Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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quote:
ORIGINAL: FJeff Except the land combat chart. But checking each chart instead of knowing that a high roll for one thing, surprise, damage, etc., or a low roll for another is good for the attacker/defender, would eliminate some of the confusion for newbies. Well, and then there is the air-to-air combat chart, where high and low rolls are good for the attacker, but middle rolls are bad. Weather rolls are also a case where high or low rolls usually have a major effect, but only one of them, and it depends on the bi-month whether its high or low that makes for major weather changes. Depending upon what kind of weather you want, the roll can be deemed good or bad. Land combat is at least consistent: higher is better for the attacker. Anti-air combat also always has higher better for the attacker (i.e., the side with the AA units firing at the incoming air units). Naval combat is inconsistent. Low rolls help you find the enemy and gain surprise points. High rolls let the defender avoid the full brunt of the naval combat result (e.g., Destroyed becomes Damaged if you roll high enough). That's all I've got off the top of my head.
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Steve Perfection is an elusive goal.
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