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Offline gameleaper

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solo rules for miniatures
« on: September 03, 2019, 03:51:18 PM »
This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events

action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc...) there should be a minimun number of action points.

for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant.

1 move upto 2
2 move upto 4
3 move upto 6
4 move upto 8
5 move upto 10
6 move upto 2
7 move upto 4
8 move upto 6
9 move upto 8
10 move upto 10
11 move upto 2
12 move upto 4
13 move upto 6
14 move upto 8
15 move upto 10
16 start a Melee
17 start a Melee
18 start a Melee
19 start a Melee
20 start a Melee
21 start a Melee
22 start a Melee
23 start a Melee
24 start a Melee
25 start a Melee
26 range attack upto 3
27 range attack upto 3
28 range attack upto 4
29 range attack upto 4
30 range attack upto 5
31 range attack upto 5
32 range attack upto 5
33 range attack upto 6
34 range attack upto 6
35 range attack upto 6
36 retreat move upto 2
37 retreat move upto 4
38 retreat move upto 6
39 retreat move upto 8
40 retreat move upto 10
41 retreat move upto 2
42 retreat move upto 4
43 retreat move upto 6
44 retreat move upto 8
45 retreat move upto 10
46 activate leader
47 activate leader
48 activate leader
49 activate leader
50 activate leader
51 activate leader
52 activate leader
53 activate leader
54 activate leader
55 activate leader
56 activate leader
57 activate leader
58 activate leader
59 activate leader
60 activate leader
61 rally units within 4 of Leader
62 rally units within 4 of Leader
63 rally units within 4 of Leader
64 rally units within 4 of Leader
65 rally units within 4 of Leader
66 rally units within 6 of Leader
67 rally units within 6 of Leader
68 rally units within 6 of Leader
69 rally units within 8 of Leader
70 rally units within 8 of Leader
71 roll another 2 event dice
72 roll another 2 event dice
73 roll another 2 event dice
74 roll another 3 event dice
75 roll another 4 event dice
76 break a unit from Melee
77 break a unit from Melee
78 break a unit from Melee
79 break a unit from Melee
80 break a unit from Melee
81 create a new Leader
83 remove a Leader
84 advance all units 4
85 advance 5 units 3
86 increase defensive cover
87 decrease defensive cover
88 increase defensive cover
89 decrease defensive cover
90 increase defensive cover
91 decrease defensive cover
92 double all move distance (this simulates transport)
93 double all move distance (this simulates transport)
94 double all move distance (this simulates transport)
95 double all move distance (this simulates transport)
96 double all move distance (this simulates transport)
97 cross water
98 cross water
99 cross water
100 cross water




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Offline gameleaper

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Re: solo rules for miniatures
« Reply #1 on: September 03, 2019, 04:26:18 PM »
this list limits what each side can do, so solo play is playable, you do your best within the events available to you.
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