Low Luck Option

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Low Luck Option

Postby Sliceydicey » Wed Feb 02, 2011 1:59 pm

LOW LUCK DICE:

WHAT
: Low Luck dice (LL) are an alternative to regular dice. Essentially you add up all of the "points" from the units you're attacking or defending with, divide that number by six, and that's how many guaranteed hits you get. Then, whatever's left over, you roll for.

WHY: LL dice essentially remove most of the luck from battles, and they allow you to calculate exactly what you need to bring into combat to win. So which is better? That all depends on each player's preference.

HOW: For example: Let's say you're attacking with five (5) tanks and two (2) infantry against one (1) fighter and four (4) infantry.
You start by adding together all of the attacker's "points".

Tanks attack at 3. Infantry attack at 1. So the attacker has: (5x3) + (2x1) = 17 points

If you divide 17 by 6, you get 2, with a remainder of 5. So the attacker gets two (2) automatic hits, and rolls to try to get a third hit. Since the remainder was 5, he needs to roll anything but a six to score that extra hit. So the attacker has 2 guaranteed hits, and can possibly get 3. With regular dice he could have gotten as many as 7 hits and as few as none.

Now the defender rolls. Fighters defend at 4. Infantry defend at 2. The defender gets: (1x4) + (4x2) = 12 points

Divide 12 by 6 and you get exactly 2. This means the defender gets exactly 2 hits. There's no need to roll.
Both sides remove casualties, and you're ready for round two of combat in the same manner.

Special cases are detailed below:

1. Battleship Bombardment: Low luck is used; battleships fire in their own phase and only land units can be taken as casualties. ex: 4 battleships bombard (power of 16); two automatic hits and roll a die that hits on a 4 or less for the third.

2. Sub First Strike: Low luck is used; subs fire in their own phase and only sea units can be taken as casualties.

3. AA guns: Low luck is used for overland flight and battle:

3a. Overland Flight: For each 6 aircraft flying over an AA gun from one location, one auto hit is dealt. If there are both fighters and bombers, the hit is randomly dealt to one of them. A die is rolled to determine final hit for numbers not divisible by 6, as normal. Aircraft flying over AA guns originating from separate locations are rolled for separately.

3b. In Combat: For each 6 aircraft participating in combat, one auto hit is dealt. If there are both fighters and bombers, the hit is randomly dealt to one of them. A die is rolled to determine final hit for numbers not divisible by 6, as normal.

4. Weapons Development: Low Luck is not used. In other words 6 dice will not give you an automatic technological improvement.
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Re: Low Luck Option

Postby lpoulas » Wed Feb 02, 2011 2:26 pm

Is low luck basically elminated for the one on one battles where the total points is less than 6? Meaning, if i take a destroyer vs a transport the destroyer doesn't automatically win every time because it has more "points"?

I assume for battles with tless than 6 points on a side, it just rolls normally? If I attack with 5 infantry there are no automatic hits?
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Re: Low Luck Option

Postby CaptainColeslaw » Wed Feb 02, 2011 2:26 pm

lpoulas wrote:I assume for battles with less than 6 points on a side, it just rolls normally? If I attack with 5 infantry there are no automatic hits?

No. You roll 1 dice. Since 5 infantry is 5 points, roll anything but a 6 and you get a hit. Compared to a regular game, you'd have 5 rolls but each needs to be a roll of 1.
So in LL with the above quoted scenario you could have a max of 1 hit. Or a max of 5 hits in a regular game.
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Re: Low Luck Option

Postby SkillzThatKillz » Wed Feb 09, 2011 10:07 pm

I LOVE low luck and pretty much refuse to play any other way now. This is mostly because I've had very evenly match games ruined by someone attacking with five infantry and getting five hits, drastically altering the course of the game, etc.

Anyhow, my only complaint with low luck is this. If I fly some fighters and a bomber into anti-aircraft fire, I should be able to choose which I lose when I am hit. One could argue that the randomness is more realistic since you wouldn't get to choose which planess are hit in real life warfare, but in every other battle in the game you get to choose your losses.

For instance, perhaps I am flying two fighters and bomber into AA fire. I know I'm taking a 50/50 chance of being hit, and I'm ok with that. If I am hit however, I'd like to be able to choose between keeping the range and offense of my bomber and killing a fighter, or keeping both fighters if I'm in bad need of the defense to defend critical territories.
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Re: Low Luck Option

Postby dequartel » Thu Feb 10, 2011 12:52 pm

SkillzThatKillz wrote:I LOVE low luck and pretty much refuse to play any other way now. This is mostly because I've had very evenly match games ruined by someone attacking with five infantry and getting five hits, drastically altering the course of the game, etc.

Anyhow, my only complaint with low luck is this. If I fly some fighters and a bomber into anti-aircraft fire, I should be able to choose which I lose when I am hit. One could argue that the randomness is more realistic since you wouldn't get to choose which planess are hit in real life warfare, but in every other battle in the game you get to choose your losses.

For instance, perhaps I am flying two fighters and bomber into AA fire. I know I'm taking a 50/50 chance of being hit, and I'm ok with that. If I am hit however, I'd like to be able to choose between keeping the range and offense of my bomber and killing a fighter, or keeping both fighters if I'm in bad need of the defense to defend critical territories.



I'm afraid that choosing between bombers and fighters is not in keeping with the game's rules--In Axis & Allies Revised, one die is rolled against each individual aircraft. In Axis & Allies 1942, this is still the case, with bomber and fighter rolls differentiated. The AA gun round is unlike normal combat in that the rolls are directed at individual units, rather than simply "does the AA gun hit?"

"Roll one die against each attacking unit. On a roll of "1," that air unit is destroyed...if all the aircraft are the same, there is no need to differentiate them. However, if there is a mix of fighters and bombers, you must assign specific rolls to specific aircraft" (Axis & Allies 1942 Rulebook, pg 25)
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Re: Low Luck Option

Postby rockismyreligion » Mon Mar 07, 2011 2:55 pm

There are still sometimes occurrences of "dicings" that happen when low luck is enacted. Are there any determinate predispositions to the outcomes of dice inside the low luck code, say in 50/50 battles or certain units attacking other certain units?
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Re: Low Luck Option

Postby tim213 » Sun May 15, 2011 5:25 am

in low luck, do bombers get a full dice roll?
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Re: Low Luck Option

Postby RobEng » Sun May 15, 2011 7:58 am

tim213 wrote:in low luck, do bombers get a full dice roll?

They add 4 pips to the low luck computation, so the answer is no.
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Re: Low Luck Option

Postby Robert1175 » Mon Jun 27, 2011 9:31 pm

if you send in 5 tanks, 15 points, that is two guaranteed hits with 3 left over. why would you not get the 3 rolls at three or less, why is it only one roll? i understand it partially but would like a bit more explanation behind it please. LL seems to be a more strategic approach which is great but even the best strategic minds were messed up with unlucky scenarios work against them. well just wondering why if you send in 5 units, which should give you five attacks, you are only getting basically 3 rolls. thank you
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Re: Low Luck Option

Postby CaptainColeslaw » Wed Jun 29, 2011 11:16 am

Robert1175 wrote:if you send in 5 tanks, 15 points, that is two guaranteed hits with 3 left over. why would you not get the 3 rolls at three or less, why is it only one roll? i understand it partially but would like a bit more explanation behind it please. LL seems to be a more strategic approach which is great but even the best strategic minds were messed up with unlucky scenarios work against them. well just wondering why if you send in 5 units, which should give you five attacks, you are only getting basically 3 rolls. thank you

Low luck is formulated based on the point value of the total units in action (attacking value during your combat phase, defending value during an opponents combat phase), not the number of units in action. Each 6 point total is considered a guaranteed hit with the remainder being based on a roll of equal or less than the value of the remainder. 5 tanks have an offensive point value of 15, that would be 2 guaranteed hits (rolling a 6 or less). What remains in point value is 3, the outcome of which is determined by a single roll of the die. With a hit being a 3 or less.

To reiterate, the Low Luck dice is formulated on offensive or defensive point value, not the number of units involved. If you want 1 dice per unit, then the standard dice option is what you want.
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Re: Low Luck Option

Postby rockismyreligion » Tue Jul 12, 2011 5:31 pm

CaptainColeslaw wrote:
Robert1175 wrote:if you send in 5 tanks, 15 points, that is two guaranteed hits with 3 left over. why would you not get the 3 rolls at three or less, why is it only one roll? i understand it partially but would like a bit more explanation behind it please. LL seems to be a more strategic approach which is great but even the best strategic minds were messed up with unlucky scenarios work against them. well just wondering why if you send in 5 units, which should give you five attacks, you are only getting basically 3 rolls. thank you

Low luck is formulated based on the point value of the total units in action (attacking value during your combat phase, defending value during an opponents combat phase), not the number of units in action. Each 6 point total is considered a guaranteed hit with the remainder being based on a roll of equal or less than the value of the remainder. 5 tanks have an offensive point value of 15, that would be 2 guaranteed hits (rolling a 6 or less). What remains in point value is 3, the outcome of which is determined by a single roll of the die. With a hit being a 3 or less.

To reiterate, the Low Luck dice is formulated on offensive or defensive point value, not the number of units involved. If you want 1 dice per unit, then the standard dice option is what you want.

It makes logical sense.
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Re: Low Luck Option

Postby Robert1175 » Sat Jul 16, 2011 10:05 pm

it does make some sense but i believe i like the standard option a lot better, originally i thought i would like the LL option b/c i thought the extra unit would attack on it's attack value not the remainder. still both are playable options.
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Re: Low Luck Option

Postby speedcrayzy » Sun Aug 07, 2011 9:02 am

Low Luck strategy is much different than regular in some quiet ways.

Since you can predict outcomes with a high degree of accuracy, there are many more opportunities for Attacks & retreats in which a superior force kills more units.

Also, I would suggest a 10 bid germany since Low Luck tends to favour Allies more than regular.
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Re: Low Luck Option

Postby rockismyreligion » Mon Aug 08, 2011 2:21 pm

speedcrayzy wrote:Also, I would suggest a 10 bid germany since Low Luck tends to favour Allies more than regular.

That does tend to be the case with most games I've played (high Axis bids).
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Re: Low Luck Option

Postby jkizzle » Mon Oct 10, 2011 4:26 pm

Love low luck...one thing that would really make for even less luck: averaging ic bombing. If there is as gun present 1 iPC is lost (that is being generous to the bomber as the avg net gain is less) and no gun means 4 ipc lost, 3/1 if Caucasus, 2/0 if india or other 3ipc territory. Thoughts? I hate losing a game only due to lucky bombers that never get hit and always roll 5-6
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