I have abs. no idea why someone would want to play a “simplistic, unrealistic” style wargame (which to me, AxA is the paragon of) and then eliminate luck.
Do you guys not see that the brilliance of AxA in the first place is the d6 system it pioneered? It is a reaction to years, decades (1960-1985) of overcomplicated and equally silly debates about balance, luck, strategy etc (see Avalon hill wargames) that are much more easily resolved by simply playing the game more often and playing a variety of games that do not all have the same disadvantages (unplayably long, high learning curve, poor balance) etc.
d6 is a simple system and as you can see, entire unit types (tactical bomber, cruiser) are pretty much just upcosted variants of existing units. The entire game worked fairly well with 2 ground types 2 air types and 3 sea types for 15 years.
It is also a really bad system (for randomness, realism, flexibility, variability, pricing, balance etc.), as it breaks the entire odds system down to a dice rolling mash up (%16 is the smallest available chance to the designer). d8 and other systems are far superior, but they are more complicated and not usually for the better (see old Warhammer 40K).
Now, I like rolling dice well enough, but the elephant in the room here is the concept of “Regression to the Mean/Odds” that no one has mentioned. This principle states that when you roll small numbers of dice, there is a greater chance of anomalous or unusual results, but when you roll tons and tons of dice, the results will tend to be much more averaged over time and will appear more like the calculated odds.
This in my mind is why this is an absolutely silly debate; Larry knows about this concept. Small battles tend to be capricious. Large battles tend towards the averages. THAT IS AN INTEGRAL PART OF THE GAME.
The idea that you would want to play a game that is “simplistic and unrealistic” and then eliminate luck or chance is simply silly. Go acquire other games that do not have such a basic or capricious style of combat system, play them (subsequently, get annoyed at tracking minutiae and arguing about rules) and then come back to AxA!
Many games do not accept that random luck should determine much about the outcome of a battle at all. Warhammer 40K is a great example; you roll absolutely tons of dice, over multiple phases, but the result is always the same–weak units cannot damage strong ones and teams with high average skills dominate the numerically large teams. d6 does not provide enough flexibility to keep that game random or simple, and the creators refuse to address this ultimately fatal problem that compromises the rules and play.
Don’t make the same mistake with “beer and pretzels” games like AxA. We shouldn’t be calculating odds at this point–I can see whether I have a high or low chance of victory at a glance. I also do not need to discuss classic or ‘perfect’ openers–we have discussed these to death and the only thing that creates any variability or uncertainty at all in the outcome of the game is…
Luck.
Game 94(G40) 12/6/15 woohoo!!