@Subotai:
@ Romulus,
it was a very good post, however, some of my problems with ADS is not that I don’t win every 90% battle, I shouldn’t, thats why it’s 90% not 100%.
It’s that some battles I should be left with 7-8 units, and my opponents wins with 5-8 units left…
For capitals, they should probably be stacked to 99% in ADS, 100% in LL.
For smaller battles, I have experienced 4 ftrs vs 1 BB, 1 ftr left, BB not damaged…if BB was damaged I probably would not have retreated the ftr.
I like the football (soccer) comparison, sometimes a level 1 team (Serie A) loses to level 3 team, not often, but it happens. For a level 1 team to lose against a level 2 team is not very uncommon b/c the skills are not very different. In basketball this doesn’t happen as often as in football. Handball is also less “random” than football, for it’s more difficult for a basketball team or handball team in level 2 to win against a level 1 team, this happens more often in football then basket/handball. Still there are no denial in that both football, basket and handball (single) games are both about skill and luck, in the long run it’s definitely most about skills.
My take on this in regard to team ballgames related to ADS vs LL, is that it seems that some battles is like i.e. Inter loses to A.S.D. Pianella…
I should add that even if I’m not that interested in football anymore, I was a huuuge fan of Liverpool (you’ll never walk alone) and still watches most matches in every World Cup and European Football Championship.
For strange reasons, watching football, with more randomness than many other team sports, is/was much more exciting for me than watching other team sports with less randomness.
It’s totally ok that once in a while a level 1 team loses against a level 3 team, and every 10 years during a cup competition, a level 1 team lose against a level 4 team. But any further than that?
For me, the randomness can only go so far, then it’s not strategy, then it’s not about players decisions, we’re closing in on Yahtzee, or Hazard…
The real issue for me is really about the numbers of games played and recorded, just like football. Regardless of what game or competition we’re talking about, usually, the better player(s) wins.
With casual games not recorded, this is a major reason why I prefer LL before dice games.
Well said, I agree.
The point I tried to made is that even LL has its drawback. Assessing pros and cons of ADS and LL also I prefer LL. We should agree, however, that LL is kind different from ADS A&A. Not so much, but there are slightly differences.
I like your football basketball comparison. My idea is that in basktball every action may bring points to a team while in football scoring a goal in an action is a great reward. Many good or even otpimum moves in football may only bring a near miss… that brings 0 points. So I believe greater uncertainity of football matches is due to this fact.
Maybe basketball is more similar to A&A with LL because we may, and we should, maximize the “gain” of each move “increasing the score” every time we go to the attack. This is quite impossible in ADS where a couple of infantry on defense may ruin your day or a single BB may shoot out of the sky 3 of four fighters and remain unscratched or only damaged. This are unlikely, and disturbing, results that LL allows to avoid.
I have made the following reasoning about that. In LL I may send 2 fig against a BB (relying on luck to win) and in ADS I may send 2 fig against a BB (still relying on luck to win). In LL, however, I may send 4 fig against a BB and I have to win because the math say that. In ADS sending 4 fig against a BB is still relying on luck to win (well less luck than in the preceding case but losses may be still heavy).
This is a tactical aspect. A&A is made also of Strategy and Logistics, above all, but the “battle resolving methodology” influences all the aspects of the game bringing tactical aspects to strategic level. Making a Computer Science comparison it is like implementation defines the interface of class… while should be the opposite. This problem is greater with ADS than with LL.
I do not know how to state my idea well: I would like have a “battle resolving system” that should avoid the “very unlikely results” to happen, but should still leave a little bit of uncertainity. A Wargames (even a Light Wargame as A&A is) should not be a mathematichally exact game IMHO. Chess is a Strategy Game not a Wargame. As it is possible to read in my signature:
“Something must be left to chance; nothing is sure in a sea fight above all.” – Admiral Nelson.
Real Generals and Admirals face uncertinity on the battlefield. No division of the attacking punch by six to have the number of casualites inflicted etc. ADS gives this additional problem to the player. LL allows the player to remove this.
Concluding, IMHO is better to play LL than ADS but it is not the perfect solution. We should have a little bit more uncertainity still reducing the frequence of “unlikely” events happening too often.