The point here is:Strange comment on die rolls. Is there no shell dispersion caused by gun wear, heat, air temperature and density, gun droop, shell imperfections or powder consistency? Isn't that as random as a die roll?
Can the players choose to hit any polly they want? I'll choose to fire my Sherman and hit one of the pollys on the gun of the King Tiger and take it out.
CMx1 model:
1) decide whether the tank is hit or not (dice roll <==). That's all the computation done with the actual shot
2) if hit, determine side that is hit (font, side etc)
3) if (example) front, then roll a dice to give (approx) 45% chance to hit the turret, 35% upper hull, 20% lower hull (dice roll <==)
4) if armor hit has special properties do them. For example, if a "curved" surface is hit do a dice roll <== to determine actual angle
5) add a dice roll <== for the 3% weak spot penetration
6) look up armor strength at angles at spot hit, decide whether it's a penetration
So 3-4 dice rolls.
CMx2 model:
1) The 3D model determines which armor plate is hit (and hence you know how thick it is), and you grab the angle right off the 3D model.
2) Apply other random stuff analog to weak spot penetration.
Somehow Steve mistakes this for "no dice roll".
Which is nonsense, since of course determining the location of the hit is, in the end, the result of a dice roll, and the 2) factors better have more dice rolls and without a "curved" like model you won't go far in WW2.
So the dice just rolls in a different place.
Overall I found the model in CMx1 to be perfectly adequate with the exception of hitting moving vehicles with a trajectory right through fixed obstacles (because whether it's a hit or not is determined at one early point in time and Charles didn't code in a check to see whether there's still LOS at the hit time).