@Zhukov44:
Anybody who is skilled at low luck and dice can tell you low luck is a good testing ground for any strategy–to determine its overall soundness, in the case of average rolls.
. . . in other words, playing Low Luck games is a good predictor for Low Luck games.
That bit about being skilled at low luck and dice is just tooting your own horn. In my opinion, if you really understood the difference between low luck and dice, you wouldn’t be claiming that testing a strategy in low luck has any say towards its validity in dice. Yeah, that IS inflammatory, but when you make such a strong claim, I leap in with equally strong words for the counter! (yay internetz! do not try this in real life, kids . . . you’ll put an eye out . . . real life disagreements are usually best avoided . . .)
Playing dice means doing risk management - in particular figuring out what battles are high risk high reward, and figuring the possibilities of failing at make or break battles. This simply does not come into play in low luck games. All you do in low luck is count up hits and casualties; you know the result of a battle with extremely high probability when compared to dice, you need only commit relatively minimal forces when compared to dice, and you absolutely never have to figure on contingency plans in case of poor round 1 dice in low luck - at least HARDLY so when compared to dice.
On the other hand, the ease of predicting outcomes in low luck means a player needs to do all the hit and casualty counts for at least one entire round in advance, because the opponent will easily be able to exploit any openings.
How about a bit of substantiation for what I’m saying?
Let’s say you have a Low Luck battle of 32 tanks against 30 tanks for a capital. Under Low Luck rules, the attacker ALWAYS wins. Under dice, though, the attacker loses about 25%. After the first round in dice, the odds are extremely high that neither attacker nor defender got the exact “average” number of hits, and that drastically changes the numbers going into the second round, and so on and so forth. So in dice, the attacker needs to look at board position. If the attacker is probably going to lose, the attack should be made, for a 75% chance of a high IPC swing. If the attacker is winning anyways, the attack probably should not be made, so the 75% chance of a high IPC swing can be increased to 80% or more. If the attacker is winning in some places and losing in others, the attacker needs to size up the situation. But in any case, in dice the attacker needs to plan for what will happen if the first round of combat doesn’t go well, which is something the attacker NEVER needs to do in Low Luck.
Try carrying out a few dummy battles in TripleA of 32 tanks vs 30 tanks using dice. You will very quickly see exactly what I mean, especially when you start throwing a few odd assorted destroyers/carriers/transports/infantry/fighters/artillery on the board to complicate the situation. Under Low Luck, it’s a no-brainer. Under dice, you have to consider contingency plans.
How about another example?
In Low Luck, 2 infantry 2 bombers attacking 6 infantry is not a monumentally stupid idea, because under low luck, the defenders always get exactly 2 hits. But in dice, there’s a pretty good chance that attack loses a bomber. Repeatedly doing 2 infantry 2 bombers vs 6 infantry in a dice game will lose the attacker games.
. . . and another example
Under dice, a Russian triple attack will usually fail at one or more points, leaving the attacker open to a nasty German counterattack. But under low luck, none of the attacks in a Russian triple need “fail”, because the results are so rigidly controlled.
More specifically, under dice, you can do three Russian attacks on R1 with around 62%, 62% and 82% (something like that) chances of success. If you succeed at all of them, you’ll do great, but a little dice deviation at any, and you fail. It’s not a question of failing all the Russian attacks, just one leaves you open to a counter, and with 38%, 38%, and 16% chances of failure, there’s good odds the Russians will fail at at least one of those points.
But under Low Luck, the deviations are slashed, so it’s just a question of degrees of success.
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For a real world example - let’s say you have a betting game in which you have 10 coins and flip them all. The single best chance is that there will be 5 heads and 5 tails. Let’s say you can choose between two bets; 5 heads and 5 tails which pays out at 2 to 1, and any other result which also pays out at 2 to 1.
Run this game under “low luck”, and you get real rich real fast if you always bet on 5 heads 5 tails. If you bet on “anything else” under “low luck”, you’ll lose all your money instantly.
Run this game under “dice”, and you’ll lose all your money in time if you always bet on 5 heads 5 tails. If you bet on “anything else”, though, you make money hand over fist.
Considering the best strategies for this game are literally opposite between “dice” and “low luck”, how can anyone say that low luck strategies are good for dice and vice versa?
I give the PEOPLE’S ELBOW to that!
http://www.youtube.com/watch?v=L_3Zi6t7W4s