@crimsynseraph:
So the idea is obviously to get rid of the element of chance.
The way I went about doing this is keeping all the values of the units, and you add the total value of all your units in a single engagement, and kill one enemy for every multiple of six that you reach.
Another thing is the point bank. You can choose to bank points or spend them to reach a different multiple of six.
So say the UK has 7 points in its bank, and has 2 tanks and 5 infantry on offense in an engagement. they have a total of 11 points in the battle plus 7 banked, and could potentially kill 3 units. Germany has 1 tank and 7 guys on defense and 9 points in the bank. They could potentially kill 4 units and still have 2 in the bank, or they could save the 17 points from the tank and guys.
Also, you basically treat it as tho you had dice… You can’t kill more enemy units than you have in battle, and you play in rounds. So since the UK could only kill 3 men the first time, and germany could only kill 4, UK on the second round has 2 tanks and 2 infantry with nothing banked, so they can only kill one now, and bank 2, and germany at the start of the second round has 1 tank and 4 guys, so they can kill one guy and bank one point, or bank 7 points.
Another rule is that the attacker has to spend up to at least the next 6 if he can. If he sends a bomber out after a transport, and has 2 in the bank, he has to spend that 2 to kill it in the first round. This prevents dummy assults to get fast points. (Also, since the transport’s combat value is 0 instead of - like an industrial complex I play that you can spend 6 to kill with it. but thats optional)
I haven’t figured out a very good way of integrating the technology charts into my diceless system tho… We play that you spend 30ipcs to get the 6 dice that you’d statistically need to get your 6 rolled, and then you still have to roll for the actual technology itself. Tho I’m starting to experiment with assigning bank values to each tech (heavy bombers would be VERY expensive as opposed to increased factory production for instance)
I like your philosophy, but the low luck system is also pretty good, at least much better than normal dice.
People play with whatever dice/combat system that they think is most interesting/exciting, but many of the dice proponents claim that coincidence is the same as skill, but the fact is that no one can control dice rolls, unless they are cheating, but we can control all the other aspects of the game, like buying and moving units.
I have played several LL games which was decided by luck, but many dice advocates deny the fact that this is possible…