gingerswimmer wrote:*gets out really old box of risk* says it right here
can you upload an image of it
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gingerswimmer wrote:*gets out really old box of risk* says it right here
gingerswimmer wrote:yeah i have the risk book in my hand how would i go about putting it on here?
soz im stupid
oh and ive just looked its the 2000 version...............so not that old, but still not new
gingerswimmer wrote:No. of defending battalions...............................No. of dice thrown by defender
1............................................................................1
2............................................................................1
3 or more...............................................................1 or 2
gingerswimmer wrote:if you only roll 1 dice you only lose 1 troop, depends on what the attacker rolls and if he/she rolls before after or the same time as you
kabuki.mono wrote:I've played it the way gingerswimmer is talking about. It just means that when you have a small amount of troops, instead of instantly rolling 2 or 3 die while defending yourself, you can roll one and if it turns out wrong you can still maintain the few troops you have left, instead of rolling more dice with the possibility of loosing troops you need.
I'm not convinced it would work on here though. that's very board gameish - same as Rol style where you use percentage dices, etc.
natty_dread wrote:How would that even work here? In most games in CC, the defender is not present when the dices are rolled, so how would he even choose whether to roll 1 or 2 dices?
SirSebstar wrote:kabuki.mono wrote:I've played it the way gingerswimmer is talking about. It just means that when you have a small amount of troops, instead of instantly rolling 2 or 3 die while defending yourself, you can roll one and if it turns out wrong you can still maintain the few troops you have left, instead of rolling more dice with the possibility of loosing troops you need.
I'm not convinced it would work on here though. that's very board gameish - same as Rol style where you use percentage dices, etc.
it is a rare rule variant for the UK in the 1990ish. It favors the attacker even more... its not needed here. also, here all dice are thrown at the same time. in the uk version there was also mention of throwing it at the same time. Other variants allowed for more discretion on the defenders part. this increased the odd for the defender. that last part is not going to happen here, since nobody wants to be online to make the call on 10k vs 10, for every single attack
IcePack wrote:I'm guessing they already use this. That's why it all evens out so perfectly in the end, and don't see many (any?) major variations.
You get hugely bad / good dice, keeps going for awhile. The algo kicks in eventually and swings it largely in the opposite direction "balance" the shitty / good dice out.
On avg over time it looks great, but those streaks are a bitchhhhhhh. I believe it's caused by the very thing ur proposing.
IcePack
TheForgivenOne wrote::-s Wut?
Or maybe that's percentages evening out after tens of thousands of rolls?
I personally don't like it, there are streaks in the real world of Risk! (Trust me, i've seen them), so I don't know why they shouldn't be on here.
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