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<=> - 12/12/2013 1:25:23 AM   
FJeff

 

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It's pretty confusing knowing which times high rolls or low rolls are good for either side A handy-dandy chart would be really useful for newbies.

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RE: <=> - 12/12/2013 1:35:04 AM   
michaelbaldur


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quote:

ORIGINAL: FJeff

It's pretty confusing knowing which times high rolls or low rolls are good for either side A handy-dandy chart would be really useful for newbies.


you can open the charts in the manual folder or though the help menu



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(in reply to FJeff)
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RE: <=> - 12/12/2013 1:42:39 AM   
FJeff

 

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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.

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RE: <=> - 12/12/2013 2:10:43 AM   
Shannon V. OKeets

 

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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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RE: <=> - 12/12/2013 2:21:21 AM   
FJeff

 

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Exactly my point. Although the game enforces the rule, unless one knows them by heart, a newbie has to look up the rules before each die roll to know what to hope for. And it's not easy to find the particular rule that applies.

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RE: <=> - 12/12/2013 3:10:28 AM   
LiquidSky


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You dont have to know them. Its a random number. It's not like knowing will allow you to influence the result.

What you may want to know is probability of success. The charts and grade 10 math will help you there.

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RE: <=> - 12/12/2013 5:22:38 AM   
brian brian

 

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download this:

http://swdw.org/WiF/wifchart6.01.pdf

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RE: <=> - 12/12/2013 5:53:57 PM   
Centuur


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This is one of the things in WiF which has astonished me too, at first. However, there is logic in this madness, since no die is really the same, so the developers thought it was wise to make sure that both low and high rolls can be bad or good. This to "balance" any dice which is favoured towards high or low rolls.

Strange, but true...

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RE: <=> - 12/12/2013 6:55:24 PM   
paulderynck


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We no longer use dice when playing over the board. Got sick and tired of "I need a ten, where's the purple one?..." Of course the purple one didn't always roll 10, but seemed to more often...

So now we use the RNG in a laptop which also serves for quick look-up of rules and charts.

Of course all that is already built-in to MWiF.

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RE: <=> - 12/13/2013 12:15:02 AM   
LiquidSky


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I never tire of rolling the green die. The green die loves me.

I played WiF for years with a MSc of Statistics. I considered it a major victory when I got him to roll the green die because it 'rolls low'. Even though he did roll a 1 and sunk half my convoys.

_____________________________

“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great

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Post #: 10
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