target it does not move.
Controlling/ Holding Objectives.
Uncontrolled: This is when there is no AI controlling it or if it has Player One units within 3'' of it.
Controlled : When an AI unit is within 3'' as per rules. This counts even if it is already been seized even in the same Movement phase. and/or there are more AI units on the objectives than Player ones units.
Hold (H) : If it has LOS and range to CVLT it remains stationary but may turn to face it. It fires.
If it has no LOS to any target it does not move.
(Optional). Units which start their turn at an Objective MAY be given an Objective Hold Order. The unit will not roll on the table so it does not move off the wait for an order so it can move back onto it !
Transports.
Must be designated Manoevre / Support or Hybrid ( Gorkanaught ) units before the game.
Infantry. Have an order while mounted but dont start rolling each turn until the foloowing turn
Will always fire from vehicle if it has hatches/ Open topped.
Command Order Objective : When the vehicle is within 12'' of an objective.
Command Order Enemy : When vehicle is with 12'' of an enemy .
Once on foot it cant mount up.
Terrain.
Cover Terrain: AI units always try move into or behind cover terrain, unless it’s also difficult terrain and they are moving to
an objective. Shooting and Hybrid units that are not moving to an objective must stay in cover in and shoot
Difficult Terrain: They will always try to move around it than be slowed down. This unless they have no choice but to move through it.
Dangerous Terrain: AI units only ever move into dangerous terrain if they have a special rule that ignores it. Else they will always move around it.
When moving towards the nearest Objective do so advantageously to allow other unit to fire. Don't Move /Run move 5'' if it can end its move at 4'' behind a wall.
Closest Primary Legal Target: CPLT / Closest Primary Visible Legal Target: CPVLT
Primary : Will be the first unit type it will choose to move towards if it can damage it Firing /Assault. , if not choose the next.
Secondary : Will be the opposite target of the First.
Example SM Squad with Bolters only : Primary =Infantry / Secondary =Vehicles ( Bolters can damage lots of vehicles, have Krak)
GSC Neophytes with Lasguns only : Primary =Infantry / Secondary =None ( Lasguns cant damage vehicles).
Legal: ( Damaging an enemy).
A. Infantry that can wounded on a 6+ .
B. A Vehicle that can be Glanced by firing on the aspect viewed after its move.
C. Melee units that can glance it Hand to hand with. Will be the opposite unit type to the first, but only if it damaged in Firing.
In short a unit will not move towards /attack a target it cant hurt.
The AI chooses its target for firing in this order. The AI chooses its target for firing in this order.
1. Will draw LOS to all its Primary Visible Legal Targets in Open and in range.
2. Will draw LOS to all its Secondary Visible Legal Targets in Open and in range.
3. Will draw LOS to all its Primary Visible Legal Targets in Cover and in range.
4. Will draw LOS to all its Secondary Visible Legal Targets in Open and in range.
Example. Assault Weapon Ork Shoota Max Range (MR) is 18''
Rapid Fire Max Range (MR) : Bolter 24'' Half Range is (HR) 12'' if appicable!
A units engage range is based on its primary weapons ie Bolters, not its flamer/plasma.
But you can change this for certain AI units before the game.
Will forgoe CFLT if under half of its weapons can fire and over half of weapons can fire at next CLT.
Grenades. Krak on a infantry/vehicle target if it has them. Frag if 2 or more targets under Blast. CLT first then others.
Finally, to keep things simple, the AI follow these rules:
Removes characters last as casualties.
If Command Order Enemy always make Consolidation moves towards closest enemy model , but try to end this move in cover.
If Command Order Objective consolidate towards nearest Obj and to within 3'' of will not consolidate any further this, but try to end this move in cover.
Reserve or Deep Strike.
AI units to be chosen by Player One coming on from a board edge do the following.
As per rules. It does not roll on the table for its first turn. It then moves upto its full move and if there is a CVLT it fires .If not it runs but will try to end its move in cover.
From Deep strike.
Unit drops as per rules but in a position that fulfils its legal target rules and if it deviates onto terrain it goes back into reserve.
In the following turn it becomes a normal unit.
Notes
Unit types. These are my armies and what i think they should be but can change for different mission/enemy. In my games
Eldar Guardians would be Manoeuvre if going against SM /CSM but hybrid going against Tau. Vindicators would be Manoeuvre and not Support due to short weapons range for instance.
Ork rokkit boyz would be CLT vehicles going against Eldar and Infantry going against SM/CSM.
For instance a Tau Stealth Suit firing (Primary Target Infantry) has an infantry CLT unit but in Cover. In the Open and closer it has the rear of AM Sentinels ,glancing on 5+ so the Sentinels will be targeted. In the Assault phase the Infantry are the CLT as the Sentinels cannot be Glanced.
Max Range Half Range
SM tactical with plasma 24'' 12''
SM taticlal with flamer 24'' Templete or 12''
Eldar Guardians w Ss Cannon 12'' or 36'' 12''
Devilfish Burst cannon 18'' not applicable
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