I am a retired gentleman with a few games going who would like to play a little more against people. There seems to be a pattern where the player who loses does not want to play again. I have played several games that I lost and did not want to play again. I have won against several players and they did not want to play again. There are a few like Dawgoneit who love to play and will not quit playing you. What I would like to try is sort of an automatic bid improvement for the losing player. For example: I lose a G41 with no bid then if we play again same sides then I get a 10 or 20 bid sort of depending on how bad I got beat. I win at 20 we go to 10. I win at 10 we go to no bid.
If you want to play without the bid improvement just let me know and we can do it the more common way.
Dice Roller
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Jumping out of gliders above crete:
12 German infantry attacking at 1. Geronimo!
Rolls: 12@1; Total Hits: 212@1: (1, 5, 4, 5, 1, 3, 4, 3, 5, 4, 6, 6)I am ready for the forums!
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test
Rolling 2d6:
(1, 4) -
Rolls: 2@2; Total Hits: 22@2: (2, 1) -
Testing Testing
Can anyone download this map, and if not, why would it possibly not work?? -
Rolling 10d6:
(2, 2, 2, 2, 3, 3, 4, 5, 6, 6)
Rolling 2d2:
(1, 2) -
Attack
:dice 2@4 4@3:Defense
:dice 4@2 2@3: -
Testing…
Attack:
Rolls: 5@1 4@2 5@3 1@4; Total Hits: 65@1: (4, 5, 2, 2, 4)4@2: (6, 2, 2, 2)5@3: (4, 1, 5, 1, 5)1@4: (1)
Defense:
Rolls: 10@2 5@3; Total Hits: 810@2: (6, 2, 5, 2, 4, 1, 1, 6, 1, 5)5@3: (4, 5, 2, 1, 1) -
3 Infantry, 1 Tank, 2 Fighters, 1 Bomber
Rolls: 3@1 3@3 1@4; Total Hits: 23@1: (6, 2, 3)3@3: (2, 6, 6)1@4: (1)
5 Infantry 1 Artillery
Rolls: 6@2; Total Hits: 26@2: (5, 1, 4, 1, 6, 6) -
aaa 3@1 4@4
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:dice 3@1 4@4:
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Rolls: 3@1 4@2; Total Hits: 23@1: (4, 1, 3)4@2: (6, 5, 2, 4) -
Rolls: 2@2 3@3 3@4; Total Hits: 22@2: (6, 2)3@3: (4, 2, 5)3@4: (6, 5, 6)
Rolls: 1@3 4@4; Total Hits: 41@3: (2)4@4: (2, 6, 4, 4) -
Rolls: 2@2 3@3 3@4; Total Hits: 52@2: (6, 4)3@3: (4, 3, 1)3@4: (4, 3, 1)
Rolls: 1@3 4@4; Total Hits: 31@3: (2)4@4: (6, 1, 4, 5)
Rolls: 2@2 1@3 2@4; Total Hits: 22@2: (6, 5)1@3: (6)2@4: (2, 2)
Rolls: 1@2 1@3 1@4; Total Hits: 21@2: (4)1@3: (3)1@4: (3)
Rolls: 1@2; Total Hits: 01@2: (4)
Rolls: 1@2; Total Hits: 01@2: (4) -
Rolls: 3@1; Total Hits: 13@1: (3, 1, 4) -
A - 3 inf 2 art 4 arm 2 fig 2 bom
Rolls: 1@1 4@2 4@3 2@3 2@4; Total Hits: 31@1: (4)4@2: (4, 4, 3, 1)4@3: (6, 6, 4, 5)2@3: (2, 4)2@4: (6, 2)D- 7 inf 3 arm
Rolls: 7@2 3@3; Total Hits: 37@2: (3, 5, 2, 6, 5, 4, 1)3@3: (5, 3, 5) -
any body not wanting to sift through the dice rolling thread for the correct syntax can read this post.
Use a colon instead of a semi-colon in the line below… : instead of ;
;aaa 1@1 1@2 1@3 1@4;
would roll 1 die at 1, 1 at 2 (or less), 1 at 3 (or less) and 1 at 4(or less)
the first number declares how many dice to roll, the @(at symbol) followed by a number tells the computer what number on a six sided die or lower equals a hit.
Here is the syntax for rolling 4 artillery and 2 fighters
;aaa 4@2 2@3;
again I switch the ; semi-colons with : colons to get this
Rolls: 4@2 2@3; Total Hits: 34@2: (4, 2, 4, 5)2@3: (2, 1)Note: you cannot see the actual result until you post. Preview and edits will look strange.
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Rolls: 5@1 4@2 4@3 1@4; Total Hits: 65@1: (4, 2, 5, 1, 4)4@2: (2, 1, 4, 2)4@3: (5, 5, 2, 4)1@4: (1)
Rolls: 9@2 1@3 1@4; Total Hits: 19@2: (4, 5, 3, 4, 1, 6, 4, 6, 6)1@3: (6)1@4: (6) -
Rolls: 5@1 4@2 4@3 1@4; Total Hits: 55@1: (1, 3, 1, 5, 1)4@2: (5, 5, 6, 2)4@3: (2, 5, 4, 6)1@4: (6)
Rolls: 9@2 1@3 1@4; Total Hits: 39@2: (5, 2, 3, 3, 6, 4, 1, 5, 5)1@3: (4)1@4: (4) -
Rolls: 2@1 4@2 4@3 1@4; Total Hits: 52@1: (5, 5)4@2: (3, 1, 3, 6)4@3: (2, 3, 1, 1)1@4: (5)
Rolls: 4@2 1@3 1@4; Total Hits: 14@2: (3, 6, 6, 6)1@3: (4)1@4: (3) -
Rolls: 3@1; Total Hits: 03@1: (2, 4, 4)
Rolls: 1@1; Total Hits: 01@1: (4)





