Larry introduced 12-sided dice in Battle of the Bulge and I enjoy the options they offer over 6-sided dice. Rolling the number 12 on a D12 for example, can be used as a bonus and generate two dice rolls. Here's a simple illustration:
Suppose two German infantry and a tank are attacking two Russian infantry units that are dug in the ruins of Stalingrad. If you're fighting a single battle, the Russians have no chance to destroy all three German units. However, if you introduce the #12 bonus roll it can change the outcome. Here, if one Russian scores a hit and the other rolls a 12, it allows the second Russian to roll two dice and potentially add two more hits.
There are other areas this bonus roll can be applied. When a unit is destroyed, I roll to see if another similar formation has replaced it. For example, if an infantry unit falls in combat, a D12 roll of 1-7 will trigger a replacement. However, if a #12 is rolled, it allows two rolls and if both are in the replacement range of 1-7, two infantry are generated.
There can be negative consequences as well. When a unit is hit, I determine if it is destroyed, no harm done, or if it's forced to retreat. Without going into all of the details on how I arrive at these conclusions here is an example rolling a D12 for a single unit:
Rolling 1-4 = No harm done
Rolling 5 = Retreat
Rolling 6-11 = KIA
Roll 12 = Double roll
If a 12 is rolled, the unit now rolls two dice to determine it's fate and must take the more lethal of the two rolls. That means if a 4 and 10 are rolled, the roll of 10 is used and the unit is destroyed.
I also have developed rules that allow units to join survivors of an initial battle and fight a second time. In that case, the number 12 is used as a bonus roll to give a unit two chances to enter the conflict using a Battle Entry Chart.
Try rolling bonus 12's to change the dynamics of a battle and add enjoyment to your game.
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