So, I got to play another game today and it was terrible.
But first, something nice. When I was creating my army list, I decided I didn't want to go all in on magic and actually use some other characters, but realized that my opponent was likely to put up what amounted to an impenetrable defense as historically I've played with a lot more spellcasting. I didn't want to have no spellcasters either though, since that would just obviate everything my opponent had likely taken. So, we had a bit of a negotiation, and I ended up with my 2 level 2 sorceresses and my opponent swapped a runesmith with 2 dispel runes for a thane and a bolt thrower, leaving the army with only one runesmith. This worked out really well; I was able to successfully cast about 1 spell per turn and my opponent was able to stop anything that seemed especially worrying.
Now the bad part, and why this game is just a summary.
Dwarfs go first. This is mostly to indicate that everything from here on essentially happens at the first possible moment it could have.
Turn 1, dwarf shooting phase: flame cannon explodes. Okay, a bit unlucky, but these things happen, let's continue.
Turn 3, start of dwarf's turn: a hydra that had been moving up behind a forest just came within 6" of an intact unit of 20 dwarf warriors. They fail their terror test and end up running nearly adjacent to a unit of dark riders. The dark riders charge and there is no roll that would let them escape the 18" charge range. The unit is wiped out.
Turn 4, start of dwarf's turn: the hydra is now adjacent to a unit of 20 ironbreakers led by the general. They fail their terror test and run off the board. If they had not run, then there was another unit of dark riders in place to finish them off too.
Meanwhile, the rest of the game has been a shooting match, in which two units of thunderers and three bolt throwers have been killed through a combination of shooting, magic and cavalry charges, in exchange for a unit of cold one knights and accompanying general. This is slightly in my favour, but not much given the death of my general. However, when combined with the three unfortunate events above, it's crippling: at the end of turn 4 the dwarfs are outnumbered 3:1 in points and there hasn't been a single round of close combat that included a unit with ranks. So, we call the game because it's no longer worth playing.
So, here's a game that has 1 in 1000 odds or longer for being poor luck for one player. If we were playing a game every week, it probably wouldn't matter that much, but we're not. So there's a greater need for each individual game to be satisfying. Sure, if we'd ignored the result of the dice and kept units around it would be more even, but even isn't the same as fun. The whole point of war machines and terror-causing units is that they can produce swingy results. If there were no risk to taking a flame cannon, it wouldn't be as interesting. Similarly, making units immune to terror just because other bad things happened devalues the terror-causing unit. Also, just ignoring a bad result devalues any victory. There's a memorable moment in the book A Civil Campaign by Lois McMaster Bujold that points out that "victories can't be gifts" (there's a lot more context, but that would spoil one of the most important scenes in the novel) but must be fought for, and changing the results betrays that idea.
All this leaves me at a loss as to how to resolve the problem of games that fall apart from luck though. Without this randomness, some of the best stories get lost. Having the first roll of the game being your flame cannon exploding and then winning anyway or even just slightly losing is the kind of game that both players can enjoy. Having everything run from terror because you only brought night goblins is also fine, because you went into the game knowing the army would do things like that. This...
It's a nice way to generate an origin story for a character, but it's pretty firmly on the depressing side.The thane stood silently; waiting, hoping, for another Dwarf to appear. He had run, had betrayed all under his command when he saw the hydra approaching, had seen its fiery breath burn the Dwarfs beside him. There was no choice but to face his shame, to take the oath of the slayer. The next time the black ships appeared, he would not run.
Anyway, enough meandering. Does anyone have an idea of something that can be done to avoid this sort of thing without changing dice rolls to make things "fair"?