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Probability and Random Number Generation
Posted: Sun Feb 13, 2011 5:57 pm
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?
Posted: Sun Feb 13, 2011 7:55 pm
by IainMcNeil
1 in 6. But don't forget re-rolls.
Posted: Mon Feb 14, 2011 7:37 am
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
Posted: Mon Feb 14, 2011 7:59 pm
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
Posted: Mon Feb 14, 2011 8:35 pm
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
Posted: Mon Feb 14, 2011 9:58 pm
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?
Posted: Mon Feb 14, 2011 10:08 pm
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.
Posted: Mon Feb 14, 2011 10:40 pm
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??)
Posted: Mon Feb 14, 2011 10:59 pm
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
Posted: Mon Feb 14, 2011 11:47 pm
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....
Posted: Tue Feb 15, 2011 12:23 am
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