The only truly BAD dice were that attack on SZ36, and the bad dice Germany got when going after the first Allied North African force. Those were fracked dice, and they gave command of the Pacific to Japan for the entire game (until you decided to go back to the Pacific in the late game, abandoning a weakened UK to the Germans).
There were some minor battles that went a little awry, but nothing that was as noticable as that SZ36 battle in Turn 2 or 3 and that Luftwaffe salughter around Turn 6.
Everything else was simply a matter of me grinding it out and working you into unfavorable positions and forcing you to take higher and higher risks; some of which paid off (the massive number of Japan ships littering the bottom of Tokyo Bay), most of which did not (the invasions of Western Europe, the UK fleet off Algeria, the Russian evac of Moscow, the attack on the initial Japan fleet in SZ63 that caused most of the USAF to die isntead of being able to go to London and keep the Germans from building fleet…)
Plain and simple, by me staying very conservative the entire game (except for one very high risk move that went VERY badly dice-wise in North Africa that cost Germany the Luftwaffe) I was able to just wear you down from start to finish.
And the most telling example of how I was able to wear you down and keep you using your forces in high risk/low return battles:
Germany has held Rhodesia, IEA, UOSA and Madagascar since the earliest rounds, and despite having had NO German forces in Africa for the past 12 or so turns, they have been German territories since I first claimed them… an extra $75 IPC’s to Germany since that time. The failure of the Allies to ever liberate Africa tells the tale of how the Axis set the tone of this game and made the Allies play by the Axis’s battle plan.