@oztea:
My group has used what ive coined as “Less Luck” on occasion
It works much like low luck, but different slightly.
1. Calculate your low luck combat value, keep in mind the remainder
2. After you have tallied the ammount of hits you should recieve, subtract 1 from that.
3. To replace the hit that was taken away, you may roll for units thats combat power adds up to 6 (2 tanks, or 2 fighters attacking, or 2 cruisers, or a destroyer and a battleship, 6 Infantry attacking, 3 Infantry defending, etc) You must choose combat values of units you actually have to make up this missing hit. (If you only have infantry, then you can only use thier combat values)
4. You roll those attack dice, as well as your remainder.
In essance, your expected result will be very close to average all the time, but with MUCH more deviation.
*Notes:
a. Subs may exclude themselves from caluclation and roll normaly if they wish to benifit from “suprise attack”
b. AA guns do not fire with “Less Luck”
c. If ever a situation arises where your less luck value can not be broken down with unit values you actualy have in step 3. Then roll as normal luck (OOB) (This occurs in an attack with perhaps 4 Bombers, a fighter and a tactical bomber)
I think low-luck would be a perfectly fine option if 1940 Global were a symmetrically-balanced game, however given the differences in starting forces and incomes, the Axis are in a much better position to take advantage of unexpected battle outcomes than the Allies – removing unlucky roles takes away one of the largest Axis advantages.
The Axis may start the game with less forces overall and a lot less income, but the forces they do have are strong, fast and positioned to give them a lot of attacking options. Every time I’ve won as the Axis, my strategy has involved threatening more targets than the Allies can properly defend and going after the weakest link. The randomness of the dice is crucial for this strategy. If my opponent knew that the actual result of each battle wouldn’t deviate far from the expected outcome, he could leave just enough defenders get the “expected” victory. As it is, he has to compensate for the dice by leaving extra “padding” defenders around high-value territories, when one of the battles goes unexpectedly wrong, I can get my mobile attack forces there faster than he can get his plodding defense.