Friday, April 12, 2013

Dice, dice, baby. They're cold.

The Douglas Adams joke goes something like this:

The Answer to the Ultimate Question of Life, the Universe, and Everything is 42. Which is Paradise. (Nay, pair of dice. All of the dots on a pair of dice add up to 42.)

I find this maddeningly funny and clever. What's not funny is my ability to roll dice.

I'm cursed.
I'm jinxed.
I can't do anything about it.

If I need to roll 11 or less on 2d6, I'm rolling box cars. You could probably make a lot of money betting against me. I've had units of terminators fall to a fist full of "ones." I've failed stubborn leadership when victory is all but assured. Want to go first? Odd say it's a 50/50 split but I'm guessing you're going to go first.

That's an awfully pessimistic view, but what can I do about it? Roll more dice!

My friends joke about "Dusty Dice." Roll playing games, board games, mini games; it doesn't matter. Dusty Dice means you'll roll the wrong way. Heck, even scatter dice seem to hate me.

My best bet against my own bad die rolling is to find stuff that doesn't need to roll. "Auto hit" and "twin linked" are keywords in my usual army selections. So is "volume." I tend to fare better with armies that throw dice in bulk. Goblins, tomb kings, 40k Orks. Anyone who can make up for poor rolling by throwing more dice at it helps me get over the hump.

Rolling 60 shoota dice from my unit of Orks, some are bound to hit... Heck, some of those might even wound! Units that can be taken in abnormally large size, like Death Company or Blood Claws often find their way onto my list because I seem to do better when I find strength in numbers.

It might not be the best game plan, but it's mine.