Here a picture of the screen.

Moderator: Shannon V. OKeets


In the boardgame, there is a 40% chance Russia will be "tested" for partisans every turn there are enemy controlled hexes in Russia. (i.e. in the partisan phase you roll a die and USSR comes up on a 3, 5, 7, or 10. If you did roll that, then with a garrison of only 6, Russia is absolutely guaranteed getting 2 partisans and has a 30% chance of getting a third.ORIGINAL: Viktor_Kormel
Paul, in partisan form there was 6 garrison so the partisan number was 30 - 6 = 24, the dice was 29 if I understand the rule there should not appear partisan units this turn but I don´t know if there are some modifiers to the roll.
Centuur, it was snow the last impulse of may/jun and it was a very short turn, strange but it happened. I was very lucky becouse my german troops were in a very bad situation in the urals front and the soviets could not advance behind my lines! [;)]
So assuming Russia was up for being "tested", then a second die roll of 1, 2, or 3 added to the garrison of 6 would still be 21 less than 30 and there'd be 3 partisans generated. (This is assuming this is not the same calendar year that Russia was attacked, because then the partisan number is 15, and then, with a garrison of 6, there'd be a 90% chance on the second roll of getting only one partisan.)At the start of this step, roll a die and locate the result on the partisan table. This will specify 8 countries eligible for partisan activity in the turn.
Each of those countries named on the chart on a green background is eligible if it is conquered or any of its hexes are enemy controlled.
Roll another die for each eligible country and compare it to that country’s partisan number (in the fist symbol on the map). If an unconquered country was neutral at any time in the calendar year, halve its partisan number.
You put a partisan unit in the country if the result is less than or equal to that country’s (modified) partisan number. If it is at least 11 less, place 2 partisan units in the country. If it is at least 21 less, place 3 partisan units in the country. If the roll exceeds the partisan number, there is no effect.
There are some modifiers to the die roll:
-1 for each partisan unit already in the country; and
+ the total garrison value in the country.
Each unit’s garrison value is:
any division (AsA/MiF/PoliF option 2): 0.5
other HQ-A, ARM, MECH, MTN or SS unit: 2
carrier plane unit (CVPiF/SiF option 56): 0
other land or aircraft unit: 1
A unit has a garrison value only if it is face-up and not in the ZOC of an enemy unit. The unit must also be on the opposite side to the major power that will control the partisan.
So here, I'm not entirely sure of the exact workings of the program, (Steve would have to confirm) but it would seem to be saying all countries are tested against the combined probability of the first and second rolls per the RAW. So for a garrison of only 6 (which is quite small for a country with a partisan number of 30), then there's a 40% chance of getting 2 partisans and 30% of those occurrences would actually give 3 partisans. So FREX a random number between 1 and 100 is generated and if it is between 1 and 12, 3 partisans appear; if between 13 and 40, 2 partisans appear, and if greater than 40, no partisans appear. You'd need a garrison of 30 (actually 29.5), and no existing partisan in the country to guarantee getting none. (i.e. 40% x 0% = 0%)There is no die roll to select a row on the partisan table. Instead, each country has a probability of partisans appearing as a value in the data for the country. The probability of partisans appearing in each country is the same as in the table. However, a separate random number is generated for each country and tested against the probability of partisans appearing in that country. The result is that partisans might appear in more than 8 countries.