Low luck is great for the battle resolution itself but it leads to a major flaw on the main tactical map.
It’s way too easy to commit the minimum forces with about 0 risk. The game becomes mainly an IPC production contest in favor of the allies.
To make it worthwile, the system should leave the choice of dice system used in combat for each round for each opponent.
Agressive - dices
Defensive - low luck
This way, an attacker may want to conduct an low luck attack while the defender choose to go for dices. If the battle goes a second round, again each sides choose the mode in which he ‘‘rolls’’ the dices.
The result would be that you might be sure in low luck as an attacker to take out thoses 3 infantry but at least you won’t be sure on how many casualties you will take, thus forced to commit more troops than the ‘‘sure thing’’ one casualty, the defender obviously going with dices to try inflict more losses.
Until then, dices games are still more dynamic than the all too previsible low luck and NO risk.