Probability and Random Number Generation

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Triarii
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Probability and Random Number Generation

Post by Triarii »

Just a point of clarification.
Does the RNG expect a 1 in 6 probability of any individual numeric value in the die rolls or are the probabilities set differently?
IainMcNeil
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Post by IainMcNeil »

1 in 6. But don't forget re-rolls.
keithmartinsmith
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Post by keithmartinsmith »

1. It is possible to turn on a feature (see help/keyboard shortcuts) to see all the die rolls.

2. In the PC game system a unit will retain/repeat a die roll from the 1st reason to test for the same reason in a player turn e.g. a unit shot at four times and forced to take a cohesion test four times will always retain the score of the 1st test. The cohesion test and complex move test rolls are only different for each reason to test in a player turn.

Keith
deeter
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Post by deeter »

I've often wondered why this is. If it's limit the range of outcomes, that seems to be undone by the casualty dice roll spread.

Deeter
keithmartinsmith
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Post by keithmartinsmith »

Fits in with the TT that a unit tests only once per phase for any particular cause. In this case no unit re-rolls for the same cause more than once. Keith
TheGrayMouser
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Post by TheGrayMouser »

keithmartinsmith wrote:Fits in with the TT that a unit tests only once per phase for any particular cause. In this case no unit re-rolls for the same cause more than once. Keith
hey Keith odd question that partially involves rerolls and FIREARMS

a unit only rolls to test if if it triggers something that requires a roll....


Example
Cohesion tests for Missles

only need to test if 2 or hits by a missle weapon
*if fireams then a -1 to test
per the latest patch a firearm that attcks will keep that modifier for any other missle attacks that follow that turn****

heres the possible catch 22
lights only get 2 dice which makes it quite unlikly they will get two hits to require a Cohesion test
*if no reason to test , no reason to roll....
so , what happens when I shoot a firearm at a unit and there is no reason to test, subsequent missle attacks SHOULD test with a -1 but do they if no original roll was made when the firearm actually fired?
Morbio
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Post by Morbio »

Surely an attack, whether missile or other, that has a different outcome will force a roll.

e.g.

Missile attack, 1 hit, no cohesion test.

Another missile attack, 2 hits, must cohesion test.

I think the only time when the result carries is when a test is made and the result of that test carries to any further attacks of the same type, e.g. missile, that turn.
TheGrayMouser
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Post by TheGrayMouser »

Right Morbio, howver the last patch was supposed to cause any SUBSEQUENT missle attack(or any atatcks at all for that matter) to keep the -1 modifier that being SHOT at by a FIREARMS unit forces

The catch is firearms(being lights) only get 2 dice and a unit never has to test unless it gets 2 hits or more.....
So does the program incorporate the -1 modifier firearms cause to subsequent rolls for a CT when the original firearms attack never even promted a CT in the ist place ( they should , but do they??)
batesmotel
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Post by batesmotel »

I believe the intent is that the unit should record that it has been shot at by firearms this turn and then apply the -1 modifier to any cohesion tests from shooting to which it is subject during the turn whether or not the shooting by firearms actually caused a test. I haven't played enough with firearms to determine if this actually work correctly but you should be able to do so by setting up a small scenario in the editor and using the U option to show the summary display.

Chris
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TheGrayMouser
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Post by TheGrayMouser »

Yeah, I just want to make sure im not wasting my time in games since I am making a conscience effort to use firearms BEFORE firing other missle units and or charging into impact vs a enemy BG. i suppose I could make a test scenario to check it out....
TheGrayMouser
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Post by TheGrayMouser »

tested
Yay, it works as intended, so morale of the story is if you have multiple missle units you want to fie at a lone enemy BG, fire the artillery and or firearm ist.

I was mistaken though in that the modifier does not apply to an impact combat following the firearms shooting .(the CT chart almost implies it will unless you reread it 6 times)
Should it though? Would be kinda cool addon feature., and make those buggers worth a little more
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