LL has very little dispersion of results.
ADS has too much dispersion of results (or so claim the LL advocates.)
My system would still give you dispersion, but not as huge as ADS nor as limited as LL.
The biggest difference is that you cannot combine the punch of units. Sure, 1 infantry + 2 fighters always kills a defending infantry with no loss to the attacking fighters. But 3 Infantry, 1 Fighter does not ALWAYS kill a defending infantry, let alone protect the fighter!
So those who enjoy low luck because it means they will never go home without at least hitting something in a major battle, would still get that benefit. However, those who enjoy pure luck because it means their defenders might score in the top 30% or the bottom 30% can still achieve those results.
All this does is, in effect, chop off the top 15% and the bottom 15% and no, I did not mathematically prove that, I’m pulling those numbers out of my arse to demonstrate my point.
Think of it this way, for you statisticians out there.
When you pull a sample population that you wish to run a mean or median test on, do you keep the outliers or just the mainstream data? Some of you keep the outliers, but I think that distorts the results. However, if you chop off too MUCH data, instead of just the outliers, you don’t get a good picture either.
This is just a method of taking away the most extreme results and forcing the strategy to work within the realistic confines of the game for testing strategies. Any strategy in LLADS will work even better in LL and any strategy in LLADS will almost always work in ADS, except for those outlier results, of course.