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The bottom line is, that yes, I can invent all sorts of scenarios where the "statistics" spell out one thing, and yet, my point above is that, for anyone playing this game, there is a given "optimal" set of moves for any given situation. From turn one, to two, to three. No matter what scenario you invent, there is a statistical probabilistic "best" move sequence. Now, even if you make that best move sequence at each individual decision point, you're still going to lose 20-30% of the time. Why? Dice.
No two ways about it. Perfect...and I mean PERFECT play, will still result in 2-3 losses per 10 games. So, I don't care about optimal retreats. I don't care about first moves or best moves...even doing the absolute statistically "best" moves, you will still lose.
I guess to some extent, that is what describes a "good" game (as it relates to a dice game). Lots of skill, lots of luck. Chess is more, no luck, lots of skill. I guess I am just one of those guys that hates watching a well planned and well thought out set of moves completely disintegrate because my 8 tanks miss for three rolls in a row while the 3 infantry I'm fighting can't miss. It's part of the game. It is what it is. I, for one, am learning I don't really like that dynamic. It's not so much planning or strategy as much as what you roll.
Axis and Allies is not a game about strategy and tactics. It's a game about risk management, packaged as a game about strategy and tactics. In a long letter I wrote to the developers a while go, I wrote something like "What we don't want is for the players to play five hours and feel it was just a bunch of glorified dice rolling" - and I remember editing out the end of that sentence, which originally read "*even though that's exactly what Axis and Allies is*".
Well, suffice it to say I feel the same way most of the time, and that I consider Axis and Allies a sort of light therapy for me to remember I can't always control things - and that's okay.
Yes, as I stare at the dice that came up all fives and sixes, I tell myself it's okay, as I rock back and forth as I stare at the dice that came up all fives and sixes as I rock back and . . .
==
When the ranked games feature came out, I spammed a few games to get a rank - just to test the feature. Two of my Axis games were slow to finish, so I spammed two additional games to get my rank faster.
I didn't take any of those games seriously, but in ranked I'm currently platinum 6-1 with Axis, and gold 5-0 with Allies.
I consider myself the low side of middling ability in Axis and Allies, in terms of experience, intuition, correct calculation, position evaluation, and ability to read and respond to opponents.
Imagine if I were actually skilled.
Then too consider a lot of games I imagine are won by forfeit because of timeout - either because an opponent just didn't log in on time that day, or because over a few weeks they ended up having to travel or attend to work commitments so couldn't make their move.
So if you had a player that could consistently get on their computer, and that had some reasonable skill, that took the games seriously - you know?
They need to look at the strategic bombing runs. Something is wrong. No one should be getting hit 35% of the time over 140 trials (see above). With only 6 potential outcomes, 140 trials is enough that there should be basically no way for him to have that experience. It would be easy for me to dismiss that as internet nonsense, but I see it myself...my bombers are shot down basically non-stop. And again, no joke, when they do make it through, my average roll is absolutely no higher than a 2.5. Again, this is across 50 games, and perhaps hundreds of individual bombing runs. I'm getting shot down 30% of the time. Easily. And then, again, when I do make it through, it's almost certainly a 1. Not kidding, 40% chance of a 1. The remaining numbers are roughly evenly distributed. Except 6's. Those come up every 20-25 rolls or so. The bombing dice are broken. Maybe some interns ♥♥♥♥♥♥ with them while working over the summer. Maybe Beamdog has some sick fetish of watching people squirm, but I am pretty sure these are not random outcomes. If they are, then I am experiencing something like 6 standard deviations from normal.
Anyway, they need a low luck option. This game, generally speaking, needs a low luck option. And even without it, it will take some real convincing to prove that the AA dice aren't a mess. Everything else, I'll let everyone else argue about, but the AA dice are not random.
Like the original poster, I have also noticed unusual defensive rolls. If one or two troops are defending against a larger force, those two will almost ALWAYS hit. 5 tanks against two infantry...maybe 2-3 tank hits for the attacker, but the two defenders will ALWAYS hit. It's become a running joke to me..."and now the 5 defenders will inevitably hit at least 5 of my units during the 3 rounds of combat this will take because my 15 attackers simply will miss everything on round 1." And lo and behold, that's exactly what happens. I'm basically expecting to get screwed, and it's starting to make the game not fun.
Developers, if you're reading this...you're going to start losing players without a Low Luck option or something to moderate the extreme outcomes in certain key battles. Perhaps that is "just the game" but I might as well go flip coins and try to call it heads or tails. What was fun as a teenager is rapidly losing it's appeal now that I've realized I'm basically just rolling for luck and hoping for the best against anyone in a roughly similar skill bracket.
I guess this is all a long way of saying if one of you suckers happens to randomly take me down by rolling an unusual series of 1's and 2's, you can go suck a lemon...and you'll eventually find me somewhere in the Platinum leaderboard!
On that note...Developers...we need a challenge mechanism (or rematch request) to initiate ranked games against those that want a piece of what I'm puttin down. Gauntlet thrown.
https://www.statisticshowto.datasciencecentral.com/calculators/binomial-distribution-calculator/
0.000004223% 50 or more hits
https://www.mathsisfun.com/data/confidence-interval-calculator.html
could be useful
https://www.youtube.com/watch?v=zMRrNY0pxfM
people say "more than double" whatever, the image that comes up is "oh, so instead of rolling a 1, you rolled a 2, what's the big difference"
need to think of things in proper binomial distribution calculator terms
0.000004223% = maybe there really is something weird
note - I think with binomial events if you're calculating confidence interval, use 0s and 1s to signify binary outcomes; you don't need the specific 1-6 dice roll outputs. or something. I forget. going to sleep. night.
I haven't been tracking it, but sending multiple bombers often seems to result in at least one getting shot down. I half joked with friends that I'm stopping strategic bombing altogether, because it just isn't worth it. You'll almost always lose more IPC's than you'll inflict.
Another theory I've thought of: what if the dice are rolled out the same way casinos award rig slot machines to pay out X percent of what they take in? And more to the point: what if certain dice only "pay out" after a bunch of other crap dice have been awarded? The motive behind such a system would be to ensure that a relatively even number of hits vs. non-hits are awarded, so on the surface the "law of averages" would basically be served and everything looks fine... but such systems are able to be compromised, and this is part of the reason why I mentioned that I've noticed the dice almost always go certain ways against certain players. At what point does it stop being "luck" and start being "trend", honestly?
There are other oddities as well. If I throw 6+ dice, the number of times I've rolled nothing but 5's and 6's dwarfs the number of times I've rolled 1's and 2's. It's astounding. Realistically, both should be extremely rare. And as much as I don't want to be *that guy* who complains about the dice, something is seriously up here. I've played variants of this game for close to 30 years, and I've never seen such consistent wackiness... in particular with the strategic AA (normal AA for regular battles is far less effective).
And most of the time I look at the ladder, it's the same person on both sides. From a mathematical perspective alone, that is genuinely astounding.
Many battles reports I read have me with total losses of relatively strong defenses and zero to 1 loss for the attacking force no matter how large. I want to see stat reports telling me if I rolled average, rare-strong, or rare-weak rates.
Some anomalies are expected. But they happen far too often for chance luck to explain them away.
I too have observed insane loses in strategic bombings. 35% loss feels right.
Sea Zone 47...Japan won. Destroyed 1 aircraft carrier, 1 cruiser, 1 fighter, and 1 transport, WITH NO UNITS LOST IN BATTLE.
Borneo...Japan won. Destroyed 2 infantry, WITH NO UNITS LOST IN BATTLE.
Sea Zone 49....Japan won. Destroyed 1 submarine, 1 cruiser, and 1 transport, WITH NO UNITS LOST IN BATTLE.
Yunnan...Japan won. Destroyed 2 infantry, WITH NO UNITS LOST IN BATTLE.
So basically, Japan destroyed 80 IPC worth of units and lost absolutely nothing. My units had a combined defensive strength of 20...and not a single dead enemy unit.
Now, yes, I am fully aware this can happen. This one occurrence means nothing from a statistical standpoint. I understand this. And yet, I see nonsense like this happen over and over and over again. Something is wrong.
Or, maybe I really am just several standard deviations away from the mean, and out there somewhere is some guy who never has his bombers shot down, always rolls 6's for strategic bombing damages, and has magic paint on all of his equipment that prevents any sort of damage. I don't know.
Again I don't know how hard they went into those fleet battles but of all the attacks above the expected result may have been they lose 2 inf (1 in each battle), maybe a destroyer also if they couldn't clear your fleets in one round AND your fighter hit in both rounds.
Just very weird outcomes. Like the events happening are 3 standard deviations outside the norm, and yet they are happening 20-30% of the time. Sure, on average they balance, because there is good volatility and bad volatility, so in aggregate, everything looks fine, but there are far too many very unlikely outcomes happening. At least in my view. That same game, the very next Russia turn, I had a similar outcome where I lost (badly) a battle that really should have been a fairly routine territory grab.
Just odd stuff with the dice.
I get one hit from a fighter, the other and the bomber miss. He hits two out of three, destroying my fighters. I press because I NEED these guys gone. My bomber hits, his two infantry hit for 1 more, destroying my bomber and leaving him with a single infantry.
Possible? Obviously. Likely? No. No, no, no. In 5 dice, his infantry hit for 3. In 4 dice, my air hit for 2. Again...impossible? Hardly. but these are low-percentage outcomes that just happen over and over and over. I could sit here and write a neverending stream of these all day long. Am I getting some favorable upside as well? Sure. But these wild outcomes make the game way more unpredictable than I have ever experienced before, and more, in my opinion, than stats and probability would indicate. It's like we're playing with the opposite of low-luck...like "high-volatility dice" or something.