Game History
Round: 1 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians 4 infantry moved from Caucasus to Karelia S.S.R. 1 armour moved from Soviet Far East to Novosibirsk 1 infantry moved from Soviet Far East to Yakut S.S.R. 2 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 fighter moved from Russia to Karelia S.S.R. 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone Combat - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 2 armour and 4 infantry moved from Russia to Karelia S.S.R. Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUsAndrewAAGamer Solo Test
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Solo Test of DDay using Average Dice for all combats with the exception of fighters and AAA that will be a hit every 7th roll.
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Test [dice 1d1000)
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Test [dice 1d1000<=1)
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Test [dice 1d100<=1)
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Test [dice 1d20<=1)
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@AndrewAAGamer said in AndrewAAGamer Solo Test:
Test [dice 1d6<=1)
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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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P Panther moved this topic from Axis & Allies: D-Day on
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@Panther Thanks Panther! I thought of putting it there.
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A AndrewAAGamer referenced this topic on
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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.