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Its is possible for someone to have 3 Fight to win against someone of 7 Fight.
What you can do is manipulate the dice with burning cards, equipment and Magic.
This boardgame is a prime example of what is an Ameritrash boardgame.
In most Ameritrash boardgames you cant control what happens.
Wits, is what increases your hand size. In my experience this, and Spirit, is what decides most games.
Higher Wit, with any character, wins games.
People who demean randomness and say it ruins games because it takes control from the players are stupid on two levels; First, in that any game more advanced than chess is going to have SOME randomness, so it clearly doesn't ruin games in general, and secondly, because planning for the unknown and compensating for surprise are very important player (human) skills in any situation.
Saying everything should go as planned and you should only fail by specific misake is fine, I suppose. Go play chess. A game with a finite number of possible games which quickly devolves into memorizing patterns of proper counters to your opponent's textbook moves. Sorry, but I'm personally very glad not ALL games are like that.
TLDR: "Ameritrash" is an elitist and stupid label to slap on games, and particularly inappropriate for this one.
This much of your comment is dead on, and yes, Wit is the most important statistic. The attack on the game as being too "American" when the dev team is Australian is a little bizzare, and not the most intelligent thing I've ever seen.
But yes, the dice are random, and can be cruel, but you have equipment, spell and trickery effects, and buring cards to eliminate that randomness. As a general rule, you'll be better off with 5 dice placed on the board by pre-planed effects than just rolling 10 dice.
Struth matey.
Not always. There's a toggle in the first X-COM when you create a game that rerolls the results whenever you reload allowing you to save scum if you want or not. I would imagine the second game kept the option.
That technique can help with save scumming. AoW3 handles it like that and saves the rolls, so reloading gives the same allways. That means, that the player can get the information, that the next attack will hit allways, because the game rolled a 1 % chance as success. After that might be somthing like a miss on everything below 80 %.
With a bit testing, the player can at least get a few optimal actions out of the rolls, by changing up the order of actions. I never have played XCOM but in AoW3 one could for example, if the first two rolls are good, use somthing like the attack of the frostlings, to freeze an enemy unit, with the knowledge, the next few are bad, one can follow up with a cheap unit going melee, to use those up and so on.
Playing the same battle the same way often ends up with the same result with such saved rolles. Depending on how many rolls get saved. Like 100 rolls could be to few for the bigger battles, but enough for fights between a few units, that have passive effects on hits, that need rolls too.