STARGRUNT II\ Infantry AI troopers

2 posts ยท Jan 2 1997 to Jan 5 1997

From: Mike Wikan <mww@n...>

Date: Thu, 2 Jan 1997 05:58:53 -0500

Subject: Re: STARGRUNT II\ Infantry AI troopers

Here is an experimental ruleset for AI Infantry For SGII that we have been
experimenting with:

Heavy, Slow Powered Armor 1 action per round automatically dice for second
action availability by check against AI level (effectively leadership value)
on a d6 minus one for each suppression fire counter on it. (Heavy Fire
confusing the AI) if equal or greater to value (1,2, or 3) the AI has the
action available. AIs NEVER CHECK MORALE When AI is hit, a wounded result will
force the AI to roll a d6.
On a 1-3 Movement is disabled and the AI soldier is stationary for
the rest of the game.
On a 4-6 Systems out result. Dice at the beginning of each turn, on a 6
the system reboots and comes back on line. AIs ALWAYS ACT AS ELITE SOLDIERS.
Their computational capability can track windspeed, target velocity, and
gravitational effects that could effect a round's flight. AIs always engage
the closest enemy target. (Otnay Ootay Ightbrtay if you know what I mean...)
AIs can never have actions passed to it from command.

That's it in a nutshell. I am using the I.C.E. plastic set of Space Rangers
for the AI constructs.. Any commentary, let me know!!

From: Stuart Murray <smurray@a...>

Date: Sun, 5 Jan 1997 08:13:52 -0500

Subject: Re: STARGRUNT II\ Infantry AI troopers

> Here is an experimental ruleset for AI Infantry For SGII that we have

snip

> [quoted text omitted]

I've been playing Legions of Steel a bit recently so I've been thinking
along these lines.   I recently tried using a 'machine' army in SG II.

In LOS the machine comprises a main controller which issues orders to a series
of drones, the drones themselves have a degree of autonomy but only in the
excecution of the controllers orders.

To represent this control structure we had the Controller activate units of
drones as if the drones were detatched units (which is what they really
are).

Controller

We did not represent this on the board,  we used an off-table item which
we stacked chits next to. The controller is a Veteren L1 (to give a good
chance of passing comms tests, however, these are not guarenteed). The
controller has a number of action equal to the number of drone units (this may
change if units are split or destroyed) plus two additional
actions to be used to reactivate drones.   This represents the
computer's faster tactical appraisal of a battlefield. The controller also has
EW capability, it has 4 chits of superior capability (D10).

Drone

We used various types of model for these so I'll only describe a generic
drone. Drones are grouped into units of regular L1 quality (there is some
argument that AI's should be faster, better soldiers than humans, however, I'm
not keen on the idea of supertroopers of any type. These drones are good
troops, but a veteren human, has learnt to survive on a battlefield by
employing innovative tactics which in some cases are not in the instructions
during basic training, therefore, the vet human trooper has more experience
than the AI, whether he can shoot straighter is another question!) Drones are
activated by communication from the controller, when activated the drone has
two actions as normal (a side effect of the control by a CPU is that the
controller recieves an immediated tactical appraisal from each unit as it is
contacted, the CPU therfore becomes instantly aware of everything the drone
can see, or any unit the drone has seen). If the drone unit is not contacted
by the CPU then the unit has only one action available, and that action must
be in accordance with its previous instructions. Drones are built for warfare
so thier structure is armoured with redundant backup systems, therefore, it is
difficult to kill a drone. Drones are destroyed only when the damage dice
dictates a kill, a wounded effect is diced immediately, any result other than
dead is ignored. Although the drones are controlled by the CPU they have
individual discretion in the excecution of orders, the drones are not 'cannon
fodder', the drone will attempt to maintain it's integrity to fulfill it's
mission. What this means is that although it would be impossible to impose a
psychology on a drone the drone should not be played as a mindless automaton
(remote controlled asault drones would make better cannon fodder, AI's are far
from that). Drones can be supressed, representing the drone
calculating survival precentage and escape/assault differentials.  Drone
units that recieve more, or equal, casualties than remaining drones in the
unit (in a single turn), result in the implementation of automatic escape and
evasion protocols, this forces the unit to immediately withdraw two actions of
movement from contact. The drone unit withdraws towards a
pre-determined start line.   After the initial withdrawal subsequent
actions depend on activation of the CPU. If the CPU wants to check this
withdrawal the CPU/drone unit can test for rallying as normal.
OK, so this is solely an attempt to prevent these drone playing like any other
ordinary robot, but considering that any contact with enough firepower to
devastate a drone unit has to be at a concentrated level the drone unit would
be better of retiring, subsequent contact by the CPU would then enable the CPU
to recalculate it's strategy, and to redirect
more/heavier units to the site of contact.

These AI's and any robotic troop have the potential to be exceptionally
powerful, to prevent game imbalance the obvious Achilles Heel is EW.

EW can be used to block communication from the CPU to a drone unit (the drone
unit would then have less actions, therefore less flexibility). Note that the
CPU is also capable of EW so it is entirely capable of EW countermeasures. EW
can also be used more directly to interfere with an individual drone. The EW
trooper rolls a dice as normal and the drone rolls it's quality (D8), if the
EW dice is higher then the drone is immobilised and cannot carry out any
actions. Note the CPU CANNOT counter this.

These EW capabilities place a premium on the EW trooper ( and EW chits) and
the choice when to use these actions can be an entertaining dillema to watch!

So that is an outline of a generic machine army, I use several types of drones
so I won't cover these as it's more fun to make up profiles based on specific
model collections.

I welcome any feedback on this lot.