AndrewAAGamer Solo Test
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@AndrewAAGamer said in AndrewAAGamer Solo Test:
Test [dice 1d1000<=1]
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1d1000<=1: 597; Hits: 0
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Utah [dice 1d1000<=1]
Omaha [dice 1d1000<=1]
Gold [dice 1d1000<=1]
Juno [dice 1d1000<=1]
Sword [dice 1d1000<=1] -
1d1000<=1: 722; Hits: 0
1d1000<=1: 841; Hits: 0
1d1000<=1: 780; Hits: 0
1d1000<=1: 522; Hits: 0
1d1000<=1: 430; Hits: 0 -
10 [dice 1d1000<=1]
11 [dice 1d1000<=1]
14 [dice 1d1000<=1]
15 [dice 1d1000<=1]
16 [dice 1d1000<=1]
17 [dice 1d1000<=1] -
1d1000<=1: 3; Hits: 0
1d1000<=1: 53; Hits: 0
1d1000<=1: 902; Hits: 0
1d1000<=1: 873; Hits: 0
1d1000<=1: 430; Hits: 0
1d1000<=1: 294; Hits: 0 -
10 [dice 1d1000<=1]
11 [dice 1d1000<=1]
17 [dice 1d1000<=1] -
1d1000<=1: 438; Hits: 0
1d1000<=1: 653; Hits: 0
1d1000<=1: 595; Hits: 0 -
I have moved this topic to the ‘Play Boardgames’ section of the board.
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@Panther Thanks Panther! I thought of putting it there.
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METHODOLOGY INSTRUCTIONS:
I am using Average Dice for Combat rolls. This would be Paratroopers, Naval Bombardment, bombers and all land combat. I would carry over any remainders. So, if a battle had 6 receiving units in it and the rolling player would normally get 2.3 hits, I would apply 2 hits and carry over the 0.3. If there are 2 or fewer units in the battle then there would be no carry over. The carry over would apply to the next battle if there are enough units in that battle to support the extra damage. If not, it carries over to the next battle. However, all carry over is lost at the end of a Round. To make sure there is no jerry rigging of the carry over I will roll dice to determine battle order.
Now, in regards to fighters and AAA fire. I am requiring a minimum of a 70% hit rate to count it as a hit. That takes in the entire 68.2% of the Bell Curve within 1 standard deviation. That means for 1’s it would require 7 dice (72%) for a hit instead of 6 (66.3%), which increases the pool by another 2% on either side.
For 1’s I plan on taking the first hit at 5 dice (60%) and then every 7 thereafter. Fighters and AAA will carry over the entire game. Again, to avoid jerry rigging, Reinforcements would be shot at in the order as they come off the Reference Cards. Any units already on the board moving would follow an infantry, artillery, tank pattern as they move around once I determine area move order by again rolling dice where fighters are in play.
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10 [dice 1d1000<=1]
11 [dice 1d1000<=1]
14 [dice 1d1000<=1]
15 [dice 1d1000<=1]
16 [dice 1d1000<=1] -
1d1000<=1: 681; Hits: 0
1d1000<=1: 329; Hits: 0
1d1000<=1: 753; Hits: 0
1d1000<=1: 374; Hits: 0
1d1000<=1: 783; Hits: 0 -
Oh! I forgot to add I am taking 7 reinforcement units per 2d6 roll.
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TripleA Manual Gamesave Post: NavalBombardment round 2
TripleA Manual Gamesave Post for game: D-Day 2 fix
Game History
Round: 2 Naval Bombard 1 - NavalBombardment Turning on Edit Mode EDIT: Removing units owned by Germans from G34: 1 armour EDIT: Removing units owned by Germans from G34: 1 infantry EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
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10 [dice 1d1000<=1]
11 [dice 1d1000<=1]
14 [dice 1d1000<=1]
16 [dice 1d1000<=1] -
1d1000<=1: 722; Hits: 0
1d1000<=1: 780; Hits: 0
1d1000<=1: 461; Hits: 0
1d1000<=1: 148; Hits: 0 -
11 [dice 1d1000<=1]
14 [dice 1d1000<=1] -
1d1000<=1: 605; Hits: 0
1d1000<=1: 199; Hits: 0 -
TripleA Manual Gamesave Post: NavalBombardment round 4
TripleA Manual Gamesave Post for game: D-Day 2 fix
Game History
Round: 4 Naval Bombard 1 - NavalBombardment Turning on Edit Mode EDIT: Removing units owned by Germans from G32: 1 artillery EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by NavalBombardment from Shorebombardment: 6 ShoreBombardments EDIT: Turning off Edit Mode
Combat Hit Differential Summary :