I don’t believe this is off topic at all. He is proposing a rules addition to the game, and I am just putting in my oppinion on it and suggestion.
I’m not sure you read the rules I added to the 12 number chart. I did state that you can only carry over 1 turn. The point I wanted to make is to give the player to ability to get lucky, as well as give them more incentive to carry over their roll. I will revise it a little to give more incentive
If you roll a 3 or 4 the first turn the values are
3 = Sub, which is worth 6 IPC’s
4 = Transport which is worth 7 IPC’s
If you were to roll 2 dice 36 times the number of times each number comes up is:
Dice total Number of Probability Total Unit Unit Value Times
Combinations Value Probability
2 1 2.78% 6 .1668
3 2 5.56% 6 .3336
4 3 8.33% 7 .5831
5 4 11.11% 8 .8888
6 5 13.89% 8 1.1104
7 6 16.67% 10 1.667
8 5 13.89% 12 1.6668
9 4 11.11% 12 1.3332
10 3 8.33% 16 1.3328
11 2 5.56% 20 1.112
12 1 2.78% 30 .834
Totals 36 100% 135 11.0285
The average Unit Value you will get when rolling 1 dice is 6.334 and 2 dice is 11.0285. You’re right it doesn’t really seem incredibly worth it to go for the second roll. Maybe if we add in art at 2 and took out “get 8 IPC’s to spend immediately” at 6 and then moved everyone up accordingly it would be better. so a chart like:
1 = Infantry
2 = Art
3 = Tank
4 = Sub
5 = Transport
6 = Destroyer
7 = Fighter
8 = Strategic bomber
9 = Cruiser
10 = Carrier
11 = Battleship
12 = “Get 1 of each unit from numbers 1-5” (in other words you get an Infantry, Tank, Sub, Transport, and Destroyer)
With this chart if you roll 1 dice you get an average Unit Value of 5.667. If you roll two dice you get an average Unit Value of 10.7866.