I am a lucky dice player...surprisingly

By Hexdot, in X-Wing Off-Topic

After 30 years wargaming my opinion about dice luck is that it is quite even on long series of dice rolls. The luck is very important to obtain succes in THAT critical moment. Cleaning London of Uk defenders in 1940. Penetrating Otto Carius Tiger with that side shot. Catching Fel with your Autoblaster...

I have been recording some of my x wing dice rolls. Unmodified results, 1000 red and 1000 green. Real play, no simply tests alone at home

RED : 131 CRITS, 412 HITS, 241 EYES, 216 EMPTY

GREEN : 390 EVADES, 249 EYES, 361 EMPTY

If you moan about your bad luck, simply note a serie of 1.000 dice rolls. You will be surprised

Edited by Hexdot

Someone once told me people tend to focus/remember the bad dice rolls more than the positive ones. I guess that could be true. After all, good rolls are just your character (army, whatever) doing what it's suposed to be doing, but a single crit fail could mean the end of your character.

I have a bit of a superstition that there are certain spots on the table where dice roll better results.

Oh and never refer to the artillery dice as the missfire dice! :D

I recently did 270 rolls of my green dice. I suspected they roll focus results extra well.

Results:

96 evade = -2.0%

74 focus = +2.4%

100 blank = -0.4%

I was correct in my assumption. Sadly the extra focus comes mostly from a deficit in my evade rolls :(

I think for me that it's often WHEN I get the good rolls vs. the bad ones. I'll have a R1 shot with 4 red dice and Predator with TL vs. a PS 1 ship that only has 1 hull point left. I'll roll 4 Criticals naturally. I am at R3 with Autothrusters and through an asteroid with no Focus. They get one hit result. I'll roll all eyeballs.

Someone once told me people tend to focus/remember the bad dice rolls more than the positive ones. I guess that could be true. After all, good rolls are just your character (army, whatever) doing what it's suposed to be doing, but a single crit fail could mean the end of your character.

I have a bit of a superstition that there are certain spots on the table where dice roll better results.

Oh and never refer to the artillery dice as the missfire dice! :D

This either comes from or is just really similar to talking about poker. Few people remember the hand that was good enough that they had, but will never forget the hand their opponent had when they sucked out on them.

Someone once told me people tend to focus/remember the bad dice rolls more than the positive ones. I guess that could be true. After all, good rolls are just your character (army, whatever) doing what it's suposed to be doing, but a single crit fail could mean the end of your character.

I have a bit of a superstition that there are certain spots on the table where dice roll better results.

Oh and never refer to the artillery dice as the missfire dice! :D

This either comes from or is just really similar to talking about poker. Few people remember the hand that was good enough that they had, but will never forget the hand their opponent had when they sucked out on them.

I did not know that 'bout poker. Once more there's that focusing on the negative. After all the most famous poker hand (black aces & eights) was the one Wild Bill Hickok held when he got killed.

Our group has someone in it, his name is Sean. He is not the smartest guy, not the bravest, but he is truly blessed by the RNG. We haven't gotten him into X-Wing yet, but we all remember the most amazingly improbably case in Risk; he managed to take half of Russia, which was heavily defended with 10+ on each territory, with a squad of 6, simply on account of his immaculate dice rolls. We switched dice on him several times, and did everything we could think of. It was a painful and beautiful sight.

The kind of person who would need no dice mod upgrades.

6 seems to be a magic number. I had six units in Australia take on a 40 unit strong army and they took half of it down with them.

Then during my turn my 18 strong main army rolled up all oposition alon a stretch of lightly held teretories and took my opponent's base (RISK legacy) for the win. Note that at the start of my turn I held exactly 1 (one!) territory. My opponent had the rest of the world!