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Simply put, the Allied Player rolls three D-10, to check for loss of Command Control. The results of the dice rolls corresponds to the last number of the hexes affected. Units in the affected hexes lose Command Control.
Now for the twist. Any duplication of the same results from the die rolls are ignored.
Example: If you roll three "1"s, the second two "1"s are ignored.
No rerolling the dice for duplicated die roll results.
This gives a 10% to 30% chance for being out of Command Control.
That should cause some interesting situations.
- Last edited Mon Aug 13, 2012 7:11 am (Total Number of Edits: 2)
- Posted Mon Aug 13, 2012 7:07 am
That's better than the rule as written, but it is better to just roll a d10 for each stack, and have it lose command control on a roll of 1, 2, or 3. This eliminates the silly dependence on hex numbers.