ORIGINAL: Centuur
ORIGINAL: wobbleguts
ORIGINAL: Courtenay
Places where a high roll is good: Ground combat, strategic air bombardment
Places where a low roll is good: Ground strike, naval combat, including port strikes, HQ support on the 1d10 table,
Places where sometimes a low roll is good, sometimes a high roll: Weather, US entry actions, US entry options
Place where extreme rolls are good: Air-to-air combat.
The designers deliberately made the system so that sometimes you want high rolls, and sometimes low rolls. I think they did this to confuse the dice. [:)]
Thanks, that does help. Is a low roll good for all naval combat?
Depends on if you want the enemy to find you or not. If you want to find the enemy, yes. If you don't want him to find you: no. [:D]
And on damage control on your ships, it is best to roll high...
However, if the enemy does find you, it is best to have rolled low.
Example: The Germans decide to make a surface raid against CW convoy lines. The CW has one or two cruisers in the four box, and bunch of convoys and a few escorts in the zero box. The CW would really prefer for there to be no combat in this area at all this impulse. So if the Germans roll high and do not find the Allies, the CW would like to roll high so there would be no naval combat. However, if the Germans do find the Allies, the CW would much prefer to roll low, and have their cruisers find the Germans. That way the CW's precious convoy points are saved, at least until the next round of naval combat (still this impulse). The cruisers? Well, no one joined the navy to be safe. Of course, if the Germans roll high enough, a low roll also works for the CW, because then they will have enough surprise points to cancel the combat.
I thought I knew how to play this game....