Even Lower luck suggestion rules for Low luck A&A mode


  • Re: Low Luck explained (& advertised)

    Hi there,
    Going onward from this one above.

    After some games in A&A 1942 online, I did notice that even in low luck mode, if the battle is between few units, the results can swing almost as much as with normal dice.
    Often what happens in “higher” lvl games let’s say is that one side still gets a considerable advantage by being lucky in the beggining where you have mostly small batlles(between few units). Now, it quickly gets to a point where you litterally have no chance of ever getting back into that game precisely because it’s low luck, but then again, maybe that’s the charm of normal dice :p.

    Now, in the “spirit” of low luck, I would add this rule to make it even more fair:

    After each roll of the remainder(of 6) from a combat round, you add/subtract power to your next round to reflect the fortune/misfortune of that roll.

    Eg.: You attack with a power of 22 => score 3 hits and roll a 4.
    If that roll doesn’t hit, you get +4 power on your next combat round.
    If that roll hits, you get -2 power on your next combat round.

    Also, if you end up with a negative power in a round, you do no hits and that amount is “reported” onto the next round.
    Eg.: you have 1 infantry that hit back round 1 on defense. Then rounds 2 and 3 you are 100% not going to hit back again :). Round 4 you’re back again on power 2 and thus roll a 2.
    This keeps it so an infantry hits back 1 out of 3 times exactly.

    What do you guys think?


  • @Mutu98

    Way back right after the Millennium I played a game of Pacific with a gentleman on Days of Infamy using this type of system. We carried over all less than 6 pips from roll to roll, as pips not equaling 6 never hit, and even from battle to battle. So if I had a remainder of 4 at the end of a battle, my next battle got that 4 added in to any remainder.

    It was as close to a “no dice” game we could come up with.

    One unintended consequence we found was the ability to “manipulate” battles. You could roll a battle that you were sure of winning that would have a nice remaining total and then use that remainder on a battle that was going to be close and the remainder pushed it over the edge.

    Since we only played it once we did not use a system to fix this but when I now do testing using Average Dice I always randomly roll first to determine battle order to avoid this issue.

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