Topic: Solo guidelines
Been trying to develop some WWI solo play guidelines to test scenarios before presenting them to the local group of guys. Naval rules are rough, but I think I got a basic framework. Maybe folks here could review?
Should note that for our tabletop/hexless games, we play with the time-scale halved. Each Turn is now several minutes. Gun ranges remain unchanged (each nm is 4"), but ships only move 1000 yards (2") for evey MP listed on their profile. We figure RoF values for guns remain unchanged since they're all relative anyway:
Before the shooting starts.
It shouldn't be assumed that just because one side has spotted the oppostion, that the same applies for the other side, as well. Visual spotting was iffy, and there should be some allowance for surprise. If there's room on the table, start ships outside of the maximum visual range listed in Grand Fleets and have each side chug ahead on its current course until it sees something that would allow it to react.
The base chance of spotting another ship at the listed maximum Grand Fleets Distance is 80% during the first Command Phase the two sides are within range. Roll percentile dice for both sides before movement orders are written down. Starting on the 2nd turn the two sides are withing spotting distance the odds increase to 90%. After that it's automatic.
You can include weather. This is borrowed from FGDN.
Light Precip: Visual distance is multiplied by .75
Heavy Precip: Visual distance is halved.
So say it's raining a bit in your scenario. The AI has a line of battlecruisers and so do you. Under the normal rules, you would start to see each other at 22nm. But due to weather, that's reduced to 16.5 nm. Once the two lines have moved within that distance to each other, both sides get to roll to see if they see each other. If the AI sees you and you don't see it, too bad. It can now issue movement orders to react while you have to chug in a straight line. During the 2nd turn you chances of seeing it are almost guaranteed. And if you come under fire, you ARE going to spot 'em.
Tactical Movement
The "AI" fleet has its movement orders written per the standard rules (the odds are 50-50 if these are written before or after the player's orders are jotted down, toss a coin or something). Be fair and issue orders that make sense. But there should be a wrinkle to keep the AI from constantly stumbling into your cunning traps. During the current Movement Phase, move the player fleet. Then roll a D10. On a "1" or "10," the AI's movement orders are scrapped and a completely new set of orders are drafted that allow it to respond to your positioning on the board. The AI just re-wound the clock and issued orders that anticipated what you were about to do.
Gunfire
Just issue orders that make sense. The AI loses nothing (there are no ammo considerations in GF) by blazing away.
Torpedoes
If an AI ship carrying torpedoes ends up within 2nm of one of your hulls, and is lugging torpedoes, then it's assumed that fish were launched the previous turn. The target is the largest, biggest enemy hull. No, you don't get a chance to take Evasive Action.
To see if the AI guessed the right arc. Roll D10, and the target number is 6+ modified by the following:
-2 if the AI's expended MPs this turn exceeded yours by 3 or more
-1 if the AI's expended MPs this turn exceeded yours by 1 or more
The rationale here is that the AI ship had an MP/speed advantage in maneuvering you into the proper arc for this turn.
+2 if your expended MPs exceeded the AI's by 3 or more.
+1 if your expended MPs exceeded the AI's by 1 or more.
Just the same logic, reversed.
-1 if the AI ship has ended up targeting you through your belt armor.
+1 if the AI ship has ended up targeting you through your end armor.
So if a destroyer that expended 6 MP ends up within 2 nm of a stricken cruiser that expended 3 MP, targeting it through its side/belt armor, the odds that it picked the right arc are almost a given (3+ rolling a D10 using the modifiers listed above). But say the AI has a damaged cruiser that's making a desperate attempt to damage one of your ships that's healthy (it spent 3 MPs while you expended 6), then even if targeting your through your belt armor, its odds aren't all that hot (7+ on a D10).
This just figures if the proper arc was guessed, BTW. You still have to roll to-hit.