I have had problems with odds-based CRTs in the past because my math is
****ty poopy...
Either that or I suffer from lazy brain.
In other words, the problem is mine.
Actually, if the numbers are relatively small I do not mind. Combats found in
A Victory Lost come to mind as a good example. I rather enjoyed the odds calculations found in it which is kind of old school.
If strengths start to get past 15 or so I crack under the strain (I am looking at you,
Struggle for Europe series). Actually, between the large combat factors and the allowed unit shifts to get the "ultimate" odds (plus a rather overwrought air system), this series broke me. Left me a shell of a player quivering in the corner of the room. Actually .... upon reflection I would say it was the large factors
in tandem with the shifting that was the culprit. It was just not for me.
I tend to favour strength based columns with columnar shifts and die roll modifiers. Common enough in tactical and grand tactical games. Those are better for my math ravaged cranium. However, I understand that this system, especially the drms, can be anathema to others. To each their own. Plus I am not so sure such a system would work in operational/strategic games as it makes less sense there.
I do think that not permitting players to look into opposing stacks is brilliant. They can see that there is a stack there, but cannot be sure exactly what is there. So none of that "just one more factor to make it a 3-1" stuff. Bravo to SCS and OCS!! When Bill and I played
Afrika II I thought it was a pretty nifty mechanic and my odds-angst went away. Of course, then I had to worry about supply ...