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Breakout die rolls
Posted: Mon Apr 25, 2005 8:16 pm
by Zort
Need some advice. Am playing a PBEM game of the breakout scenario as the allies and am seeing lots of no effects on my 10-1 battles. Had one turn will 6 10-1 attacks by the US and rolled only 1 and 2's. Is there something I am missing when looking at the attacks? 10-1 results show a 2/3's chance of getting a result but so far I am lucky to get 25 percent.
RE: Breakout die rolls
Posted: Mon Apr 25, 2005 8:26 pm
by freeboy
Sounds like bad rolls, open the bottum text to dice stats and see what is what
RE: Breakout die rolls
Posted: Mon Apr 25, 2005 8:42 pm
by Zort
Thanks freeboy, how do I do that?
RE: Breakout die rolls
Posted: Mon Apr 25, 2005 10:55 pm
by JSS
ORIGINAL: Zort
Thanks freeboy, how do I do that?
Use the "Q" hotkey to get dice stats.
RE: Breakout die rolls
Posted: Tue Apr 26, 2005 12:05 am
by Fred98
Hit "Q" a few times as is sidles through a few screens.
RE: Breakout die rolls
Posted: Tue Apr 26, 2005 12:34 am
by Zort
thanks guys
RE: Breakout die rolls
Posted: Tue Apr 26, 2005 9:56 am
by BK6583
Welcome to BIN!! As much as I love this game certain aspects of the game system can be enormously frustrating, with attcking a defender in bocage topping the list. The scale of BIN can be awkward at times as a one step loss can represent up to 50% of a unit's strength. So you get somewhat bizarre situations where three full US stacks (what in essense is a corps plus size US attack!) hit a defender in bocage resulting in No Effect"!! But afterall, if you're playing "On to Paris" - in game terms, it took almost 48 turns to finally whittle the Germans down to where a breakout was possible.
RE: Breakout die rolls
Posted: Tue Apr 26, 2005 1:15 pm
by Rob Gjessing
Yeah but fighting in the Bocage was frustrating.
RE: Breakout die rolls
Posted: Tue Apr 26, 2005 1:24 pm
by pterrok
You have to give luck a chance to work for you! The Allies gets a very nice arty bonus, meaning that a combat with a single arty unit in it gets +1 (turns 1-5), +2 (turn 6) or +3 (turn 7 to the end) combat shifts added. The US has LOTS of artillery. The US has LOTS of replacement steps coming in. The US may have LOTS of interdictions, especially if combined with the British ones.
So...
Instead of 10-1's, hit the defenders with 5-1's. You have a 50% chance of putting a step loss on him. And if you could hit him with one 10-1, you can almost certainly hit him with TWO 5-1's in the same turn. This increases your odds of putting one step loss on him from 50% to 75%--which is greater than the 66.6% chance of getting some sort of hit on a single 10-1 attack.
If you hit him on the first attack you may drive his AT defense down so that the follow up attack, if made with your best armor, may gain a +1 on the die roll--making it easier to hit him. If THAT one also works then almost any little unit plus an arty can make a third attack, if needed...
That said, if the defender is a two-step unit in an awkward location I WILL take a 10-1 and hope for a D2. You'll be rolling enough attacks that some WILL come through for you.
The reason I mentioned the interdictions is because a very effective tactic for the US is to hit EVERYTHING up and down the line with 1-2's--that's right, the lowest odds attack!--simply to use up a defender bullet. BUT, you have to make sure that you interdict the entire section completely and then do it again and again to make sure his supply trucks are out of emergency crates. When his units turn red you'll have a much easier time killing them!
And if you roll a lot of A2's on your attacks? Well, the US Infantry works almost as well at three steps as four, and you DO have 3 Infantry replacements coming in every turn that you need to use up somehow...
RE: Breakout die rolls
Posted: Tue Apr 26, 2005 7:23 pm
by freeboy
Exellent points on the allied strategy in Normandy, where down thy enemy!
RE: Breakout die rolls
Posted: Tue Apr 26, 2005 10:18 pm
by Fred98
ORIGINAL: pterrok
.....is to hit EVERYTHING up and down the line with 1-2's--that's right, the lowest odds attack!--simply to use up a defender bullet.
When a defending unit has only 2 bullets, this works! But when a defender has 3 or more it doesn't work. The defenders will never go into the red.
RE: Breakout die rolls
Posted: Tue Apr 26, 2005 10:46 pm
by JSS
ORIGINAL: Joe 98
When a defending unit has only 2 bullets, this works! But when a defender has 3 or more it doesn't work. The defenders will never go into the red.
...can be a challenge... Germans have to pray for rain! ...a skilled Allied player can make this work (provided they get interdictions and good air!)
RE: Breakout die rolls
Posted: Tue Apr 26, 2005 11:53 pm
by Fred98
I thought the Allies would pray for rain as this hurts the German supply - though it reduces allied interdiction