Battle Reports | Gaming | Turn Order | X-Wing
For those of you who read through the first article in this series (Flying Solo Part 1: An Intro to Solo Play), got to the end, and said "that's it? Where's the violence? I came here for DOGFIGHTING, not dogged writing!" - this is the article for you. After digesting the new rules in Part 1, my stalwart wingmate and I decided to play three different games.
These three games were:
If this sounds like a potentially time-consuming endeavor to you, then you're correct - it was a lengthy proposition. That's why we did it for you! Before going any further I do need to clarify that yes, we do understand how sample sizes work. One game in each of these scenarios won't give us enough datapoints to make any bold and incontrovertible claims, but it should be enough to start weighing the different AI merits and seeing if initial predictions hold up. Which seems more dangerous? Which has more time on target? Which feels more like flying against a real opponent?
The last article focused on Solo AI's tally selection and maneuver tables. Take a look back at the article to review that critical information before reading on if you need a refresher. With the maneuver selection behind us, let’s now dive into action selection.
Determining the move for a Solo AI ship involves rolling one green defense die and one red attack die. If the ship has a stress token, the green die is changed to a focus result. The two results are then compared to a table of maneuvers, based on the firing arc containing the tally. After completing the maneuver, the ship moves onto action selection. The green die result of the maneuver roll determines the ship's "attitude," or its action selection AI. Read on to see what implications these pilot mood swings have.
Defensive ships are preoccupied with minimizing or eliminating the damage they take, preferring to dodge arcs and buff defense.
Balanced ships help their allies, avoid rocks, or take flexible focus/calculate tokens.
Only the offensive attitude allows a ship to gain a target lock, and then only if it doesn't need to reposition first (barring linked actions). This makes AI munitions extremely difficult to get off.
HotAC's maneuver AI was also touched upon in the last article - each ship has a unique AI card with five arcs, and each arc has three maneuver tables (depending on if the tally is at short range, medium range, long range). Because each HotAC ship has a tailored AI, the action selection can be much simpler than with Solo. No need to include options for actions that a ship can't mechanically do.
Action selection for a TIE Fighter on the left, and TIE Interceptor on the right (showing how linked actions are handled). Note that HotAC AI prioritizes repairing critical hits, while Solo AI doesn't address them at all.
I use a few tools to help with running HotAC games, and they work equally well with Solo. I highly encourage looking into acquiring these things to speed up your games and keep things organized.
Looks like some bad dudes are about to join the party.
No, the owner of Lothal3Industries isn't sponsoring this article. I just love this thing and want to show it off! Perhaps if I also had a Dingo-themed case, with a gray Y-Wing lid and alternating yellow/black "hazard stripe" trays...
The trays all splayed out.
Without template trays to keep things organized, this would be terrible and messy and horrible and I'd hate it.
The laser line. An elegant weapon for a more civilized age.
With the AI action tree reviewed and our tools collected, it's finally time to dive into the first battle. How do I hold up against the brand-new Solo AI?
The standard scenario from the Solo Play document was set up, with my two T-65 (a Cavern Angels Zealot and Red Squadron Veteran) against six Imperials: two Academy Pilot TIE/ln, two Black Squadron Ace TIE/ln, a Saber Squadron Ace TIE Interceptor, and a Gamma Squadron Ace TIE Bomber with Proton Torpedoes.
Note that Solo AI has the player go first in player order, while HotAC has the AI go first. In theory this gives Solo AI a marginal edge, as their ships can reposition in response to player ships of the same initiative. For this matchup, the Cavern Angels Zealot would be sparring with the Academy Pilots at Initiative 1 while the Red Squadron Veteran dueled the Black Squadron Aces and Gamma Squadron Ace at Initiative 3. With so much shared initiative, the player order might be important in giving the AI a much-needed advantage against a human player.
Any concerns about the canniness of my robot foe were immediately dispelled on turn one, as the first AI move of the game saw an Academy Pilot emerge from hyperspace directly into a rock. Asteroid collision right out of the gate!
This poor TIE pilot, fresh-faced out of the Imperial Academy, saw his first gleam of real space danger and immediately noped away right into a void boulder.
After crashing into the asteroid and taking a damage, the Veteran got lucky with a target lock and vaped him in the first shot of the game.
"Stay alert, there may be other fighters out here who didn't immediately shit themselves and crash into asteroids at the sight of us."
My poor Cavern Angels Zealot lived up to its canonical appearance in Rogue One. RIP, you sassy little terrorist.
The only thing this Gamma Squadron Pilot "Aced" was his defensive driving course at the academy.
Who would win - 60,000 credits of modern military hardware piloted by academy-trained aces, or one big honkin' space potato? If the Solo AI pilot that killed themself by flying through three asteroids before I could get a shot off at them is any indication, my money is on the potato.
"oh snap just remembered i left the stove on back at base BRB"
The initial game went about as expected, with random-feeling AI behavior and an easy player victory. But what if we re-rack the game and play the exact same thing with a different AI?
Changing a 2-bank into a 2-turn gives that nice "last minute pull-up on the joystick" swerving feel.
Wait a minute... boss? I thought you said these guys were mindless? What the hell is this??
The X-Wing manages to dodge all arcs on the table as the turn 7 reinforcements arrive. Finishing off the Bomber before it can unleash its second torpedo is the goal, now that shields are low.
With a proton torpedo to the face paired with shots from the Interceptor and a Black Squadron Ace, the Red Squadron Veteran crumbles under a final Direct Hit card.
Not only did the HotAC AI beat me, but it beat me soundly. It took me out back and spanked me while the ghosts of the Solo AI ships nodded on in approval. It only took until turn 10 for both of my X-Wings to fall, and I was only able to take a TIE/ln off the table in return (with the Bomber only two hull from dying). While admittedly the dice went cold this game - I don't think I rolled a single evade result - the difference in the AI enemies was incredible. I was straight-up outflown.
In the last article I said that flying against HotAC AI is “like dogfighting against an Ouija board, where the unseen spirits are setting dials and moving spaceships to blow you out of the sky.” In stark contrast, flying against Solo AI is like trying to swat a fly that keeps zipping in circles and bumping into the window. It may be unpredictable, which can make it tricky to pin down, but there’s no feeling that an unseen intellect is driving anything. If flying against HotAC is like playing tennis against a well-matched opponent, then flying against Solo is like whacking balls from one of those automatic launchers. Still diverting, still keeps you on your toes when you don’t have an opponent, but ultimately feels a little… soulless.
My beloved gamer-mate and robot test pilot pointed out that one of the attractions of flying against AI is that you can practice getting better at the game while by yourself. The problem is that for this practice to be useful, the AI ships need to behave like a person is flying them. Solo AI won’t make you much of a better player against human players, because it doesn’t act like a person would. HotAC, on the other hand, does fly much more like a living player.With those impressions fresh in our mind, we venture forward to the climax of this series - the Imperial AI Megabash, where mirrored forces of TIE Fighters under the control of competing AI brains duke it out for supremacy. My partner and I will be rolling and moving the ships, but we won't be making a single decision after deployment: it's all up to the dice and the AI programming.
Place your bets and join us next time!Have any questions or feedback? Drop us a note in the comments
Tags: featured | boardhammer | star wars | solo-play | X-Wing
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