Hi, back from a semi successful Gambling trip to Biloxi MS.
go Germany
@Imperious:
How exactly do you use this thing?
It is groovy. If you have a small battle and are a competent typist you can type the code :mice xdy: and a random number will be generated. Howevre you must use dice instead of mice. x is the number of dice you want to roll and y is the number of sides on the dice or the range for which you need a random number.
Rolling 1 6-sided dice:
5
Rolling 1 12-sided dice:
10
Rolling 1 100-sided dice:
3
or
Attacking INF (3) need 1s
Rolling 3 6-sided dice:
1, 6, 2
Attacking ART (1) and matched INF (1)
Rolling 2 6-sided dice:
5, 4
Defending INF (2)
Rolling 2 6-sided dice:
3, 5
Or
1 INF, 2 TANKS and 1 RTL in BOTB
Rolling 8 12-sided dice:
3, 10, 9, 6, 2, 10, 5, 3
Switch was trying to do some geeky D&D stuff and give a bonus to the random result.
LOL, yep it was indeed my AD&D game heritage that went into thsoe dice attempts.
But alas, AD&D appears to be passe, so it did not work
But I was able to work out the pairings for the Tournament anyway :-D
I’ve been using this and actually liking it more than frood.net in some ways - the results are there and saved in the forum immediately, and you don’t have to have as many windows/tabs etc. Also, even pretty complicated battles can be done fairly easily, ex:
(reliving my most glorious recent combat, killed 73 IPCs and lost 35 IPCs:)
Karelia: 14 Inf 4 Art 3 Arm defending v. 5 Inf 14 Arm 6 Ftr 1 Bom
Dice:
Attacking (in sequence: 5 @ 1, 20 @ 3, 1 @4)
Rolling 26 6-sided dice:
2, 1, 1, 5, 6, 2, 1, 3, 6, 6, 3, 3, 6, 4, 1, 1, 3, 2, 3, 6, 1, 3, 3, 5, 3, 2
Defending (18 @ 2, 3 @3(
Rolling 21 6-sided dice:
2, 1, 2, 5, 4, 3, 6, 4, 2, 5, 6, 2, 2, 5, 2, 5, 1, 2, 2, 2, 2
The problem there is to distinguish what units are what… thus the multiple entries for various units.
That’s solved by declaring eg “5@1, 20@3, 1@4”, so you know that the first 5 have to be 1’s to hit, the rest all have to be 3 or lower except the very last one which could be a 4.
It would be nice if this gadget could be simplified, so that eg. you only had to type :5d6: to roll 5 dice
Also, it’s nice because you can’t cheat it, because the forum doesn’t let you post actual html code, eg:
Rolling 8 12-sided dice:
3, 10, 9, 6, 2, 10, 5, 3
Also prevent any attempts to “cheat” because if you attempt to edit a post with dice, it returns to HTML coding.
I’ve updated the dice command to be a little more friendly …
For instance previously you could only roll one set at a time
dice 26d6
Now you can break it up into groups
dice 5d6 20d6 1d6
Dice:
Attacking (in sequence: 5 @ 1, 20 @ 3, 1 @4)
dice 5d6 20d6 1d6
Rolling 5d6 20d6 1d6:
(2, 2, 4, 6, 6) (1, 1, 1, 2, 2, 2, 3, 3, 3, 3, 3, 4, 5, 5, 5, 5, 6, 6, 6, 6) (5)
Defending (18 @ 2, 3 @3)
dice 18d6 3d6
Rolling 18d6 3d6:
(1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5) (3, 4, 6)
The results are grouped as specified and sorted lowest to highest.
The next step will be something like this
:dice 4d6@1 3d6@4:
but as you can see it does not work like this now
@ncscswitch:
Also prevent any attempts to “cheat” because if you attempt to edit a post with dice, it returns to HTML coding.
lets see about that. :-P
okay conculsion you can not edit the dice but you can delete them and reroll(which you can’t do in the games in progres forum anyway) 100% save
The next step will be something like this
:dice 4d6@1 3d6@4:but as you can see it does not work like this now
That would be awesome. I might have to start donating to this site…
Also if you almost get it right but not quite, this is what you’ll see …
dice 3d5 3dd dd3
Rolling 3d5 3dd dd3:
(3, 4, 5) (?) (?)
Might need a ruling in my tournament game as a result of this change - I was not aware of it when I rolled my combat for Japan 1. I was pleased to see a high number of hits by my infantry and ACs (attacking at 1), but none of my fighters scored hits. Then I saw this update and realized what happened - went back and checked and sure enough all my dice were sorted. The way I roll :) is like this:
5 Inf 2 Ftr attacking @ 1,1,1,1,1,3,3
Rolling 7d6:
(2, 2, 3, 3, 3, 5, 5)
As you can see, any ones got assigned to infantry, and my Ftrs would end up with 5s and 6s.
Didn’t notice it because they were all pretty small battles and I had no reason to think it had changed.
I don’t know if this helped or hurt me (Pearl went well, but China didn’t), the question is, should I re-roll my entire turn? Only noticed after the US already went.
Any dice rolls rolled today using the new system incorrectly should be re-rolled. Sorry. So, yes, you need to re-roll your attacks.
dice 5d6 2d6
Rolling 5d6 2d6:
(1, 2, 3, 5, 6) (3, 4)
Already rerolled by agreement. Worked out well - killed one more sub and saved an AC, not bad for the ol’ bottom line.
It raises an interesting question - what kind of combination of units would benefit most from ordered dice? Let’s see, I guess you’d want to match what the dice would likely roll at, starting with 2’s - let’s say, 2 Inf 2 Art, 2 Arm 2 Ftr 2 Bom:
Total punch of 28, expect 4.66 hits? Yup, my sim confirms.
rolling 4@2, 4@3, 2@4:
Rolling 10d6:
(1, 1, 1, 1, 2, 2, 4, 5, 6, 6)
Rolling 10d6:
(2, 4, 4, 5, 5, 5, 6, 6, 6, 6)
Rolling 10d6:
(1, 2, 2, 2, 2, 3, 4, 4, 5, 6)
Rolling 10d6:
(1, 1, 2, 3, 3, 4, 4, 5, 6, 6)
Rolling 10d6:
(2, 3, 3, 4, 4, 4, 5, 5, 5, 6)
Rolling 10d6:
(1, 1, 1, 1, 1, 3, 3, 4, 5, 5)
Rolling 10d6:
(1, 1, 2, 3, 4, 5, 5, 5, 6, 6)
Rolling 10d6:
(1, 2, 3, 3, 3, 4, 5, 5, 5, 6)
Rolling 10d6:
(1, 1, 1, 2, 2, 4, 6, 6, 6, 6)
Rolling 10d6:
(1, 1, 1, 1, 1, 1, 2, 3, 4, 6)
6 + 0 + 6 + 4+7+ 0+ 3+ 3+ 5+ 9
43 hits, or 4.3 - actually worse than expected. It does seem that this will make extreme results more likely.
Hmm - what would be the optimal combination? No matter what, your Boms become useless, unless you reverse the order, in which case your Inf/Art/Subs are useless.
This has inspired me to order the dice in my sim too, easier to visually confirm # of hits.
Oops, the two 0 results were actually 1 hits each.
The numbers are still generated randomly. All I do now is put them into an array and then sort the array. Nearly exactly the same.
Any dice rolls rolled today using the new system incorrectly should be re-rolled. Sorry. So, yes, you need to re-roll your attacks.
dice 5d6 2d6
Rolling 5d6 2d6:
(1, 2, 3, 5, 6) (3, 4)
Now another issue has arisen - my opponent has re-rolled his subsequent Russian battle, even though it was in no way affected by the Japan turn which I had to re-roll. The only difference was in SZ 41, which is a long way from Karelia, and in any event he declared the exact same combat.
Initially my two defending Inf in Karelia both hit as they died, and on the re-roll they both missed. Need a ruling - do ALL subsequent battles have to be re-rolled? I rather preferred the results of the first time he rolled the battle.
Switch?
Never mind, my opponent has agreed to use the original dice.
New Feature for the dice roller! Now you don’t need the d6 anymore. The default dice are now d6. The new syntax is as follows …
dice 3 2 1 1
Rolling 3 2 1 1:
(1, 3, 3) (2, 4) (2) (4)
The old one still works …
dice 4d12
Rolling 4d12 4d12:
(1, 2, 7, 11) (2, 2, 5, 11)
You can mix them but don’t do it.