…
Back from checking out that introduction linked above? Ready to talk X-Wing? Good.
Fantasy Flight Games (FFG) recently announced rules for X-Wing Solo, which provides randomized behavior tables that allow a player to fly against dice-controlled ships with "artificial intelligence" (called AI throughout this series of articles). This joins the many other miniature games that have developed solitaire-style modes of play in light of global COVID-19 physical distancing. Goonhammer has already covered Necromunda's foray into solo play with the new “The Hunt” scenario.
What makes Solo's AI so unique and ambitious is that it seeks to provide a universal decision tree that can, theoretically, pilot any ship in the entire game. That's 82 different ships across 7 factions, all controlled by the same randomized tables and decision trees.
Factions and Ship Count
- Galactic Empire (16)
- Rebel Alliance (19)
- Scum & Villainy (20)
- First Order (7)
- Resistance (8)
- Galactic Republic (6)
- Separatist Alliance (6)
Pick a ship. Any ship. This AI can fly it for you.
This lofty aspiration is something that we'll keep in mind throughout the article. While sleek and effective AI tables for individual ships already exist in fan-made supplements, that’s not what FFG is doing here – their goal is different. Designing a one-size-fits-all AI mechanism that works for every ship is much more complicated, and any fair assessment of their success needs to recognize how difficult the task they’ve set for themselves is.
One factor we have to mention when discussing Solo is the presence of an existing, excellent, beloved, fan-made AI and campaign system called Heroes of the Aturi Cluster (HotAC). HotAC was published in 2015 by Josh Derksen and, since then, has continued to be played as a standalone cooperative expansion by thousands of X-Wing fans across the globe. Since 2015 the campaign has been updated for the game's Second Edition, and additional fan-submitted missions continue to grow the library of available materials to this day. While designed to be a cooperative squad experience with friends, it’s absolutely possible to play through the entire campaign solitaire-style.
Our friend group has been playing Aturi Cluster using Zoom, and after eight straight weekly campaign games are all grizzled veterans. From left to right: Rook, Senpai, Spacedog, Zipper, Dingo, and The Chistle prepare to enter a minefield.
HotAC's success hinges on its elegant and frighteningly effective AI system, utilizing intuitive tables that simply require determining a target, direction/distance, and then rolling a D6. The end result feels like playing against an eerily canny invisible foe... almost like dogfighting against an Ouija board, where the unseen spirits are setting dials and moving tiny spaceships to blow you to bits. There is something maddening and yet absolutely delightful about being outsmarted by a D6, with no human behind it, again and again.
With the Aturi AI, everything you need to fly a ship is contained on one elegant card controlled by a single D6. The card is double-sided, with the back side showing a limited AI to use when ships are stressed. Typically you can fly a swarm of ships without needing to touch the card, simply leaving it somewhere visible on the table. (Credit for the AI in its current form belongs to Claes Sörensson of Flight Group Alpha, the double sided layout is by Justin Gan.)
With the Solo AI you need pages 10, 11, 13, and 14 to fly the equivalent ship controlled by one evade die and one attack die. The information is easy to follow, but the formatting means you have to shuffle multiple 8.5” x 11” pages for each ship you move.
With HotAC in mind, this article will be the first in a series that examines the two systems and their AI components, and the merits of each. FFG has very wisely chosen to release their Solo mechanics in an "alpha play" format with an accompanying Google Form, seeking to improve the Solo AI through fan feedback before announcing a finished document. The goal of these articles is not to bash one or exalt the other, or suggest that Solo is inferior to HotAC – that would be unfair, since the parameters (universal AI vs. tailored AI) are so different. Instead, I hope to identify the features that make HotAC so damn good and see where we can learn from it to help FFG make Solo the best rule set possible.
For anyone who tries a game of Solo, I highly encourage you to fill out the Google Form - whether your experience was positive or negative, each response shows interest in developing this style of play. Who knows… if the interest is great enough, an official FFG campaign system and missions in the spirit of HotAC may not be far behind.
Look at this. Look how beautiful and professional and enticing it is. How could you not want to play this?
The Solo announcement was posted on FFG's Facebook page on May 29th, and racked up nearly 500 reactions and 100 comments in the following 36 hours. This is noteworthy since the typical number of reactions for their posts is less than half that number, and scrolling back over two months didn’t yield any other announcement that approached that level of response... so it's safe to say that enthusiasm for Solo is high. This is a type of gameplay that people are hungry for, especially now.
The Facebook group for HotAC has over 4,600 members and multiple posts on a typical day. That's an impressive following for a fan-made game supplement published over a half-decade ago, and it bodes well for the success of Solo if FFG can tap into that enthusiasm with its own quality AI and campaign system.
Topical.
After that lengthy introduction, it's time to pop into the Solo Play Open Alpha document and start looking at rules and game mechanics. Anyone who knows me from Warhammer 40,000 is probably boggling at that last sentence, since I have a reputation for dismissing the rules of that game as “getting in the way of having fun painting and converting models.” In X-Wing I do actually enjoy the gameplay aspect, however, so please swallow back any snarky remarks about a BuffaloChicken rules article!
I still can't resist converting and painting X-Wing miniatures, though.
The "pros" below indicate that FFG is onto something good here, and provide a promising foundation to build on.
Unfortunately, the "cons" section is a bit longer than the "pros" section. Since this is all based on the earliest open alpha version, hopefully this section helps shape feedback that can be used to revise and improve the AI document.
Guess which robo-brain is smarter?
In practical game terms, the HotAC AI knows that these enemies are each in a different location and will respond accordingly. As far as the Solo AI is concerned, they're all in the exact same location.
These observations aren't necessarily good or bad - but they're design choices that are notable, especially in comparison to the HotAC AI that many of us are so familiar with.
Why? Why would you do this to yourself?
Overall, the Solo rules look like they mechanically deliver on their promise - a unified, comprehensive AI for any ship regardless of base size, dial, or action bar. That's an incredibly bold premise, and future revisions can only improve on it. With added mechanics for recognizing tally range, a single "smarter" action flowchart, and some reformatting to condense the mid-game reference information, this will be an incredible foundation for narrative missions and co-op campaigns.
That wraps things up for this week. Check back with Goonhammer in a few days for my follow-up to this article, where I fly against both the new Solo AI and the HotAC AI in identical scenarios. Which AI holds up better in my crosshairs? Will I come out of both (or either one) alive?
Flying Solo, Part 2: Man vs. Machine[Enormous thanks to my significant other (and beloved HotAC wingmate), for operating the AI in our test battles and offering valuable insight for this article. Thank you for passing me target locks in co-op missions, and for mercilessly gunning me down in head-to-head matches.]
Spacedog and Dingo (the author) prepare to vape a squint.
Tags: featured | boardhammer | solo gaming | star wars | solo-play | X-Wing
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