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New! Dice Roller is Installed


  • SFO Founder TripleA Admin

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

    dice 3d5 3dd dd3
    Rolling 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
    Rolling 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.


  • SFO 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
    Rolling 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:
    Rolling 10d6:
    (1, 1, 1, 1, 2, 2, 4, 5, 6, 6)  
    Rolling 10d6:
    (2, 4, 4, 5, 5, 5, 6, 6, 6, 6)  
    Rolling 10d6:
    (1, 2, 2, 2, 2, 3, 4, 4, 5, 6)  
    Rolling 10d6:
    (1, 1, 2, 3, 3, 4, 4, 5, 6, 6)  
    Rolling 10d6:
    (2, 3, 3, 4, 4, 4, 5, 5, 5, 6)  
    Rolling 10d6:
    (1, 1, 1, 1, 1, 3, 3, 4, 5, 5)  
    Rolling 10d6:
    (1, 1, 2, 3, 4, 5, 5, 5, 6, 6)  
    Rolling 10d6:
    (1, 2, 3, 3, 3, 4, 5, 5, 5, 6)  
    Rolling 10d6:
    (1, 1, 1, 2, 2, 4, 6, 6, 6, 6)  
    Rolling 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.


  • SFO 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
    Rolling 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.


  • SFO 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
    Rolling 3 2 1 1:
    (1, 3, 3)  (2, 4)  (2)  (4)

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

    You can mix them but don’t do it.


  • 2007 AAR League

    Sweet. Now uber-convenient!
    :dice 2  3  1:


  • 2007 AAR League

    Oops, it doesn’t work if there’s more than one space between dice.

    Rolling 3 1 3:
    (1, 1, 2)  (1)  (1, 5, 6)


  • Official Answers 2007 AAR League

    Rolling 1 2 3 4 5 6:
    (5)  (1, 5)  (1, 2, 3)  (3, 4, 5, 6)  (1, 2, 2, 4, 5)  (1, 3, 3, 4, 4, 5)

    Rolling 1d6 2d6:
    (3)  (4, 5)

    Rolling 2d12:
    (1, 4)


  • Official Answers 2007 AAR League

    That is very slick. Nice work. Kudos and brewskis to the site owner.  8-)



  • Rolling 3d6:
    (4, 5, 6)

    That is sweet, great work!!!


  • 2007 AAR League

    (5@1 , 4@2 , 3@3 , 1@4)
    Rolling 5 4 3 1:
    (2, 2, 3, 4, 5)  (3, 3, 4, 4)  (3, 4, 6)  (5)


  • 2007 AAR League

    ouch, bad dice hahaha  but I love the dice system

    Definitely my favorite dice system. I believe I will be using these dice for all my future battles

    Nice work djensen



  • Rolling 334:
    (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6)



  • whoops - try again

    Rolling 2:
    (2, 6)  Rolling 3:
    (2, 3, 4)  Rolling 4:
    (1, 1, 2, 3)


  • 2007 AAR League

    Rolling 20:
    (1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6)


  • 2007 AAR League

    @cystic:

    Rolling 334:
    (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6)

    Wow - that’s a lot of infantry!


  • 2007 AAR League

    Here’s another thot that would make the in-house roller a lot more user friendly - for each set of dice, just simply show a count, eg:

    (5@1 , 5@2 , 3@3 , 1@4)

    Dice: Rolling 5 5 3 1:
    5: (2, 2, 3, 4, 5) @2: 2 hits, @3: 3 hits, @4: 4 hits
    5: (1, 3, 3, 4, 4)  @1: 1 hit, @3: 3 hits, @4: 5 hits
    3: (3, 4, 6)  @3: 1 hit, @4: 2 hits
    1: (5) @5: 1 hit

    Note that 0 hit results have been omitted to keep it clean. That would be simpler to do than adding an “x@y” syntax to count hits (and would actually be an intermediate step, once you are counting the @ of hits then you just have to eliminate the values that were not asked for.)

    I ran some big battles with the in-house, and I was worried about having to re-roll because of counting the wrong number of 1s out of 40 Inf attacking…

    However, now that TripleA is advancing so nicely, I think that may become my weapon of choice for PBF.


  • 2007 AAR League

    That last example is way too complicated - but what if you simply inserted inline counts. Eg. suppose you rolled:

    1,1,1,2,2,3,3,3,3,4,4,5,5,5,6,6

    Just change this to:

    1,1,1**[3@1], 2,2[5@2],3,3,3,3 [9@3],4,4,[11@4]5,5,5[14@5],6,6[18@6]**

    Then if you were rolling@3, you just quickly look at the bracketed value to see how many hits.

    This feature could just kick in if there are 10 or more dice, because less than that it is easy to count. But when you roll for 36 tanks 6 Ftrs attacking your eyes go buggy trying to count everything under 4.



  • Umm… this may seem dumb, however…where do I fine this in-site dicey program?


  • 2007 AAR League

    Just type, surrounded by colons:

    dice x y z

    Will roll three sets of dice. Each set will be sorted low to high.

    Or you can just do dice x,  or if you want other than 6-sided dice you can do dice xda, eg. dice 1d12 or dice 3d4

    Substitute the semicolons for colons

    ;dice 3 2 1;

    Gives you

    Rolling 3 2 1:
    (3, 4, 5)  (3, 3)  (3)


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