@tekkyy:
Does anyone play LL in a physical game?
Did the maths slow things down?
It can be convenient since you only need 1 die.
I wonder if they should realise a axis and allies revised: on-the-go.
A small board with holes for units to plug in.
Has there been other variations besides no luck and low luck?
Say…“half-luck”?
(Half the hits points affected by luck.)
In our face-to-face games, we use a version of Low Luck we call Dice averaging.
This is where like units can take their even hits, and roll the odd dice.
Example:
8 inf, 5 tanks, 2 ftrs attack.
I can dice average 4 hits (1 for the 6 inf, 2 for the 4 tanks, 1 for the two ftrs) and roll 2 inf and 1 tank.
Both attacker and defender can request a dice average. You can only ask for one battle per country turn (when attacking Germany could have 1 dice average battle, if attacked threee times by the allies, Germany could request dice average 3 more times on the UK, US, and USSR turns as a defender).
In order to avoid the 10 tanks and 12 inf exactly hitting 7 units and running against a stack of 8 inf defending, there are threee ‘must roll’ cards each side has to negate a dice-average request.
This system has served us well. Reduces odd battle outcomes, speeds the game up (no need to roll a dice average battle, typically)
In the 7th round, and every 2 rounds after that, you get 1 more must roll card.