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Subject: Low Luck Variant rss

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Jason Weed
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The following is the variant that I enjoy for 1)reducing the amount of dice rolling required per battle 2)a reduction in the degree of variance in large battles and 3)to garner an even playing field between the 2 sides.

I always play that Russia is restricted form attacking any country on turn 1, all battleships can take 2 hits (though no repairing), and a standard bid of a value of units in IPC points to be placed anywhere on the board (usually 3-6 IPC points worth of material placed in Libya). Sometimes I will forgo the bid and just declare that the German side gets an extra tank in Libya and let my opponent choose the side he wants.

The major difference though is how combat is resolved. Total the combined attack or defense points for all of the units engaging in combat on 1 side, then divide by 6, these become default hits. Any leftover points not divisible by 6 are total and you roll a single die at that value. Example: 3 armor and 1 inf attack (3x5=15, plus 1=16, this is the combat value, then divide by 6 and you get 2 plus, so 2 hits are automatic, then the 4 points leftover (16-12=4) are rolled with 1 die hitting on 4 or less.

Any special units (sub 1 shots, battleship bombardment, and anti aircraft fire) are done as normal, unless there is more than 1 unit, then you can use the combined values as stated for normal combat.

I posted a session report using this technique that can be viewed here:

http://boardgamegeek.com/thread/623848/a-no-luck-game-of-axi...

The advantages to this are a speed up in the game due to less dice rolling, a level playing field for both sides, and a more chess like approach to each move, as you can more accurately tell what you need to win and what casualties should occur prior to combat.
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Jason Weed
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Implementing the above rules, plus a default 3 IPC damage per bomber on SBR runs and 1 IPC default damage with 1 or more AA present we had the following game:

http://www.boardgamegeek.com/thread/636053/avin-vs-weed131-r...

After this game I am certainly implementing the SBR rule and considering others. More to follow.
 
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Jason Weed
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Low Luck Variant 1.1

The above rules apply with the following addition:

1) AA in combat will default kill 1 plane (defender choice) for every 6 planes. In the case there are less than 6 or more than that are unaffected by the divisible 6, the remaining units (with a max of 5 units) will recieve a .5 point loss in attack power, rounded up. So 3 aircraft will only attack at 7 instead of 9. In the case of 13 aircraft, 2 would be autokilled and one of the remaining would be at a reduced value of 2 attack power for the remainder of the battle (denote the unit with a marker).

2) Any combat involving a solo transport (subs in the zone don't effect this) is an autokill for the attacker with no defense roll. This only applies to solo transports, more than one still defaults to the normal combat variant rules. If at anytime 1 transport is left defending, it is an autokill.
 
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Jan Ozimek
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weed131 wrote:
Low Luck Variant 1.1

There is already a widely accepted set of low-luck rules which is used by many online players. You might want to take a look at that.

weed131 wrote:

The above rules apply with the following addition:

1) AA in combat will default kill 1 plane (defender choice) for every 6 planes. In the case there are less than 6 or more than that are unaffected by the divisible 6, the remaining units (with a max of 5 units) will recieve a .5 point loss in attack power, rounded up. So 3 aircraft will only attack at 7 instead of 9. In the case of 13 aircraft, 2 would be autokilled and one of the remaining would be at a reduced value of 2 attack power for the remainder of the battle (denote the unit with a marker).

According to the "official" low luck rules, you roll one AA die for the attacking planes (assuming there are less than 7). If four planes attack, you hit one plane on 1-4. If only one plane attacks you use the normal rules.

weed131 wrote:

2) Any combat involving a solo transport (subs in the zone don't effect this) is an autokill for the attacker with no defense roll. This only applies to solo transports, more than one still defaults to the normal combat variant rules. If at anytime 1 transport is left defending, it is an autokill.

In newer editions (Axis & Allies Anniversary Edition and later) transports have no combat value, and can't be taken as casualties in combat. They wait and pray while the battle rages; if the other side wins the battle (with units left), remaining transports are auto-killed. Works very well, but it may require some changes to the starting setup, if you apply this rules to the older versions.
 
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