X-Wing Miniatures Solo 2.0 RE-view

So, I recently play tested V 2.0 of the Solo campaign created by FFG.  With the latest version update they listed multiple changes.

-Attitude changes from round to round

-Maneuvers have been changed for certain dice results

-Changes in the order of the Ai’s choice of actions

-Tally markers, Attitude markers and additional attitude options

Results of the flight:

To start, I played a simple Quick Build ship against the AI. I played the Solo introductory scenario twice with one ship and once with two players.  One of the quick builds was Thane with Stealth device and outmaneuver, another with a T-65 and with a proton torpedoes and Thane, and the last was T-65 with no upgrades, each time changing up the patrol ships\reinforcements.  Turns times were 9-12, I never lost any of the scenarios and I never was shot at more than twice a turn.



Navigating the Mechanics:

FFG has made some serious changes to how the AI chooses its maneuver and actions.  Its attitude will now change mid turn, you need tokens to track the ships attitude, and ships choose a primary target and stays with it till it is destroyed.  After my play throughs I can go over some major flaws, issues, and concerns with the mechanics.  I understand this was an adjustment after receiving feedback from the community and they are trying to advance the AI into making better decisions while flying.



After addressing the changes in blue, you will first notice that all AI ships arrive in offensive mode.  After starting their first turn their attitude can change depending on their roll for their approach.  Once they adjust their dice, if needed, they execute their maneuver.  The results of the dice after said roll can change again for their attitude shift.  After engagement it can change again before they roll their dice again for the next turn.  As much as I love the idea of a ship having to adjust its play style, changing a ships attitude three time a turn, for each ship, leaves you rechecking the rules anytime you change the dice.  Of course, if you take your time, go through step by step you may eventually get through a turn after 25 minutes.  20 if you set certain papers aside instead of shuffling through them.

FFg does give you a guide on how to use the markers for attitude, but again you will be swapping them several times a turn.  You are better off using the dice as markers instead.  Evade for defensive, blank for offensive and focus for recover\balanced.  The AIs actions also are charted for each attitude leaving you scanning through each one hoping you did the first part right and then perform the correct action.  I will say you won’t remember all the steps of the tree, but you will recall certain ones to speed up the process.

Here is an example of a single ships process at the end of a turn, settings its dial, and choosing an action:

If an AI wasn’t shot at it goes into offensive mode at the end phase.  Green dice are modified from an evade to blank unless it’s a focus it remains as such, and blanks stay a blank if rolled.  Then it goes to defensive or balanced in which case defense goes back to offense and balanced is recovery.  These are the most often cases as the player has only one friendly ship and the AI has 2-5 at a time.

What to expect of your AI:

I have stated since the previous version that this AI is perfect for this scenario and this scenario only.  With the AI coming into the game at random spots, in a random position, it spreads the AI out perfectly so they don’t bump and some of them get shots into you.  My co-host and I tried to play it where all the AI ships start on the opposite side of the Table and its flight paths are quite random.



After play testing this AI, I can guarantee you will not predict it’s moves.  This is both good and bad since the AI will setup the block and if its friends are lined up, you will get squashed.  The bad, is its inability to do simple things.  It doesn’t do the two bank or 4K when it needs to since the AI doesn’t use range as a variable.  For example, if both ships are just off each other’s ports and in one another’s arcs, you would think a 4K would be an option.  With you on the other side of the board and in similar directions, the AI will perform the K-turn since you could be at range one.  However, the other reason for this is the setup of the attitude, modifiers and change at the end of engagement.  If you shoot the AI and it takes damage it turns defensive at the end of the turn.  It then mods the Attitude roll to offensive for choosing a maneuver.  If it is automatically set to offensive, meaning an evade to a blank, it then has a 0% chance of doing the K-Turn.  If the ship is on the other board edge and it didn’t take or make any shots, it switches to Offensive.  Its then mods its attitude dice to defensive or stays a focus.  Then it has a 50% chance of doing the 4K.  So, you will have ships come onto the board and 50% of the time they K-Turn no matter where you are.

The other issues are sections of the maneuver options.  When the chart reads do an average straight, bank or turn towards the tally, what do I pick?  At that point there is no AI, but me making the best choice for it.  I understand you can read it in order and take the first option that doesn’t land it on a rock, but I know it’s a bad option if it has to Barrel roll to dodge a rock.  Especially when the two bank was the better move.  It leaves me wondering if I am playing it wrong or if FFG is.  There are the rare times it gives you an advanced maneuver and the ship doesn’t have one.  There are rules for that issue, but there shouldn’t be.  Just make individual templates for each ship to avoid and fine tune the AI.

With this being the 2nd version, I am sorry to say it is the inferior model.  I do enjoy the experiments with attitudes, but I found when I used tokens to track it, (this coming from a person who co-owns a token company) I gave up changing them out.  The AI tracking your position so poorly is another issue and there being a generic template for all ships leaves this AI stuck in this scenario.  I cannot foresee it playing a 206 format.  If that is FFG’s intention then they are building this AI correctly and just need to fine tune how to move the AI.  I will note the Quick Approach reference table at the end of the document was a big help once I had trigger points for the attitudes.  As long as you know the basics you can modify their attitude and Chart out its course.  The only issue with that is if you don’t double check your work you can end up with wonky results.  Do keep trying FFG and maybe I can recommend the format to newer players.  As it stands, I would not recommend it to veteran players so that they do not poison existing game formats with this 2.0 AI.  I will wait patiently for the 3rd version with great anticipation.

Thank you again!

Comments

  1. Great read. And thank you for the feed back. I really would love to practice by myself. Instead of always playing with someone. It can be a great tool to practice a lists triggers amd movements, formation, etc.

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