It seems like there should be more luck than it provides, except when you are playing solo to experiment with strategies.
What we need is a rule for less luck, but more than that rule provides.
Do the same calculation. Getting an 'answer' and the 'remainder.
For each die rolled with this rule it is possible to get 1 Hit to kill or damage 1 piece.
For the remainder or if not one then the 1st group of 6: If the remainder is ...
. . 1] 1, then roll 1 die with Hit # of 1.
. . 2] 2, then roll 1 die with Hit # of 2.
. . 3] 3, then roll 1 die with Hit # of 3.
. . 4] 4, then roll 2 dice each with Hit # of 2.
. . 5] 5, then roll 2 dice with Hit # of 2 & 3.
. . 6] If no remainder then the 1st bunch of 6 is, roll 2 dice each with Hit # of 3. Or, roll 2 dice with Hit # of 2 & 4.
If there are additional groups of 6, then use the following rules until you run out of groups.
The 1st or next group of 6 gets 1 guaranteed Hit.
The next group of 6 is, roll 3 dice with Hit # of 2.
All the remaining groups of 6 get 1 guaranteed Hit each.
Add with edit 11/30/14
Note that AA guns mostly always use the "Remainder" list. So, 3 FTR in a battle will suffer at most 1 Hit/Loss, but 4 FTR might suffer 2 Losses.
Another thought is to just use this rule for 1s and 2s on land and 1s, 2s & maybe 3s at sea.
Yes, I know it is complicated.
- Last edited Mon Dec 1, 2014 5:03 am (Total Number of Edits: 1)
- Posted Mon Dec 1, 2014 1:02 am