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Reply: Risk Legacy:: Rules:: Re: 3 Missile packet...when to open? (i.e. what is a "combat roll"?)

by thatmarkguy

AnakinOU wrote:

There's no in-game reason to have 3 on one side, which means the packet would never get opened.


There are in-game reasons to have a 2-and-1 opposite sides (so the packet WOULD get opened). That's what happened in my campaign.

Suppose dice are 444 for attacker, 53 for defender. Stands to be a 1-1 outcome. Attacker throws a missile turning a 4 into a 6 and stands to win the combat 2-0. Defender throws a missile and makes the 3 a 6, and now defender is ahead 2-0. Attacker may want to throw the third missile to make it 1-1.

Or: roll is 123 for attacker, 45 for defender. Attacker throws two missiles to turn the 0-2 deficit into a 2-0 lead. Then defender throws one to get it back to 1-1.

In every case, each added missile improved the (seeming) outcome in favour of the missile-playing side, up to and including the third missile for that roll.

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