Sunday 17 April 2016

Battlesworn Star Wars Solitaire: Playthrough

Using the scenario from the previous post, below is the description of the solo playthrough. All bids (initiative, shooting, combat etc) for the smuggler side were generated by the solo bidding charts. Please note that this is not a review as I was involved with proof-reading and some editing of Knights and Knaves.

As the main objective is to enter the building and destroy the plans, the main Imperial tactic will be to bid high initially in an attempt to get as many figures as possible through the crystal fields, bypass the thugs, and try to enter the building. As the AI will generally bid lower from turn 7 onwards (and an action is needed to enter the building), at least one Imperial model should really try to be in there by turn 6. This should also give extra time for the search. The Imperials also need to deal with the bounty hunter, who is a major threat.

Here is the ground level view of the deployment. Stormtroopers are to the front so that both Sith are not closest enemy;


Turn 1
Imperial Initiative Bid: 6
Smuggler Initiative Bid: 3

As the smugglers have initiative, and Vader is in LOS of the bounty hunter, he uses the sniper ability (does not have to shoot at closest enemy) against Vader. Vader bids 4, the bounty hunter bids 2, so there is no dodge attempt. Rolling 3 dice (2 bid +1 for ranger vs preferred target) the wound roll is 6,6,4 - two hits. Vader expends the talisman and blocks the shot (AKA calls upon the force). Two thugs then shoot at the stormtroopers in the open, both missing, with the return shots missing as well. A lot of shooting so far. With the reaction moves, the apprentice, a stormtrooper and the speeder move forward. If not for the thug in the way, the speeder could have moved through the crystal field. This is the situation at the end of the turn;


Turn 2
Imperial Initiative Bid: 6
Smuggler Initiative Bid: 2

This is a good bid result for the Imperials, as they can do a lot more moving. With the initiative, a Gamorrean charges the stormtrooper (who was moved up as a blocker), and the bounty hunter shoots at the sith apprentice. The apprentice bids 4, the bounty hunter 6. The apprentice failed the dodge roll. The bounty hunter then rolls (7 dice) 6,6,5,4,4,4,1. for two hits. The apprentice also plays the talisman, using the force to block the shot. Both talismans are now gone, but have certainly paid for themselves. Now the speeder moves to be just outside the building, the apprentice moves into a position to charge the bounty hunter, Vader moves to the road and a stormtrooper moves forward out of cover at the rear. In the fight, both the stormtrooper and Gamorrean bid 5, so a non-event, but good for the stormtrooper. Things are looking really positive for the Imperials. The situation at the end of the turn is;


Turn 3
Imperial Initiative Bid: 3
Smuggler Initiative Bid: 6

I thought at this point the Imperials should go on the offensive and try to win the initiative, bidding 3. The smugglers bid 6 (maybe the AI disconcertingly thought I was going to bid 6 again....?). The apprentice charged the bounty hunter who reaction shot back. The apprentice bid 3 and the bounty hunter bid 5, Again, the apprentice failed to dodge, but the bounty hunter clean missed with a 6,5,4,4,1,1 roll on 6 dice (including the ranger bonus). Vader then charged Lando (thinking this will be an easy fight). Even though Lando could have reaction shot back, the pistol was more valuable in melee with a +2 dice bonus (rather than +1 for distance shooting). Instead a thug did a reaction shot on Vader. Vader bid 3, the thug 6. Vader failed to dodge, and the thug rolled 6,5,3,3,2,1 - against a monk a miss as 2's count as 1's (otherwise would have been 1 wound), so Vader gets through unscathed. The speeder made a move for the building but was reaction charged by the second Gamorrean. In the fight, the speeder bid 6, and the Gamorrean bid 5, with both missing with their subsequent rolls. The apprentice bid 6 and the bounty hunter bid 2. With his 3 dice (+1 ranger bonus) the bounty hunter rolled 5,5,2 for 2 hits. The apprentice (now on condition yellow) rolled 5,4,3,3,1,1 for no hits. Not good. Vader bid 6 and Lando bid 4. Lando rolled (6 dice with +2 pistol bonus) 6,5,5,4,3,2 for 3 hits. Vader rolled 6,5,5,3,3,2 for 3 hits. Both Vader and Lando on condition red. Not good. The stormtrooper bid 5 and the Gamorrean 3. The Gamorrean striking first rolled 6,6,4 - as the stormtrooper had only one life point he was killed. Not good. The situation at the end of turn 3;


Turn 4
Imperial Initiative Bid: 6
Smuggler Initiative Bid: 5

I bid high again so as to call up the rest of the stormtroopers and get reserves into the battle. I was anticipating the AI to bid low. The smuggler bid of 5 was completely unexpected and perfect at foiling this plan... The freed up Gamorrean charged Vader. With the other 4 actions, the smugglers tried to shoot up the stormtroopers. There was a lot of shooting, as the stormtroopers could return fire. After 4 shots on the 3 stormtroopers, there were 2 dodges but one stormtrooper who was in the open was killed. The remaining two stormtroopers returned fire but missed. With only one reaction for the Imperials, it had to be used to save Vader. Using the Monk break-off ability, he slipped out of the combat and into the crystal field. The fight between the apprentice and the bounty hunter was a draw with a bid of 5 each, and the speeder vs the Gamorrean was drawn with bids of 6 each. The early progress made by the Imperials has come to a standstill. The situation at the end of the turn is below;


Turn 5
Imperial Initiative Bid: 3
Smuggler Initiative Bid: 5

A good initiative result to get things moving again. Vader moved through to the other side of the crystal field. A thug did a reaction shot. Vader bid 3, the thug bid 6. Vader failed the dodge (not sure why he can't dodge!), and the thug's wounding roll was 6,5,3,3,2,1. Normally this would have done one wound (and take out Vader with one life left), but the Monk ability turned it into a zero result. The remaining two moves were to make the stormtroopers move forward as reinforcements. They are desperately needed to peel away Lando and the Gamorrean! One of them took a reaction shot, the stormtrooper bid 3, the thug 2. The thug rolled a double 6 killing the stormtrooper. There goes the reinforcements.... In the melees, the apprentice and bounty hunter drew yet again, with both bidding 5. The speeder bid 5 and the Gamorrean bid 6. The speeder cut through for 3 hits (6,5,5,2) bringing the Gamorrean to red condition, whose 6 dice strike back was 6,6,5,4,2,1, bringing the speeder to yellow condition. The position at the end of the turn was;


Turn 6
Imperial Initiative Bid: 2
Smuggler Initiative Bid: 3

I wanted to win initiative and luckily did so, with the AI getting only one reaction.  The apprentice used the Monk ability to break off from the bounty hunter, and move out of the crystal fields towards the building. This used up the one smuggler reaction move - the Gamorrean next to Lando made reaction charge back. The speeder was now free to get into the building, and use the cavalry ability to break off melee (he could have done it anyway with his opponent on red condition). The fight between the apprentice and Gamorrean was another draw with both bidding 5. I forgot to take a picture at the end of this turn, but the main thing was the Imperials finally got into the building.

Turn 7
Imperial Initiative Bid: 2
Smuggler Initiative Bid: 4

Just needed the two actions here - one for the search roll, the other to break off the apprentice from his second combat. The apprentice moved towards the building and was reaction charged by the Gamorrean in red condition. Now for the search roll (drum roll...), a 2, so nothing found yet, but a +1 modifier for next turn. The most logical reaction move for the smugglers now seemed to be moving the bounty hunter towards Vader and box him in. I hadn't really seen this possibility when I broke the apprentice off from the bounty hunter originally, as I was focused at getting into the building instead. Not seeing moves that far in advance is why I don't play chess. In the one fight, the apprentice bid 3 and the Gamorrean 5. With the 3 dice the apprentice finally did something nasty and killed the Gamorrean (6,4,2) - two hits, but only one was needed. The situation at the end of turn 7 was;



Turn 8
Imperial Initiative Bid: 3
Smuggler Initiative Bid: 5

This first thing was to move the apprentice into the building (now a +2 search modifier). With the 2nd action, I decided to get Vader away, and moved him into the crystal field - this turned out to be a bad decision (a really bad decision). The thug did a reaction shot. Vader bid 3, the thug 6. Vader failed to dodge yet again. The wound roll was 6,5,5,3,3,2. Two wounds on Vader, and he was down. Now the search for the 3rd action (drum roll....), a 3 (with the +2) modified to 5, another failed search. With the remaining reaction, Lando simply reloaded his pistol as the final scene (I couldn't think of anything else to do with the game over, and this seemed the most cinematic...). The Imperials lost with Vader taken. The situation at the end was;


Thoughts
In hindsight, I made the wrong moves with Vader. He should have gone for the bounty hunter at the start instead of the apprentice - and then try to get him into the building ASAP and out of harms way. And when I broke Vader off, he should have tried to leave the field rather than hang around. At the end, I should have used paralysis (force choke) on the bounty hunter rather than try to run away at that stage, or just do nothing so that there could be no reaction shooting on him. The other alternative was to do a different opening and use stormtroopers at the start, using them as blockers to draw off the building defenders. Not sure. The game seemed to slip away from the Imperials, but was still winnable at the end.

The Talismans proved to be good value, but unfortunately, used up to soon due to some lucky shooting from the bounty hunter - Vader could have used it at the end. The tricksy break-off from melee that monks have was good as well, allowing the apprentice to bounce through a few enemy to get a run into the building. The one Monk ability I should have used but didn't was the dice flip when defending against shooting.

The initiative bids from the AI were higher than I expected, but it worked out for the smugglers as it gave them a lot of reaction shots and charges. I was using the second row on the initiative bid table (where there are 2 or more unengaged shooters) which does give an increased chance for higher bids. This is also the first game I had where there were no tied bids, so didn't get to see my attempt at a modified version of the escalation rule come into play...

2 comments:

  1. I notice you had reaction charges in response to moves on the building. Normally you can only reaction charge something that's charging you, or a friend. Was this a special rule you added in?

    In addition, why *does* the AI bid lower after Turn 7? (I keep forgetting to use it)

    An excellent report though, especially since a lot of the game mechanics are thoroughly explained.

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  2. It was intercepting an opponent moving towards the reacting figure (bullet point 4 on on page 4 under React in Battlesworn). It doesn't state the enemy has to actually be charging, just moving towards. It makes sense in this scenario, otherwise the Imperial forces could just try to win initiative each round and move through the smugglers into the building, and never be intercepted.

    The idea of the AI starting to bid lower from turn 7 is based on a 10 turn game, where I have found that players will try to win initiative more towards the end, especially if they want to charge into or shoot weakened enemy, or some other reason.

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