Quote: (Ginger @ 02 May 2009, 21:03 )
Even if you got the same armies on the same terrain, luck (dice rolls) would still play a big part, and I am unsure how you can reduce that element.
I was discussing this with FrogBear a couple of weeks ago. These two simplest ways I can think of.
Smoothed randomness
Each player has a deck of cards, numbered Ace through 6, 6 times. These are shuffled at the beginning of the game, and any time dice are needed, you flip over the corresponding number of cards. When all cards are exhausted, you shuffle up again, and continue. This has the benefit of still providing randomness, but reduces the large swings that can come into play.
No randomness
Before the game, a pre-generated list of 36/72 numbers (either smoothed, or completely random) is supplied. This can either be two separately generated lists or IMO preferably two identical lists (though this would cause the higher SR to immediately win 1st Init, and require a coin flip for tied SR). Whenever dice are needed, you just count off the numbers necessary. When you get to the end, you start back at the beginning. There would obviously be some meta-gaming inherent (I choose to fire only 3 of my 6 units, so I can keep that string of 5's and 6's for my second activation), but success or failure would be dependent on player management rather than randomness.
I wouldn't advocate either system as a replacement for randomness, but as an intellectual exercise, or a test of strategy with minimized randomness, I think it's achievable.