# Continuing with Charging, "Defensive Fire" and probability with the dice system.

Charging
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I have to add charging or assault. It's in every war and skirmish game. Everyone wants to run at everyone else and get fat damage and attacks on them. I have decided that charging will grant you extra inches of movement buy will not allow any extra PROBABILITY of damage. There will DEFINITELY be more damage. How does this equate to game terms? Total up the sums of each player's dice roll. The player with the lowest total subtracts from the higher player's total. That player's model receives damage equal to the difference +5. I didn't want to just give +5, but anything else is more complicated.

Defensive Fire
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Getting on a semi-tangent for a second. Who would charge at an opponent while guns are being fired??? Either retards or men with ridiculous amounts of armor. This got me thinking back to Warhammer 40k 2nd Edition. OVERWATCH. This is another mechanic in which I don't know if I want it to be a standing rule or an ability. Basically, it will work like this:

Defensive Fire - A model may forfeit its attack and move at half its speed towards the opponents side of the table. If it chooses this action, during your opponent's turn, this model may make a single ranged attack on a model that advances its range of fire and has line of sight.

I wanted to call it "Concealed, Assault-Mitigating Position" or something to that effect. You know, just for shits and giggles.

Dice Probability with my mechanics.
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Probability of 1d4 +1d6 +1d8
Roll.... %
03.... 0.52
04.... 1.56
05.... 3.13
06..... 5.21
07..... 7.29
08..... 9.38
09..... 10.94
10..... 11.98
11..... 11.98
12..... 10.94
13..... 9.38
14..... 7.29
15..... 5.21
16..... 3.13
17..... 1.56
18..... 0.52

Almost 12% to get a 10 or 11.

Probability of 1d6 +1d6 +1d8
Roll.... %
03..... 0.35
04..... 1.04
05..... 2.08
06..... 3.47
07..... 5.21
08..... 7.29
09..... 9.03
10..... 10.42
11..... 11.11
12..... 11.11
13..... 10.42
14..... 9.03
15..... 7.29
16..... 5.21
17..... 3.47
18..... 2.08
19..... 1.04
20..... 0.35

Leveling the d4 to d6 evens the percentage, but in favor of 11 and 12.

Probability of 1d4 +1d8 +1d8
Roll.... %
03..... 0.39
04..... 1.17
05..... 2.34
06..... 3.91
07..... 5.47
08..... 7.03
09..... 8.59
10..... 10.16
11..... 10.94
12..... 10.94
13..... 10.16
14..... 8.59
15..... 7.03
16..... 5.47
17..... 3.91
18..... 2.34
19..... 1.17
20..... 0.39

Level the d6 to a d8 and leave the d4 alone and you get a slightly more even % roll and a better average point spread.

Overall, I like it. The dice probability is spread pretty nicely and spending Glory doesn't offer too much of an advantage in a mathematical sense. Big props to 'KaiseanGames' for finding the dice probability program! As always, comments and suggestions are welcome.