• A user over at BGG asked me about a link to the low luck rules, but for the love of God and Google, I can’t find them  :?

    They must be defined somewhere in one of the game club forums or something? Can you please help?

    Thanks in advance.


  • The common way to play with Low Luck is like this…

    For every combat round you add the values of the attacking and defending units. For instance if you are attacking with 4 inf and 1 fighter and the defender has 2 inf, then the attacker has 7 attack points while the defender has 4. Every 6 points means that you’ll get a hit, and you roll a dice for the leftovers. On this case the attacker would have 1 automatic hit, while rolling a die and hitting with a 1, while the defender would roll a die to hit on a 4 or less.
    Imagine both the attacker and defender had 1 hit each. On the next combat round the attacker doesn’t have to roll (it has 6) while the defender rolls for 2 or less. And it goes on until one or both sides are destroyed or the attacker retreats.

    The same applies for ships doing land bombardment during amphibious assaults. With AA shots you can either roll individually for each plane, or you can roll for each type of plane.


  • aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=74

    Delete spaces and insert h t t p :// in front (I’m not allowed to post links yet).

  • '18 '17 '16 '11 Moderator

    @Hobbes:

    The common way to play with Low Luck is like this…

    For every combat round you add the values of the attacking and defending units. For instance if you are attacking with 4 inf and 1 fighter and the defender has 2 inf, then the attacker has 7 attack points while the defender has 4. Every 6 points means that you’ll get a hit, and you roll a dice for the leftovers. On this case the attacker would have 1 automatic hit, while rolling a die and hitting with a 1, while the defender would roll a die to hit on a 4 or less.
    Imagine both the attacker and defender had 1 hit each. On the next combat round the attacker doesn’t have to roll (it has 6) while the defender rolls for 2 or less. And it goes on until one or both sides are destroyed or the attacker retreats.

    The same applies for ships doing land bombardment during amphibious assaults. With AA shots you can either roll individually for each plane, or you can roll for each type of plane.

    Or just add up all the attacking planes and divide that number by 6.  11 Fighters, 11 Tactical Bombers and 2 Strategic Bombers = 24 Planes, 4 planes are lost.


  • @Cmdr:

    Or just add up all the attacking planes and divide that number by 6.  11 Fighters, 11 Tactical Bombers and 2 Strategic Bombers = 24 Planes, 4 planes are lost.

    The thing with that approach is that it allows for very effective strategic bombing campaigns. You send 6 bombers against an IC on a territory worth 8 IPC or more (on Global 40 against a Major IC): 1 bomber gets shot automatically by the AA, resulting in a loss of 12 IPCs but the other 5 bombers deal an average of 3.5 damage to the targeted IC. You keep buying one bomber to replace the lost one and the other guy has to either pay a lot to build units or abandon the IC.

  • '18 '17 '16 '11 Moderator

    @Hobbes:

    @Cmdr:

    Or just add up all the attacking planes and divide that number by 6.  11 Fighters, 11 Tactical Bombers and 2 Strategic Bombers = 24 Planes, 4 planes are lost.

    The thing with that approach is that it allows for very effective strategic bombing campaigns. You send 6 bombers against an IC on a territory worth 8 IPC or more (on Global 40 against a Major IC): 1 bomber gets shot automatically by the AA, resulting in a loss of 12 IPCs but the other 5 bombers deal an average of 3.5 damage to the targeted IC. You keep buying one bomber to replace the lost one and the other guy has to either pay a lot to build units or abandon the IC.

    Actually, average of 3.83333 dmg (3 + 1@5).  Yes, it is effective, but allegedely, no more so than a normal bombing raid would be, at at least you don’t have Yatzee, right?

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