@Yoshi:
The conclusion to my mind : in low luck, axis is stronger. So speaking of balance must take into account what you are playing with. It is possible (even if I have no idea if this is the case) that Allies need a bid in low luck, but that the game is balanced with dices…
The TripleA calc can be a bit misleading because the percentages it gives are percentages to win. Strictly speaking, the mean outcome for each battle should be identical in dice or ll. In Egypt, ll means it’s less likely for Axis to fail, but it also means it’s less likely that Germany will achieve some wild success and take Egypt with two or more units.
LL shouldn’t effect balance, at least not substantially…if that were the case you would see different bids in ll for Classic/Revised…I’m not aware of anyone bidding more or less in a ll game than they would for a dice game. Theoretically, once the bid is sufficient, low luck will not favor either side.
If low luck favors a side, it’s the side that has the starting advantage. For example, I’ve noticed that in a format where low luck is popular (TripleA), the average bid for Axis in Revised is around 9, while in a format where dice is popular (GTO), it’s more like 7.
My point was that dice/tech creates the sort of variability that can produce Allied wins. If both sides were equally skilled and pursued optimal strategies, Allies would only win no-bid games occasionally in dice, and virtually never in ll.
All that said, it’s a good point that Japan and Germany have alot of attacks round 1 and ll helps Axis accomplish many objectives safely. While I don’t think dice or low luck should make any difference in what G1 attacks one makes, it does seem more likely that Germany will accomplish its G1 objectives in a ll game.