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Warhammer 40K Conquest Solo Rules

This document provides rules for playing Warhammer 40,000 Conquest solo against an AI opponent. It outlines how to set up the AI deck and hand, as well as rules for how the AI will deploy units, commit its warlord, engage in combat, and more, with the goal of aggressively pursuing a victory. The AI aims to control key planets and prevent the human player from winning. Over three versions, the rules were refined to make the AI more intelligent in its card usage and aggressive in locking down command.

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Greg Nieder
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0% found this document useful (0 votes)
264 views5 pages

Warhammer 40K Conquest Solo Rules

This document provides rules for playing Warhammer 40,000 Conquest solo against an AI opponent. It outlines how to set up the AI deck and hand, as well as rules for how the AI will deploy units, commit its warlord, engage in combat, and more, with the goal of aggressively pursuing a victory. The AI aims to control key planets and prevent the human player from winning. Over three versions, the rules were refined to make the AI more intelligent in its card usage and aggressive in locking down command.

Uploaded by

Greg Nieder
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WARHAMMER 40,000 CONQUEST: SOLO VARIANT v1.

REVISIONS

Version 1.1 – 27 March 2015


- Changed the way that AI decks are set up
- AI now has a hand so you can test your Choke decks against it.
- Removed the use of wound counters as AI shields, shielding now more traditional
- Changed AI rules for using its cards. Now more aggressive at locking down command.
- Introduced mechanics to allow AI to use key events in a more intelligent manner

Version 1.0 – 17 November 2014

- Added a specific deck-build for the AI


- Introduced rules for how the AI will use certain cards
- Minor corrections

Version 0.0 – 14 October 2014

- First issue

SET UP

Choose an AI deck and split the cards into two decks. One will contain all army units and supports, the other will
contain all attachments and events. Shuffle each deck thoroughly and place face down to form two separate draw
decks (note there are three sample AI decks listed at the end of this document – it is my intention to add more decks
to these as and when time permits)

Roll a 6 sided dice. If the result is less than 4 add 2 to the total. This should give you a number between 3 and 6. Take
that resulting number of cards off the deck containing units and supports (from now on referred to as unit draw
deck) and place them face down in a new pile without looking at them. This forms part of the AI’s hand and is
referred to as hand units. Now take a number of cards off the events and attachments deck (from now on referred
to as event draw deck) to bring the total up to the warlords starting hand size, and form a second new pile, referred
to as hand shields. Both these piles form part of the AI players hand, and are always kept separate from each other.
When the AI discards, all cards go to a common discard pile as normal.

Example. I roll a dice and get 3. Adding two gives me a final result of 5 so take 5 cards off the unit draw deck. The AI
warlord has a starting hand of 7 so I need another 2 cards off the event draw deck to bring it up to its starting hand
size. Again, keep the two piles separate.

The AI always starts with initiative.

GENERAL NOTES

The AI will aggressively try to win the game through gaining matching icons on planets. At the start of each new
round, identify which three planets the AI would need to win in order to achieve the fastest victory. This may or may
not include the first planet and could change each round, depending on combat results in previous rounds. These are
referred to throughout these instructions as “key planets”.

If at any time the human player would win the game by winning the first planet, the AI will deploy its warlord and all
new units at the first planet to try and prevent this.
If at any time you need to choose a random card from the AI’s hand (e.g. Murder of Razorwings, or the planet ability
for Barlus), roll a dice. Odds take top hand unit card, evens take top hand shield card.

RUNNING THE AI DURING THE DEPLOY PHASE

On the AI’s turn, reveal the top card from his hand units. The AI will always pay its cost if it can afford it and put it
into play. If the AI cannot afford to pay the cost, replace the drawn card at the bottom of the hand units deck.

Unit cards are loosely split into capping units and combat units. This is usually self evident, but use your own
judgement in cases where it’s not clear cut. When deciding where to place the AI’s units, follow the guidelines:-

a. The AI will place its combat units at the first key planet unless it already appears that it will win the
combat at that planet. If this is the case it will attempt to place it at a planet to prevent you from
winning command there, either by equalling or beating the number of command icons. (this is probably
the most difficult part of running the AI because you have knowledge of what is in your hand, and how
you can counter any moves the AI makes – use your judgement and try to think as your opponent might!
).
b. The AI will place its capping units at each non-first planet, starting with the last planet and systematically
working backwards until there is at least 1 capping unit on each non-first planet. It will however avoid
placing capping units in obvious danger so it will skip a planet if that unit has no chance to survive.
c. If the AI has a cost reducing support card in play, it will be used at the first opportunity in each round.

RUNNING THE AI DURING THE COMMAND PHASE

After you have chosen which planet to commit your warlord, roll a 6 sided dice to see where the AI will commit his. If
the number on the dice is higher than the number of planets in play, the warlord will go to the first planet.
EXCEPTION:- if the AI’s warlord is close to being bloodied or close to death, it will commit to a key planet where it is
safest (use your own sensible judgement here!)

When the AI wins resources, add them to its stockpile as per the normal rules.

When the AI wins cards, roll a dice for each card won. On odds, draw from the unit deck and on evens draw from the
shield deck. If either deck is empty, draw from the deck that has cards. Make sure to place the cards on their correct
“hand” decks!

RUNNING THE AI DURING THE COMBAT PHASE

Before combat begins, the AI will always attempt to move any mobile units in an advantageous way if able (whether
that means moving a combat unit into a battle, or a capping unit away from a battle).

In combat, The AI will choose its targets in the following order:-

1. If the AI owns any units that can kill your warlord or send it into a bloodied state with one attack, it will do so
without hesitation.
2. AI will attack any ready units that it can kill instantly, choosing those with the highest attack power first. (Use
good sense here when matching attackers against defenders. Don’t use a high attack unit to kill a low HP unit
when there is another unit that could do it more efficiently!)
3. AI will attack any exhausted units that it can kill instantly, choosing those with the highest attack power first.
4. AI will attack any ready units that it can wound, choosing those with the highest attack power first
5. AI will attack any exhausted units that it can wound, choosing those with the highest attack power first.
6. Finally, AI will attack your warlord.
Whenever you attack or attempt to damage any of the AI’s units, draw the top card off the hand shields deck. (Also
use these same rules whenever you attempt to damage an AI unit outside of the combat phase e.g. Tzeentch’s
Firestorm).

a. If it is an event that can be played to affect the outcome in the AI’s favour and it has enough resources, pay
the cost and play that event immediately then proceed to the next combat turn.
b. If it has a number of shields that can prevent the unit from being destroyed, the AI will play it as a shield card
as per the normal rules.
c. If neither of the above apply, put the card to one side face up. The AI will use the ability on that card at the
first available opportunity, provided it can pay the cost. (EG Fury of Sicarious as soon as it damages one of
your units, or for attachments, attach to best target in the next deploy phase).

RESOLVING PLANET BATTLE ABILITIES

IRIDIAL:- AI’s priority choices for removing damage: Warlord, high HP units, low HP units.
OSUS IV:- follow card instructions as normal
BARLUS:- Randomly discard one of your hand cards.
ATROX PRIME:- AI will choose whichever option will deal the most damage
ELOUITH:- Roll a dice. Odds AI takes a card from unit draw deck, even it takes a card from events draw deck.
CARNATH:- AI will trigger ability of last planet
TARRUS:- Roll a dice. Odds, AI takes resources, evens it takes cards (roll a dice for each card and follow instructions
for Elouith).
PLANNUM:- AI will move one unit from HQ if advantageous – otherwise ignore.
Y’VARN:- AI will NEVER trigger the ability
FERRIN:- AI will choose your unit with highest attack value.

HQ PHASE

The AI will draw 2 cards and 4 resources in the usual way


SAMPLE AI DECKS

Warlord: Captain Cato Sicarius (Core Set), AM allies. Event: (16)


2x The Fury of Sicarius (Core Set)
Army Unit: (30) 3x Crushing Blow (Gift of the Ethereals)
4x Sicarius’s Chosen (Core Set) - COMBAT 3x Drop Pod Assault (Core Set)
3x Blood Angels Veterans (Core Set) - COMBAT 2x Exterminatus (Core Set)
2x Daring Assault Squad (Core Set) - COMBAT 3x Indomitable (Core Set)
3x Honored Librarian (Core Set) - COMBAT 3x Rally the Charge (Zogwort’s Curse)
3x Iron Guard Recruits (The Scourge) - CAPPING
2x Land Raider (Core Set) - COMBAT Support: (2)
3x Rogue Trader (Core Set) - CAPPING 1x Cato’s Stronghold (Core Set)
3x Sanctioned Psyker (Core Set) - CAPPING 1x Fortress-Monastery (Core Set)
3x Tactical Squad Cardinis (Core Set) - COMBAT
3x Tallarn Raiders (Zogwort’s Curse) – COMBAT/CAPPING
1x Veteran Brother Maxos (Core Set) - COMBAT

Attachment: (2)
1x Tallassarian Tempest Blade (Core Set) – ALWAYS
ATTACH TO CATO
1x Iron Halo (Core Set)
Notes:-
if Drop Pod Assault is available to the AI as an event, turn over the top 3 cards of the unit draw deck instead of 6
then follow rules as normal.
If Indomitable is drawn as a shield card, but it would save more damage to be played as the event, the AI will do so if
it can pay the cost.
Sicarious’ Chosen will be played to pull over and destroy one of your units if possible.
If Iron Halo is available in the deploy phase, it will only be played on Cato if he doesn’t already have the Tallasarian
Tempest Blade attached.

Warlord: Nazdreg (Core Set) , AM Allies Event: (11)


2x Bigga is Betta (Core Set)
Army Unit: (33) 3x Battle Cry (Core Set)
4x Nazdreg’s Flash Gitz (Core Set) - COMBAT 3x Dakka Dakka Dakka! (The Scourge)
3x Enraged Ork (Core Set) – COMBAT 3x Squig Bombin (Core Set)
3x Goff Boyz (Core Set) - COMBAT
3x Iron Guard Recruits (The Scourge) - CAPPING Support: (2)
3x Rogue Trader (Core Set) - CAPPING 1x Kraktoof Hall (Core Set)
3x Rugged Killa Kans (Core Set) - COMBAT 1x Bigtoof Banna (Core Set)
3x Sanctioned Psyker (Core Set) - CAPPING
3x Shoota Mob (Core Set) - COMBAT
3x Tallarn Raiders (Zogwort’s Curse) – COMBAT/CAPPING
3x Void Pirate (Core Set) - CAPPING
2x Weirdboy Maniak (Core Set) – COMBAT/CAPPING

Attachment: (4)
1x Cybork Body (Core Set)
3x Promotion (Core Set)

Notes:-
If Squig Bombin is available to the AI as an event, it will use it to destroy a support if able in the next deploy phase.
If Promotion is available to the AI in the deploy phase, it will be played as the last possible opportunity on the best
available target.
Wierdboy Maniak will be played to cause as much damage to your units as possible, or to kill a 1HP capping unit of
yours.
If Cybork Body is available in the deploy phase, it will be played on the best possible target (priority Enraged Ork)
Warlord: Captain Cato Sicarius (Core Set) , Tau allies Event: (16)
2x The Fury of Sicarius (Core Set)
Army Unit: (30) 3x Crushing Blow (Gift of the Ethereals)
4x Sicarius’s Chosen (Core Set) - COMBAT 3x Drop Pod Assault (Core Set)
3x Blood Angels Veterans (Core Set) - COMBAT 2x Exterminatus (Core Set)
3x Bork’an Recruits (The Scourge) - COMBAT 3x Indomitable (Core Set)
2x Daring Assault Squad (Core Set) - COMBAT 3x Rally the Charge (Zogwort's Curse)
3x Honored Librarian (Core Set) - COMBAT
2x Land Raider (Core Set) - COMBAT Support: (2)
3x Rogue Trader (Core Set) - CAPPING 1x Cato’s Stronghold (Core Set)
3x Tactical Squad Cardinis (Core Set) - COMBAT 1x Fortress-Monastery (Core Set)
3x Vash’ya Trailblazer (Core Set) - CAPPING
1x Veteran Brother Maxos (Core Set) - COMBAT
3x Void Pirate (Core Set) - CAPPING

Attachment: (2)
1x Tallassarian Tempest Blade (Core Set)
1x Iron Halo (Core Set)
Notes:-
if Drop Pod Assault is available to the AI as an event, turn over the top 3 cards of the unit draw deck instead of 6
then follow rules as normal.
If Indomitable is drawn as a shield card, but it would save more damage to be played as the event, the AI will do so if
it can pay the cost.
Sicarious’ Chosen will be played to pull over and destroy one of your units if possible.
If Iron Halo is available in the deploy phase, it will only be played on Cato if he doesn’t already have the Tallasarian
Tempest Blade attached.

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