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Blackaven wrote:If Life had a "No-Dice" option, The Alamo would never have happened :-/
nibotha wrote:2 vs 1 ---> attacker loses 1, defender loses 1, 3vs2, attacker loses 2, defender loses 2, etc etc!
advance how many troops ---> a half?!
lol
TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
Joodoo wrote:nibotha wrote:2 vs 1 ---> attacker loses 1, defender loses 1, 3vs2, attacker loses 2, defender loses 2, etc etc!
advance how many troops ---> a half?!
lol
The first post suggests that an attack can only be initiated if the attacker's territory has at least two more armies than the defender's territory. Otherwise, no assaults can be made.
Frogmanx82 wrote:So is this just a dead issue or is there any consideration for this option from anyone running this site? We have no cards options, I think no dice would be very popular. You would just put up the number of armies you want to attack with and the same number comes off the defender. You need 2 more than the defender to be able to take them out. Bombardment costs 1 army to remove 1 defender. All you need is one more than the defender to turn it neutral.
Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:
"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.
With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.
SirSebstar wrote:Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:
"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.
With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.
huh?
Frogmanx82 wrote:SirSebstar wrote:Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:
"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.
With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.
huh?
I can pretty well see that changing the dice won't happen. Its either no dice or what we have. I just wonder if the people that are against no dice have ever tried playing Risk without dice.
Frogmanx82 wrote:SirSebstar wrote:Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:
"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.
With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.
huh?
I can pretty well see that changing the dice won't happen. Its either no dice or what we have. I just wonder if the people that are against no dice have ever tried playing Risk without dice.
anonymus wrote:also wouldnt round 1 be automatic winner in many cases? (you simply deploy 1 troop on 3 different 3stack where you can hit opponents 3stacks and you have killed 9 troops with a deploy of 3)
i like the spirit but i think its back to drawing-board..
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