@Veqryn:
+1 Karma for OP
(i personally prefer the idea of ‘bad dice chips’. each team gets 3-5 chips at beginning of game and can use them to re-roll any roll they make, but when they run out of chips they run out permanently)
I disagree with the general idea people seem to have of why people like playing dice. Playing LL is not more strategic, and if anything, it is less strategic (involves less strategy). I play dice because I believe it involves more strategy. The problem is that people who think LL is more strategic really should just be playing chess, and have yet to understand the reason why dice is more strategic.
Dice demand from a good general the ability to manage risk.
If I am attacking a territory with LL, I can calculate the exact number of units I will need to take that territory with just one unit left, or to take that territory kill all defenders in the first round, etc. If I am attacking a territory with Dice, I understand that the battle may not go as planned in the short term, but that in the long term things should even out. However, the short term matters more, and exponentially effects the long term of that particular battle (ie: bad rolls on the first round of btl hurt more and correlate more highly with battle results than second round rolls, and so on). I also understand that the level of variation is much larger in small battles than in large battles. If I am attacking a territory with 2 tanks, and the enemy has 2 infantry, I understand that the level of variation (or standard deviation of the normal curve of battle results) is much larger than if I am attacking with 10 units against 10 units. This means that, If I have to do 2 attacks during a turn, and I can commit a few extra units to one of those two attacks, but not both, then with Dice I should allocate those units to the battle that involves fewer units (because fewer units means more variation, also known to non-math majors as luck). This is why, when playing dice, a good commander is more conservative, only attacking when he is sure to win, and making sure that he is sure to win by committing more forces than necessary. When playing with LL, you will see that a good commander no longer needs to manage the risk of losing, and therefore will attack more territories every turn, attacking with fewer units. To a general who plays dice, the moves people using LL make look suicidal or extremely risky. To him, it looks like a completely different game. And it is a completely different game. LL removes this vital component of risk management from the game.
(however, I too can get pissed off when some really important battle swings more than 3 standard deviations away from the mean, resulting in ‘luck’ either giving or taking away the game from me, which is generally not so fun. but I do enjoy when my opponents get luckier than me but I still beat them by playing conservatively and being patient. LL generals just need to have more patience, and more tolerance in their strategies for when things go wrong. LL generals trying to play dice generally make moves that are far to risky, then complain and b**** when they go horribly wrong, even after I try to explain to them that the results of the battle are within two standard deviations, namely because the deviation is so large on such risky moves, and therefore he should try to play better by giving more thought to the consequences of failing to meet all his btl objectives.)
If you’re going to flame my post then don’t bother pussy-footing around with terms like “LL generals”, just use my name. My post was an attempt to weigh the benefits and shortfalls of different battle resolving methods in A&A. Not to prove that LL is more strategic than dice. To that end I thought I was quite clear that I believe LL is better suited to play testing different strategies, and dice are simply more enjoyable. But if you want to argue that “Playing LL is not more strategic, and if anything, it is less strategic (involves less strategy)” than your argument falls on deaf ears here. To suggest that a general who chooses a maneuver which is other than optimal because it involves a random device is LESS strategically competent than one who chooses other than optimal maneuvers is foolish.
The only reason to pass up any edge in any game which combines skill and chance is that one feels confident that their opponent WILL, in the future, offer a larger edge with less variance. Example: player A is a level 1200 player, player B a level 1400 player. In order for A to win a skill/chance game against B he MUST make moves with more risk, in fact he should seek out game-changing battles with a 45% chance of success. If he doesn’t, he will eventually lose to B’s superior strategy. At the same time B must avoid high variance moves that give A a chance to “get lucky”. However, if both opponents skill levels are the same or similar, both should seek ANY edge lest the game become a draw, since the only edge one will get out of a similarly competent opponent will be a small one.
All I want to figure out, when playing LL, is whether or not a particular opening move is +EV(expected value) or -EV. I therefore don’t want dice “interfering” with my “experiment”. Once you have determined if that a move is +EV, it remains +EV even when utilizing dice. IMHO that’s is the most scientific way one can use to determine what a “good opening strategy” generally consists of.
To OP, bad dice chips aren’t a bad idea either. Perhaps an evolution of that idea would be to “sell” bad dice chips for 5ipc(or whatever u think/play test is fair) apiece. Just a thought i had …
I still prefer player choice. Don’t much care for “battle by battle” player choice though. I would think there would be too much “angle shooting” in that scenario. And again I believe that the point of the game is enjoyment. Therefore “player choice” satisfies both player’s needs.