[Classic/2nd edition] LL + Mutually Assured Destruction


  • First off lower the A4 for bomber. That’s way to high


  • @SS-GEN ???


  • I’m just saying the bomber is to strong in game.


  • @SS-GEN Ah, gotcha. When I first read that, I was like, “What does an A4 have to do with Classic?” Lol. Do other games in the franchise lower the bombers A4? I just got my second A&A game today, but will not open it till I have a place to set it up and shoot a YouTube video of it.

    Anyway, back on topic for this thread, how do you feel about the proposed option, to further limit just what crazy dice rolls can do to a game, but having an optional rule that keeps low probability results from ruling the game, rather than strategy/experience?

    Playing with real people, with real dice and game boards and such, I would most likely enjoy just regular dice rolls, as that’s a part of the in-person experience. OTOH, when it’s just me and the computer screen, I’d definitely want to know that all the over rolled 1’s and 2’s being generated all out of proportion to their probability curve, are going to be offset by MAD.

    What are your thought on this?

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    @CrazyIvan

    So your saying use low luck. Then any dice rolls after that is using your suggestion. MAD

    Still lookin at it.
    1 bomber A4 for d6 would get a hit all the time against 1 transport you would need 6 Transports to get 1 hit. I got this right so far ?


  • @SS-GEN

    Take that back
    bomber 4/2.
    Transport 1/1
    So bomber and transport misses
    So now Bomber 2 and transport 1 =
    Transport killed due to MAD ?

  • '19

    Sorry, I didn’t make that as clear as I thought I did, lol. I’m infamous for thinking what I post is understood as intended, but then being shocked when I learn that I really didn’t do such a good job putting the thought out in a well explained, and clear manner.

    Let me try to do a bit better job of this, then, and sorry for not getting it right the first time.

    Ok, so the bomber, with an attack of 1-4 on a d6 flies out and makes a run on the lone transport, defending on a 1 on a d6. Low Luck takes this and does, essentially, nothing. LL+MAD takes a look at the remainder, in this case 1 v 4, and first checks that there is a difference between the remainders for both sides, and as the two sides in this example don’t have any ‘hits’, all we have left is their starting numbers. Next, in the case where one side has a better remainder than the other, MAD uses one die roll, against which both sides remainders are checked. So no separate rolls for each side, just the one for both.

    So, the possible results of the single MAD roll on a d6:
    1 = Both the Transport and the Bomber hit on a one, so both die.
    2 = The Transport misses above a one, so only the Bomber hits.
    3 = The Transport misses above a one, so only the Bomber hits.
    4 = The Transport misses above a one, so only the Bomber hits.
    5 = Neither the Transport nor the Bomber hit on a five, so both miss.
    6 = Neither the Transport nor the Bomber hit on a six, so both miss.

    What this proposed optional rule is supposed to do, is keep the unlikely combat result of bomber killed, transport lives to tell about it from happening, as the probability of such happening is in itself a 1:18 chance, but if the bomber dies and the transport lived, what happens to the game after this? Does the transport pull off a landing? Do the transports allies get to land fighters in the newly gained foothold? I’ve seen both, on more than a few occasions, and just this one 1:18 chance result can really screw up an otherwise good game.

    I like more strategy in my strategy games, and not so much a fan of an endless series of “Lucky Shot, Sir!” moments, nor a game that goes wildly back and forth, based upon the gods of chance whim of the moment.

    Hope I explained the process better.
    I also hope I didn’t cause confusion with my prattling on about why I want this added as a house rule for folks that would like it.


  • @CrazyIvan

    Think I got most of it. Your getting away from KISS, But that’s how you want to play.
    Got to remember here your playing a game that doesn’t have a lot of pieces on setup
    and some pieces cost to much and the Battleship cost to much but this is all balanced into cost and setup pieces. You need battleships for punch and then your out of money.
    If you want I can post a list of pieces C A D values that are close to each piece costing correctly to punch.


  • @SS-GEN Um, I think this post is in the wrong thread? Can you repost this in the Naval thread?


  • @CrazyIvan

    hang on.
    Panther or Leo. Does this topic need to go to House rules or Classic ?

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