Centuur
Posts: 8802
Joined: 6/3/2011 From: Hoorn (NED). Status: offline
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It's all about turn length. The advance of the impulse number gives you the chance of the turn to end. So, the side which has the initiative and moves first, has the highest chance of getting 1 impulse more than his opponent. This is what almost every new player thinks and acts on. So, new players tend to ask for rerolls a lot. However there comes the initiative track. This track is changes by the following occurrences: It's moved in your opponents favour, if you got both the first and the last impulse in the turn. The chance if you get an impulse more than your opponente if you move first is pretty high... It's moved in your opponents favour, if you ask for a reroll. Thing is, as the Axis, you want stay as high as possible in the initiative track. Why? Because it gives you the opportunity to force the Allies to follow your decisions on who moves first. It gives you the opportunity to move first in turns when it really matters (first turn of Barbarossa in 1941, or first turn of war with Japan against the CW/US, f.e.) and it gives you the opportunity to say to your opponent: "well, it's winter, weather is probably going to be very bad, you go first", since I want to use the +2 modifier in the coming summer. If you make a statistical calculation on the number of impulses you will get, when you always go first if you win the initiative die rolls, you find yourself with a lesser number of impulses if your opponent simply accept the die rolls and makes his decision on the fact: "if it doesn't matter, my opponent goes first". It almost comes back on average on 3 impulses each year. That's a lot. That comes with the modifiers on the initiative die rolls. When I play the Allies, I always make my decisions on initiative by following the die rolls. Only if things look like I need to go first to prevent a double move and things might really get me in trouble I might think about rerolling. I let the Axis go first, whenever it's save to do so. Why? I want that +2 modifier in the turns when it really matters. In 1944 and 1945, when I'm pressed for time. Same with the Axis. If the Axis have got a modifier in 1944, that really helps against an Allied double move and might save the day at the bitter end...
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Peter
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