Another thing that might be slick, especially if grouping the 1s and 2s, would be like a separate tally of LL attack/defense power in the battle calc.
Its really useful information to have at a glance, for whatever force your'e dealing with.
I don't know, just thinking a bit about UI stuff, what would be really killer is if the power and hit points of grouped units displayed right there on the main map screen. Like you click a gang of infantry, artillery and random heavy hitters on attack, and see a floating number beneath them with the total power/hp of the selected force. Or similarly if mousing over a territory displayed the total defense power and hitpoints in the territory as a single.
It would be another way to track game progress at a glance. Like if moscow has 300 defense power, and 75 hitpoints, it would give you another way to ballpark battles, without a bunch of bean counting. Might also encourage some randomization of unit composition, as players feel out the totals when deciding what purchases to make, or where to send units across the mapboard.
A quick register like that would be particularly cool for LL, or whatever variant of it ends up going into this Mod Luck system we're discussing. For example, say the 1s, and 2s are all grouped together into a single LL value, and anything 3 and up uses standard dice combat. You might have a readout that shows you the Total Power/Total Hitpoints, and then (LL Power/LL Hitpoints) parenthetically. I think its probably simpler, and more practical to group based on a pre-set threshold determined for the individual game.
Units that hit <X can be grouped LL.
Units that hit >X grouped dice.
It wouldn't be as nuanced as grouping each hits@ number individually, but it would be simpler to parse, and simpler to display in a way that the player can make use of on the fly. I'd be interested to see how it works in game. I like the idea of some kind of risk/reward associated with the more expensive units, since they would provide the swings and be inherently more attractive for that reason. Might bring back some flavor/variety to the unit purchasing for heavy hitters when compared to the inf push and fodder spam.
Just as an example in A&A, on the water, if the subs, destroyers, and carrier decks (which are already the backbone of the force) were all being grouped at the low end (LL), with fighters swinging dice style, you'd probably see some more naval brinkmanship overall. Maybe even the cruiser and battleships become attractive as units that swing? But you'd still have a more predictable/dependable sense of the basic fodder power LL. Some deal on the ground, with tanks, which would then have something on artillery/mech under such a system. Instead of just something you buy because of production limitations, tanks would give you the dice swing.
Basically you end up with a style of combat in two layers, where the cheap hitpoints (units with lower power) play one sort of way, and the expensive hitpoints (units with higher power) play another sort of way. At least then you could still divide things up on the combat/casualty screen so that it still makes visual sense, without being too cluttered up.
Modular would be cool, but in d6 for most A&A games something like...
Units rolled at 1-2: LL display as a single row in the combat window, with some kind of visual icon (obviously dice wouldn't work, but maybe something like a red bullet/shell indicating the hits?) Everything 3 and up, rolls individually in separate rows with the red dice indicating the hits and remaining attack power. Would be cool just to have something like that for LL right now, where the combat screen delivered a bit more visual information.