Adapting to Higher Spreads.
Kindwind last edited by
Greetings fellow commanders,
The nuances of the Low Luck variant in Axis & Allies never cease to fascinate, and I've stumbled upon an aspect that's quite intriguing. In our games, it's been observed that while playing under this variant, the Allies tend to have a spread of about 1.2-1.8 I have seen it as high as 1.9, which is notably higher than the Axis. While the implications for offensive operations have been discussed at length, I wanted to touch upon what this means for our defensive strategies as the Allies.
Defensive Considerations for Allies:
A spread of 1.2-8 isn't just a number; it's an indication of variability. And while this inherently brings about opportunities on the offense, it demands caution on the defense.
In a game where we often rely on averages to make decisions, the Allies, with this spread, need to be prepared for outcomes that might deviate more from the mean. To put it in simpler terms: if traditional calculations lead us to believe that 10 units are required for a solid defense against an Axis strike, this spread suggests that leaning towards 11, 12, or even more might be a prudent choice. It's a buffer — not born out of paranoia, but out of the recognition of this variability.
With the Axis having a more predictable outcome in their combats due to their lower spread, it's essential that the Allies take this into account when preparing defenses. It's a delicate balance, and one misstep can be costly.
To all seasoned players out there: how have you adapted to this higher spread when playing as the Allies? Have there been moments when this spread turned the tide of the game? I'm keen to gather insights and experiences from the community.
Here's to deep dives, strategic adaptations, and the joy of Axis & Allies!
Hi, I’m having trouble understanding what variation you speak of, especially when using low-luck. The low-luck actually makes it a pretty exact calculation. The only unknown factor is the remainder roll. And variation between players/sides seems not possible to me. When I want to make sure the defense is solid I’ll use the battle calculator. The battle calculator can give you the minimum and maximum units required for succesfull defense.
If you can give a practical example perhaps that will make it clearer.
Kindwind last edited by
@zjelcop Hi Zjelcop! So if you go to the dice tab in your games and look at the dice stats there is a statistic called standard deviation. That is commonly called the spread. The "spread" for a single six sided die should be 1.71.
If you look there after several hundred games you'll find the axis typically have a .xx spread instead of a x.xx. Allies will have a x.xx spread.
So axis will hit on 3 or 4 more often. Allies will hit on a 3 or 4 less often. I have certain attacks I will run that never hit in game for allies.
I don’t have access to a PC at the moment so cannot check that out.
However I was looking up previous posts on the topic as I knew there are plenty.
In this topic there’s a screenshot of some dice-stats. The funny thing I noticed is that the given median is different, either 3 or 4, for different players. It should be exactly 3,5 for all players I think.
So while I’m confident the actual given dice in the game are fair perhaps the calculated dice statistics are off.
@Kindwind perhaps you can check if you see a relation between given median and the deviation in your stats and if perhaps the given median is side dependent (for example: first alliance gets median 3, second gets 4).