Responding to your last comments in the previous thread GMan.
Quote from: Gamerman01 on January 06, 2018, 08:24:40 pm
Adam’s example was a great one - the example of a sub trying to clear a destroyer that would lead to a coup, and whether it succeeds or fails.
Probably an even better example is an Italian attempt to clear a territory for Germany that would allow Germany to sack Moscow with a very high IPC swing. Any automated attempt to quantify the luck of this battle would fail miserably. It could be a very small battle with a very small TUV swing, but actual massive game consequences.
Not to downplay your efforts - there would still be a lot of value to a TUV swing calc - would just need caveats to go with it is all we’re saying smiley
What I think people don’t always realize is that there are many types of luck in Axis and Allies. In your example, Russia not realizing or seeing the Italian can-opener (a situation that’s probably happened to all of us) is it’s own kind of luck, luck that can be entirely different from dice luck over a pro-longed period. Perhaps we could clarify this as establishing “dicing” vs “bad luck”.
What if the Italian Can-opener is 4 aircraft vs 1 infantry that was left in place by Russia. Russia could survive two rounds and get two hits, and it could be considered amazing luck in the battle, but still have their capital sacked because they didn’t see the opener.
We could also get into exponential differentials. IE, in a game say your opponent is +20 hits and you are -20 hits. That’s 20 hits worth of units you should have on the board producing for you on average, and 20 units worth of hits they shouldn’t, and this is compounded round by round for each turn those units are alive. From that point we start moving into equations with impossible to determine variables, like how many units the enemy has left in range etc. It’s impossible to calculate or quantify so we don’t.
Back to the hit-handicap ratio; it’s just there to establish what happens to you each time you go to roll each dice. How you did vs what would be the expected average. As it’s implemented it will start to change how we “perceive” luck/dicing, and the types of luck out there, and end alot of the debates about whether people were diced overall in a game or just in some few battles.