

The approach charts have been tweaked, and – strangely – appear in two different locations in the document in slightly different forms.Modifying the die to an eyeball also causes the ship to move toward the recovery attitude, which has an action tree that allows for crit repair and reload actions. Being stressed, damaged, or having munitions to reload will cause a ship to modify a die to an eyeball result, which prioritizes table results that cause blue-maneuvers. There are various ways to alter the maneuver roll for a Solo ship based on its attitude.Past articles pointed out how difficult it can be for Solo ships to get locks, so homing in on locked ships is a good way to help ensure that valuable munitions go off successfully. When selecting a tally, Solo ships now use the nearest ship they have locked (unless they have a tally marker on another).

Attitudes for each ship are indicated on the tabletop by placing shield or charge tokens next to them, and taking or causing damage causes attitudes to shift. On the downside, combined with actions now having the opportunity to change three or more times a round (!!!) for each ship, this additional complexity has potential to slow a game down. Having more attitudes allows for action-selection decision trees that can better accommodate less-common actions (jam, coordinate, rotate, reload, etc.) and increase the odds that these actions all have the opportunity to happen. The attitude system has had a major overhaul, introducing a fourth attitude (recovery) to the existing ones (offensive, defensive, balanced).This is a minor addition to the rules, and has no impact on regular play, but is exciting in that it hints at scenario/mission packs yet to come. For example, an enemy ace might place a tally marker on your most expensive ship to represent it homing in on the big kill while ignoring lesser fighters. This will be used in objectives and scenarios, much like the “Hunt AI” in Heroes of the Aturi Cluster. Addition of tally markers, which are used to indicate when a Solo ship always uses a specific location or object as its tally.To summarize, aside from minor language changes and clarifications, the substantive changes are:
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It’s disappointing that FFG didn’t do a short new article to announce the update and invite players to try it out – if the intent of the Open Alpha is to get feedback, why not try to attract as much as possible instead of hiding it?Īs with their Rules Reference documents, FFG has helpfully highlighted the changes here in a different-color font. The link to the rules now goes to the Open Alpha 0.2 document, replacing the original one. What’s changed in the Open Alpha 0.2 rules?įirst off, it’s easy to have missed the update – FFG didn’t publish a new article, but instead “stealth updated” their original one. Do these games feel more like flying against a real opponent, or do they look like a step backwards? The battle reports are less data-driven than prior ones, and exist to show the feel of flying against the newly-revised Solo AI. The two battle reports intentionally feature Solo ships with unusual chassis abilities, pilot talents, and upgrades to see how flexible this “one-size-fits-all” approach to AI really is.
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While the intent of earlier articles in this series was to assess the balance and “intelligence” of the Solo AI as compared to existing AI alternatives, this article explores the boundaries of what Solo AI can do. This article will talk about the changes made in the update, initial impressions, and then run through two battle reports with the new AI rules. It has happened! On September 4th, FFG released Open Alpha 0.2, the “second draft” of their Solo Play rules. (If you aren’t yet familiar with X-Wing Solo Play, check out the article index here for important background on the gametype.)
