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Memoir '44» Forums » Variants

Subject: AI for solo play rss

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Paulo Miranda
Brazil
Brasília
DF
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MEMOIR ’44: AI for solo play - Enemy turn

Actions
- Draw a Command Card
- If it’s a Tactics Card it’s an unplayable card: discard it and the action ends
- If it’s a Sections Card
Play the card following the Activation Order
Roll a D6 and add the number of figures in the unit to check the unit actions this turn
If there is no units on the designated section: discard it to activate one unit in any section

The AI draws as many cards according to the hand size:
1 - Draw 1 card
2 - Draw 1 card and is allowed to redraw once an unplayable card
3 - Draw 1 card and is allowed to redraw twice an unplayable card
4 - Draw 2 cards
5 - Draw 2 cards and is allowed to redraw once an unplayable card
6 - Draw 2 cards and is allowed to redraw twice an unplayable card
7 - Draw 2 cards and is allowed to redraw twice an unplayable card
8 - Draw 2 cards and is allowed to redraw any unplayable card

Activation Order
Unit Type
1 - Artillery with enemy up to 2 Hex
2 - Infantry adjacent to enemy
3 - Armor with enemy in range
4 - Artillery with enemy up to 4 Hex
5 - Infantry with enemy up to 3 Hex
Then in order: Armor - Infantry - Artillery
A unit cannot be activated more than once on the same turn

Unit - Same type tier
Closer to Victory Points Hex
With more possible attack dice
Closer to enemy with possible Move/Attack
With less defensive bonus
Further from player side
With more figures
Closer to target with less figures

Infantry: D6 + Number of units in formation
(2-3) Retreat to Hex with defense bonus or to cover behind blocking terrain if any
(4) If in range of enemy: Retreat towards Hex with defense bonus if any
If not in range of enemy: Hold/Move towards closer Hex with defense bonus and attack if possible
(5) Hold/Move towards closer Hex with defense bonus and attack if possible
(6-8) Move/Attack
(9-10) Move/Attack enemy with fewer units in range

Armor: D6 + Number of units in formation
(2) Retreat to Hex with defense bonus or to cover behind blocking terrain if any
(3) If in range of enemy: Retreat towards Hex with defense bonus if any
If not in range of enemy: Hold/Move towards closer Hex with defense bonus and attack if possible
(4) Hold/Move towards closer Hex with defense bonus and attack if possible
(5-7) Move/Attack
(8-9) Move/Attack enemy with fewer units in range

Artillery: D6 + Number of units in formation
(2) Hold/Move towards closer terrain with defense bonus and attack if possible
(3-8) Attack enemy in range

Armor/Infantry with a Victory Medal Hex in range always attempt to occupy it by Hold/Move/Attack
Enemy range: movement + attack range with LOS
Move/Attack: If cannot attack repeat movement; If attacking avoid penalty and “no battle” Hex;
In sandbag or into penalty Hex do not move; If target next to unit, move if to a better Hex
Movement order: Firing range to enemy, most dice on attack, better defense bonus, 5 Hex away from artillery, 4 Hex away from enemy infantry, less enemy with LOS, closer to enemy side, closer to section lines
Retreat movement order: Closer to player side, further from enemy units, blocking LOS of most enemy units, closer to defense bonus Hex, closer to friendly unit, closer to section lines

Tiers
Target with more rolled dice
Target with fewer units
Target at victory point terrain
Target that cannot retreat
Target without a penalty on movement or attack range/dice
Target closer to its enemy side

------------------------------------------------------------------

No airplanes, as I am still figuring out how to best play with them.
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Ron H
United States
Washington
Missouri
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I play Memor 44,Tide of Iron, and Axis and Allies:1942!
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I lay out the cards for the other side and roll to see which card is played. For example:

Cards 1 2 3 4 5
Roll. 1 2 3-4 5 6

I also have a solo chart on BGG that gives different objectives for solo play.
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Liang Cheng
Malaysia
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looks amazing and many thoughts are put into it. Thanks for sharing
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