Moderator: Community Team
Blackaven wrote:If Life had a "No-Dice" option, The Alamo would never have happened :-/

The first post suggests that an attack can only be initiated if the attacker's territory has at least two more armies than the defender's territory. Otherwise, no assaults can be made.nibotha wrote:2 vs 1 ---> attacker loses 1, defender loses 1, 3vs2, attacker loses 2, defender loses 2, etc etc!
advance how many troops ---> a half?!
lol
TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
There would need to be a fractional trade system. If you want to weaken, but not kill, an opponent, you should be able to.Joodoo wrote:The first post suggests that an attack can only be initiated if the attacker's territory has at least two more armies than the defender's territory. Otherwise, no assaults can be made.nibotha wrote:2 vs 1 ---> attacker loses 1, defender loses 1, 3vs2, attacker loses 2, defender loses 2, etc etc!
advance how many troops ---> a half?!
lol
The webmaster is basically the ONLY one doing any kind of updates/fixes to the site (Besides blakebowling). You do know how hard it is to juggle his real life (Which happens to be a bit busy), with one on here? Don't expect updates to come pumping into the site until he can find a full time Web Developer.Frogmanx82 wrote:So is this just a dead issue or is there any consideration for this option from anyone running this site? We have no cards options, I think no dice would be very popular. You would just put up the number of armies you want to attack with and the same number comes off the defender. You need 2 more than the defender to be able to take them out. Bombardment costs 1 army to remove 1 defender. All you need is one more than the defender to turn it neutral.
huh?Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:
"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.
With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.
I can pretty well see that changing the dice won't happen. Its either no dice or what we have. I just wonder if the people that are against no dice have ever tried playing Risk without dice.SirSebstar wrote:huh?Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:
"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.
With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.
I prefer freedom of choice, so I suggest three options for the "Intensity Cubes" selection: classic, no cubes, one cube per army. Since they are OPTIONS, nobody is forced to use any particular one.Frogmanx82 wrote:I can pretty well see that changing the dice won't happen. Its either no dice or what we have. I just wonder if the people that are against no dice have ever tried playing Risk without dice.SirSebstar wrote:huh?Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:
"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.
With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.
Funny this game isn't called "Risk". And since when in risk do you play freestyle, and nuclear spoils?Frogmanx82 wrote:I can pretty well see that changing the dice won't happen. Its either no dice or what we have. I just wonder if the people that are against no dice have ever tried playing Risk without dice.SirSebstar wrote:huh?Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:
"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.
With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.

You can't win a 4 vs 3 in this idea, since you end up with 1 vs 0, and then you have no army to advance. So you always need at least 2 more in attacking.anonymus wrote:also wouldnt round 1 be automatic winner in many cases? (you simply deploy 1 troop on 3 different 3stack where you can hit opponents 3stacks and you have killed 9 troops with a deploy of 3)
i like the spirit but i think its back to drawing-board..
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