New! Dice Roller is Installed


  • @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.

    DiceRolling 1 6-sided dice:
    5

    DiceRolling 1 12-sided dice:
    10

    DiceRolling 1 100-sided dice:
    3

    or
    Attacking INF (3) need 1s
    DiceRolling 3 6-sided dice:
    1, 6, 2

    Attacking ART (1) and matched INF (1)
    DiceRolling 2 6-sided dice:
    5, 4

    Defending INF (2)
    DiceRolling 2 6-sided dice:
    3, 5

    Or
    1 INF, 2 TANKS and 1 RTL in BOTB
    DiceRolling 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

  • 2007 AAR League

    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)
    DiceRolling 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(
    DiceRolling 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.

  • 2007 AAR League

    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:

    DiceRolling 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.

  • Founder TripleA Admin

    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
    DiceRolling 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
    DiceRolling 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.

  • Founder TripleA Admin

    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

  • 2007 AAR League

    @djensen:

    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…

  • Founder TripleA Admin

    Also if you almost get it right but not quite, this is what you’ll see …

    dice 3d5 3dd dd3
    DiceRolling 3d5 3dd dd3:
    (3, 4, 5)  (?)  (?)

  • 2007 AAR League

    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
    DiceRolling 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.

  • Founder TripleA Admin

    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
    DiceRolling 5d6 2d6:
    (1, 2, 3, 5, 6)  (3, 4)

  • 2007 AAR League

    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:
    DiceRolling 10d6:
    (1, 1, 1, 1, 2, 2, 4, 5, 6, 6)  
    DiceRolling 10d6:
    (2, 4, 4, 5, 5, 5, 6, 6, 6, 6)  
    DiceRolling 10d6:
    (1, 2, 2, 2, 2, 3, 4, 4, 5, 6)  
    DiceRolling 10d6:
    (1, 1, 2, 3, 3, 4, 4, 5, 6, 6)  
    DiceRolling 10d6:
    (2, 3, 3, 4, 4, 4, 5, 5, 5, 6)  
    DiceRolling 10d6:
    (1, 1, 1, 1, 1, 3, 3, 4, 5, 5)  
    DiceRolling 10d6:
    (1, 1, 2, 3, 4, 5, 5, 5, 6, 6)  
    DiceRolling 10d6:
    (1, 2, 3, 3, 3, 4, 5, 5, 5, 6)  
    DiceRolling 10d6:
    (1, 1, 1, 2, 2, 4, 6, 6, 6, 6)  
    DiceRolling 10d6:
    (1, 1, 1, 1, 1, 1, 2, 3, 4, 6)

  • 2007 AAR League

    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.

  • 2007 AAR League

    Oops, the two 0 results were actually 1 hits each.

  • Founder TripleA Admin

    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.

  • 2007 AAR League

    @djensen:

    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
    DiceRolling 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?

  • 2007 AAR League

    Never mind, my opponent has agreed to use the original dice.

  • Founder TripleA Admin

    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
    DiceRolling 3 2 1 1:
    (1, 3, 3)  (2, 4)  (2)  (4)

    The old one still works …
    dice 4d12
    DiceRolling 4d12 4d12:
    (1, 2, 7, 11)  (2, 2, 5, 11)

    You can mix them but don’t do it.

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