Company of Heroes - Solo Rulebook 2.031
Company of Heroes - Solo Rulebook 2.031
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SOLO RULEBOOK
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Table of Contents
The AI does not gather resources and does not collect
experience. It still collects Victory Points and gains Victory Points
1.0 - Overview Pg. 2 from Victory Capture Points and wins based on Victory Points.
2.0 - Solo Basic Structure Pg. 2 AI units flip or are spotted at a specified range, but still require
3.0 - Components Pg. 2
sight to target its attacks as in the normal rules.
3. COMPONENTS
11.0 - Facing / Firing Arcs Pg. 10
12.0 - Damage Phase Pg. 10 - 11
13.0 - Supply Phase Pg. 12 28 AI Action 11 AI, 2 Fog of War
14.0 - 2+ Players Pg. 13
Cards Commanders Cards
15.0 - Fog of War Player vs Player Pg. 13
16.0 - Alternate Rules Pg. 14
260 Unit Tokens
17.0 - Advanced Field Defenses in Solo and Cooperative Games Pg. 15
18.0 - Terrain Pack 2 - Cathedral Pg. 15
19.0 - Map Selection and Final Tips (Followed by AI Spawns) Pg. 16 - 25
10 AI Instruction Cards
1. OVERVIEW
Welcome Commander, to the Company of Heroes Solo, 24 Green
Cooperative, and Fog of War Expansion. This rulebook will Pip Dice
explain everything you need to know in order to battle the 20 AI Spawn Priority
Artificial Intelligence alone, or with your fellow human comrades. Tokens, 4 sets of 5
It will also introduce an alternative Fog of War Player vs Player mode.
Because of the added complexity this expansion brings to the
core rules, we recommend playing the core game a couple of
times until you are comfortable with the core rules, especially
regarding unit and damage types. Regardless of when you jump in
1 Rulebook
please note the Solo Expansion requires the Full Game Rules to play.
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1. Place the AI Commander you have chosen, the Phase 1 AI Action Deck, AI HQ Board, and the Instruction Cards next to each other.
4. Place the Green Field Marshall unit token back in the box (unless playing with that Commander), and shuffle the remaining tokens by
color and place the Green, Yellow, Blue, Purple, and Red tokens in their own piles nearby. Shuffle the Phase 1 and 2 AI Action Decks.
5. Place a set of the AI Spawn Priority tokens according to the chosen AI Mission Setup, then spawn the starting AI units.
TEAM 1 SPAWN
You will spawn the AI tokens in this first
group on the map before starting the game.
With the Feeble Commander shown on this
page, it would be four AI Green Unit Tokens.
(see next page)
TEAM 2 SPAWN
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4. SETUP Supply Phase
The players and the AI will both capture control points. The
players will collect and spend resources as normal, while the AI
SPAWNING UNITS / AI SPAWN PRIORITY TOKENS
does not track any resources other than Victory Points (VP) and
To spawn an AI units, draw a token from the appropriate deck and, without will spawn units according to its commander card.
looking at the unit, following the order shown on the Commander card.
Spawn it facedown on the first empty AI Spawn Priority token’s hex
following ascending numeric order shown on the selected mission. 6. AI ACTION CARDS
At the beginning of the AI’s turn, flip over an AI Action Card. This
card will identify what units it will move and how they will move
this turn. The Action Card affects both AI’s if playing a 2+ AI
player game (see 2+ Player p. 13).
5. ROUND SUMMARY these actions from top to bottom with each trying to select
one unit to use up to 3 CP. Once the AI has finished an
Each round is divided into the same phases as the core game. action, it moves on to the next action using any available
The AI is subject to the same core rules that the player is, as described below. remaining CP. If the AI has no valid unit to select for the
Maneuver Phase current action, it moves on to the next action. If the AI runs
out of cp and Speed dice, or cannot perform the last action on
The Maneuver Phase is divided into turns. The players and the AI
the action card, the AI’s turn ends. Each action will only be
will rotate back and forth spending their Command Points (cp) until
performed for one applicable unit.
all cp have been exhausted. When playing with an AI, the Full Rules
Operations deck is not used, and just as in the base rules, players will
The icons on each Action Card link to AI Instruction cards, which
always just have 12 CP, 3 CP a turn for four turns. Players always go
explain the details of the action.
first (except when the AI is an Extreme Commander). The AI reveals a
new AI Action Card at the beginning of each of its turns to determine
what units it will move and how (see AI Action Cards p. 4). Each unit
activated will use up to three CP or up to how many CP are available
after using any Speed dice it may have. A unit with a Speed die will still
activate even if no CP are available.
Damage Phase
During the Damage Phase players will assign damage to AI
units, resolve damage, then perform the same step for the AI
using the AI’s target priority. Destroyed units are removed from
the board, and experience (XP) points, if any, are collected (note
that the AI does not collect XP).
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7. AI INSTRUCTION CARDS Movement : Buildings - Green and Purple AI Tokens
By default, Green and Purple AI Tokens (not hearts) are “assumed”
to be Infantry when unrevealed, and can enter and move
ACTION TITLE through Buildings. British Bofors have a Building note, treat them
ACTION ICON as Infantry for the purpose of entering Buildings, Setup and firing.
UNIT SELECTION Measuring Distance
Instructions for selecting
When an instruction card refers to distance (i.e. nearest, farthest) it
the AI unit that will
means the number of hexes the AI must move to get to that hex.
perform the movement
For example, if a river is between a unit and a control point, the
HEX SELECTION distance between the two is the number of hexes the unit must
Instructions for selecting travel around the river (see Movement Action Example 2, p. 7).
the hex the unit will
move towards DESIGNER NOTE:
AI Units that I call “happy”, are units that have already
spent their CP, and/or already on an objective point
where they do not need to move any further this round.
The AI Instruction Cards explain how each AI movement action They are skipped during step 1, the unit selection step.
is performed. The first section of the Instruction Card identifies Identifying this will greatly speed up learning the AI system.
which AI unit will be performing the movement action, the Also, AI Units that are Assaulting since they cannot
second section describes where the unit will move to. spend any more CP will skip selection as in the
normal Full Game Assault Rules.
Note that when an instruction card refers to a color, it is referencing
the color of the token, not the color of the unit’s heart. The Priorities Reading Order
in each section is used to break ties if more than one unit or hex Reading Order is the last priority for every selection. Reading
meets the preceding requirements. Order is the standard top to bottom, left to right reading method
for the English language. To select a unit via Reading Order,
CP Range:
start at the top left hex of the map, and traveling left to right, row
If a unit is at maximum cp or cannot move any closer to the by row, select the first unit you reach. The Reading Order never
objective point, select the next eligible unit of that color that changes, it is always based on the same “top” edge of the map.
meets the instruction card’s parameters. Whenever a unit has
CP remaining (from the max 3) AND there is CP left this turn for Sometimes there are obvious “tactical exceptions”, such as avoiding
the AI to spend, the instruction term used is “CP Range”. Ice tiles, or prioritizing going into a building. Use these when they
When “Enemy” is on an instruction card it always refers to the are readily apparent, however follow Reading Order when unsure.
AI’s Enemy, usually meaning the enemy player (you).
If the AI only had 1 cp left for its turn while performing this action,
the unit would only move to hex 1, stop, and then end its turn.
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Movement Action: Example 2
The AI is performing the Yellow Assault Action. First, the AI
skips yellow units that are on any neutral or enemy controlled
control point. The Kubelwagen in this example is on a neutral
victory control point, attempting to capture it, so it is skipped.
The SdKfz 222 is revealed, if the AI had another yellow unit
that is unrevealed it would be selected instead. Next priority,
“Closest to VP without an ally on it”. The Kubelwagen is on a
victory control point , so that victory control point is not used to
determine priority. VPs whether they are AI, neutral, or enemy
controlled all are used to determine this selection priority, as
long as they do not currently have an AI on them. The third
priority, Reading Order, was used in the previous example.
Next the AI chooses the hex the selected unit will move to.
The default option is for the Yellow Assault Action is to Assault
any enemy within CP range. Keep in mind CP range refers
to distance as noted in Measuring Distance (p. 5). Since the
SdKfz 222 has to move around the river it would require 4
movment to reach the player’s Sherman tank. Luckily it has
already been revealed, and the SdKfz 222 has a Speed die, so
it would first use the Speed die, and in this example 3 CP are
still available for the AI, so it would move 4 to assault the Sherman.
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8. REVEALING UNITS
When an AI unit enters visible range of your units or the range If an AI unit comes within sight of 2 or more player units at the
shown on the tokens back during its activation, immediately same time, use Target Selection Priority then Reading Order to
reveal the AI unit by flipping its token over to show its details. If determine which player unit is targeted by the reveal action. In
a unit leaves your sight it remains face up. the example below, we walk through the AI performing its action,
revealing, and performing its reveal action step by step.
REVEAL ACTIONS (Flip Effect) The AI is performing the Yellow Assault Action in the example below:
If an AI unit has an arrow on the left side of its token, the unit 1. The yellow unit spends its 1st CP cube die to move 1 hex
has a reveal action. When an AI unit is revealed during the AI’s towards the player unit.
Maneuver Phase turn at its specified range OR the Damage Phase,
which occurs if it did or did not activate and is at its range shown 2A. The unit spends its 2nd CP to move another hex towards the
on the token back at the start of the Damage Phase. The reveal player unit. It is now within the unit’s flip range (shown by the 2
effect activates and selects an enemy player unit that is in its range in the top right corner of the back of the unit), it reveals and flips
and sight if applicable using Target Selection (see Damage Phase over. Since its flip range is the same range as when it is spotted by
p. xx). If a player spots the unit first whether with sight greater the player unit’s sight (default 2), it still gets its flip effect if it has one.
than the range shown on the AI token’s back, or if on the players 2B. Upon being revealed, the unit pauses its movement and
Maneuver Phase turn, then the flip effect does not activate. This immediately triggers its reveal action. In this example, it is a
rewards player scouting and sight abilites. Rookie SdKfz 222 with a flip effect of 1 AI damage. Using Target
Selection, it determines the target enemy if there is one within both
UNIT SPAWNING REVEAL ACTIONS
sight and range of it. The Player’s Infantry is, so it is assigned 1
When a Flip Effect effect indicates a unit token, it is immediately
AI damage. It has no cover or defense dice, so it receives 1 damage.
drawing and spawning facedown a new unit token of that type
adjacent to the current unit, following Reading Order. 2C. Also upon being revealed, the SdKfz 222 gains a Speed die
since a Speed die is shown, it is immediately available for use.
3. The unit instead of spending its 3rd CP, spends the Speed die it
gained from flipping faceup and revealing that the SdKfz 222 has a
Speed die.
2B 2C
4. The SdKfz 222 uses its 3rd CP to Assault the enemy Infantry.
Note: Since it started at 4 hexes away, it is not able “Assault onto an enemy within
CP Range” [yet], and it has no spotter and all units spot at 2, so it would move to 2
to Flip. This is due to the unit “move to max range to attack Target Selection (spot
if needed) if revealed, otherwise the nearest enemy player unit”. It does not have
the Speed die yet, but when it gains it [2C], it is now able to Assault [primary
objective]. If it did not gain the Speed die, it would stay at 2 range (to spot). If it had
a spotter, it would move back to 3 range since the SdKfz 222’s maximum range is 3.
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9. BLUE AI UNITS
Blue AI units have only one movement action: Blue Barrage. This action has the blue AI unit move to a hex 4 spaces away from the
nearest player unit or from its preferred target using Target Selection if revealed, then face its firing arc towards the preferred target.
In this example above the blue AI unit moves to a hex that is 4 hexes away from the enemy tank.
A unit with a facing arrow moves the same as any other unit.
Once a unit has stopped moving, the AI unit faces according to
its Target Selection Priority (see next section).
A Panzer IV is selecting its targets during the Damage Phase. The Panzer IV has 3 range, a 2 Armor-Piercing Turreted Attack and a 1 Anti-Infantry
Non-Turreted Attack. Anti-Infantry damage first targets Infantry units (Note it needs to face the Infantry to attack it, but for readablity it is shown
vertical), and because there is only one infantry (green) unit in the Panzer’s range, the Anti-Infantry damage is assigned to the Riflemen.
Armor-Piercing damage targets Heavy Vehicles first, but there are no heavy (red) units in the Panzer’s range. Armor-Piercing damage
targets Light Vehicles next, and there are 2 yellow hearts in the Panzer’s range. The priorities are the units closest to a Victory Control
Point, but both units are 3 hexes away from the Victory Control Point in the top right. The 2nd priority is the unit with the lowest health,
which in this case is the 2 health Jeep (vs. the 3 health Greyhound). The Panzer assigns the 2 Armor Piercing Damage to the Jeep.
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13. SUPPLY PHASE The AI Commander Card controls the AI’s unit spawn, cp usage,
and the general game settings.
Capturing Control Points
At the very end of the Supply Phase, after player resource
Players capture control points as usual. For the AI, ALL units, if
collection, move the AI round marker on the AI Commander
they are on a control point, capture that point, whether they are
Card one space to the right, and spawn the indicated units on
revealed or not.
that AI’s empty AI Spawn Priority Tokens in ascending order.
(see Spawning Units p. 4)
DESIGNER NOTE: All Commanders have some spawns which show asterisks (*),
Remember, the AI does not gain resources. However, the which spawn a different number of AI units depending on how
players collect resources as normal. well the players are doing. Most of them use the following: If
the player(s) control 0 or 1 of the victory points on the map, the
The AI captures control points so that the algorithms AI spawns no units of that type. If the player(s) control 2 of the
built into the movement actions know when the AI unit victory points, the AI spawns 1 unit of that type, and so on.
should advance the line. This also makes it a great ally
when it is on a player’s team. Action Phase Decks 1 and 2
Once the AI round marker has reached the 9th round, the AI will
UNIT continue to spawn the units shown for each round after that.
SPAWN
So if the end game VP trigger has not been reached the game
continues as in the normal rules.
Moving AI Spawn Priority Tokens
On Rounds with the Orange arrow symbol the AI Spawn
Point Circles (shown right) move 1 hex towards the nearest
Victory Point hex in ascending order. Use Reading order
as needed to guide their movement. Avoid building hexes
and useless advances if at all possible, and absolutely avoid
GAME stacking them on another Spawn Point Circle, but they can
SETTINGS move to hex that is not empty.
For higher player count maps, each AI uses it’s own set of Supply Phase - Purchasing
spawn numbers as shown in the Mission booklet. During the Supply Phase players follow the standard player
vs player game, with the exception being that players instead
COOP Commanders purchase a random token of color, paying the resources shown
When playing with 2+ players against 2+ AIs, use the back at the bottom.
side of the commander cards labeled “COOP”, the front side is
labelled “SOLO” for 1 on 1AI play.
SOLO
or
COOP
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16. ALTERNATE RULES
The AI can be adapted to alter difficulty and complexity. The Human Player with AI Teammate
following are ways to adjust the AI to better fit the needs of each
If a human player has an AI teammate the following should
game.
apply by default.
Commander Difficulty: Easy, Hard and Expert Heroic Sacrifice: To provide a benefit to a human player
playing with an AI teammate, give heroic sacrifice to the AI
Easy Start AI Unit Spawn: Place all veteran units at the bottom color tokens that are indicated on the Commander card to not
of their respective stacks to lower the AI difficulty to easy. award VPs when killed. That is, only award victory points to the
opposing team when they kill the human player’s units, and the
No Reveal Action Mode AI units that are indicated to award VP.
Ignore all reveal flip actions to reduce the AI’s difficulty and de-
emphasize the need for recon. Spotting for an AI Teammate: In both fully cooperative games
and when playing with an AI as a teammate, normal spotting
Lost Brigades Building Extensions (Expansion) rules are in effect, meaning that the human player and AI share
vision as in a normal team game. (Camouflaged units still
You may play with the Lost Brigades Rules if you own that
cannot be targeted without an adjacent unit or a unit that Spots
expansion, it will lower the AI difficulty.
Camouflage).
Player Advancing Spawn - Variant Mode
AI Visible to Teammate: The AI’s human teammate may check
Players may also play with Advancing spawns in a similar way
to see what an AI unit is at anytime.
to the AI as indicated in the Rules booklet section 12, it will
lower the AI difficulty.
Choose AI Spawn: The AI’s spawn follows one of the normal AI
spawns listed in the Mission Booklet. The AI allied player picks
which one at the start of the game.
© SEGA. Developed by Relic Entertainment Inc. SEGA, the SEGA logo, Relic
Entertainment and Company of Heroes are either registered trademarks or
trademarks of SEGA Corporation or its affiliates. All rights reserved. SEGA is
registered in the U.S. Patent and Trademark Office. All other trademarks, logos and
copyrights are property of their respective owners.
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17. Advanced Field Defenses In Solo and Cooperative Games
For simplicity, it is suggested to not use the Advanced field defenses when
playing solo or cooperatively vs an AI Team (barbed wire, and tank traps).
If you want to use field defenses or are using an AI as a teammate then the
following rules apply:
1. AI does not change routing or pathing choices due to field defenses but
may not move through them. Unrevealed Green, Purple and Blue tokens are
considered “Infantry” (blocked by barbed wire), while Yellow and Red are
Vehicles (blocked by tank traps).
2. AI auto-destroy all field defenses in a target empty hex if no other viable
targets exist during the Damage Phase. (No attack rolls, no defense rolls, all
field defenses in the hex are just removed.)
3. AI do not reveal themselves when destroying field defenses, thus empty
hexes with field defenses (with no units).
4. Destroying an empty hex’s field defenses counts as the AI unit’s attack for the round.
5. If there is a unit in the hex with field defenses then the AI targets the unit instead and the
field defenses are treated as normal, (receiving damage or rolling vs damage).
DIGITAL
Take your solo campaign to the next level! This AI app
dramatically increases the functionality of the AI Commander
Cards despite its very simplistic design. Your phone will sit
on the table like a card, but one that you will interact with by
advancing the round and, at points, identifying how many control
points you currently control.
https://www.companyofheroesbg.com/solo
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19. Map Selection and Final Tips Summary:
Overall players may find they can handle a tougher AI
The Island 5-4-3 p.7 Chapel 2-4-3 p.8 Capture The Flag 5-4-3 p.8
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Moro River 4-2-3 p.9 Frozen Lake 6-4-3 p.9
TEAM 1 SPAWN TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN
TEAM 2 SPAWN
AF1 AF2 MR1 MR2
TEAM 2 SPAWN
TEAM 1 SPAWN
TEAM 2 SPAWN
MR2 MR1 18 AF1 AF2
Trois Ponts 4-2-3 p.10 Stalingrad 2-4-0 p.10
TEAM 1 SPAWN TEAM 1 SPAWN
TEAM 2 SPAWN
HL1 HL2 19 HL1 TP1
No Man’s Land 2-5-0 p.12 Ploiesti Outskirts 4-4-4 p.12
MO2
TEAM 1 SPAWN TEAM 1 SPAWN
TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 2 SPAWN
MO2 MO1 TP1 TP2
Moscow Outskirts
SG1
5-4-4 p.12 Leningrad 4-6-1 p.13
TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN
TEAM 2 SPAWN
AF1 20 SG1 SG2
Caen 2-6-0 p.13 Hinderdam 4-4-3 p.14
TEAM 1 SPAWN TEAM 1 SPAWN
TEAM 2 SPAWN
MR2 MO1 SG2 SG1
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Cologne 2-2-2 p.15 Ancient Fields 2-6-2 p.16
MO1
TEAM 1 SPAWN TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN
TEAM 2 SPAWN TEAM 2 SPAWN
AF1 MR2 MR1 MR2
Race Across The Rhine 7-1-0 p.17 Ardennes Forest 1-2-3 p.18
TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN
TEAM 2 SPAWN
HL2 MR1 MR2 AF2 AF1 AF2
TEAM 2 SPAWN
TP1 TP2
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MO1 MO2
Trois Ponts Monastery TEAM 1 SPAWN TEAM 1 SPAWN
6-6-4 p.20
4-4-4 p.21
6-2-4 p.21
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Winter Solstice TEAM 1 SPAWN
3-5-1 p.22
TEAM 2 SPAWN
SG1 SG2 AF1 AF2
2-3-4 p.22
TEAM 2 SPAWN
MO2 MR1 MR2 MO1
3-2-1 p.23
TEAM 2 SPAWN
HL1 HL2 MO1 MO2
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MO2 MO1
Vengeance TEAM 1 SPAWN
6-4-4 p.23
TEAM 2 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN
MO1 MO2
MO2 MO1
Opposing Faiths TEAM 1 SPAWN
4-2-2 p.24
TEAM 2 SPAWN
MO1 MO2
HL2 HL1
Two Hilltops TEAM 1 SPAWN
4-4-6 p.24
TEAM 2 SPAWN
TEAM 1 SPAWN
TEAM 2 SPAWN
HL1 HL2
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Frozen Fork TEAM 1 SPAWN TEAM 1 SPAWN
3-3-3 p.25
TP2 TP1
Six Bridges TEAM 1 SPAWN
5-4-3 p.25
TEAM 2 SPAWN
TP1 TP2
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Lorraine Rails and Metal
5-4-3 p.26 4-4-4 p.26
TEAM 2 SPAWN
TEAM 1 SPAWN
MR1 MR2
TEAM 2 SPAWN
TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN
TEAM 1 SPAWN
MO1
TEAM 2 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN
MR1 MR2
SG1 SG2
TEAM 2 SPAWN
TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN
TP1 TP2
TEAM 2 SPAWN
TEAM 1 SPAWN
MR1 MR2
3. Perform Infantry Retreats in team order and resolve Assaults (Skip in First Game Rules)
(Skip in First Game Rules)
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