That's why we have modifiers I guess.
Chance will always play a roll but we can try and give ourselves as many advantages as we can to give us the best chance possible.
Modifiers are useful, but a 30 will almost always lose to a 70.
Unless I am mistaken, the dice are the primary factor; the modifiers only matter if you're close. And since this game operates on a d100 rather than a d20, the odds of being close are not that great.
We lost a raw roll against Krukov this turn in fact, but because our hidden modifier was larger the battle ended up a GDI win. Luck's not totally eliminated as a factor but we did enough to win despite the dice, if the dice had their way Krukov would be winning at least somewhere.
We lost the raw roll by three points.
We won our rolls against Krukov by more than ten and more than seventy. Even if Krukov was much stronger than us, we would still have won the seventy roll.
The dice generally do have their way, because 94 beats 20.
On the other hand, war is vast, antinomian, and in many cases incomprehensible until someone sits down and sorts it all out in hindsight. It is not a purely deterministic machine, and never plays out entirely in accordance with the precepts of a single person's will.
Thus, arguably, the most realistic fictional depictions of war possible are those in which much of what takes place is essentially random, or a combination of predictable factors and randomness.
Chance is one element in war, certainly. No single person can shape everything according to a Brilliant Plan.
Goliath tends to beat David. America's war with Imperial Japan was brutally deterministic, because we had ten times as much industry as we did. Entertaining as it is to read about "the Miracle at Midway", no amount of bad luck was going to do more than alter the details of their defeat.
This isn't to say that Krukov
shouldn't take Helsinki. Maybe he has the forces to succeed, I don't know. But it is frustrating to have success or failure rest on a random number generator.
Putting aside realism, it is narratively unsatisfying. Our failures at sea should come entirely from our lack of a proper navy, not the roll of a dice. Our triumph against Mehretu should come from our decision to offer an open hand to the Caravanserai, not chance. Randomness takes away some of the significance of our decisions, and it is those decisions that make for a satisfying narrative.
No dice takes all the fun out of it. Imagine the profound boredom of knowing ahead of time how a brand new story you've never read will play out!
It'd be like watching a "prequel". Ugh.
I don't understand.
Without dice, the QM would just allow our decisions to shape the story. They wouldn't know about our decisions ahead of time, just as we wouldn't know the consequences of our decisions.
Dice are profoundly frustrating, because in some games a nat 1 can make your best decisions turn out horribly, while a nat 20 can make the worst decisions produce excellent results. This game does a good job of handling the dice, with strong explanations for each outcome that don't reference random numbers. But the presence of random numbers makes everything worse.
You can argue that there's some element of realism in random chance; the best plan
can be spoiled by ill luck, while terrible schemes can triumph through fortune. However, that's not very narratively satisfying. "The heroes won through random chance" is just as unpleasant as "the heroes lost through random chance".
As frustrating as dice swings can be, having a fully deterministic combat system for war is actually less realistic. Things happen, and its up to the commanders to adapt to uncertain and unchanging circumstances. Chance has been noted to be key parts of war games dating back to the 1850s in Prussia, so its not like its a new idea.
A great deal of fiction is extremely unrealistic, but I prefer Holmes and Poirot to police procedurals. I think
Raiders of the Lost Ark is a better story than "responsible archeologists spend twelve hours a day examining shards of pottery". Stories about teachers or doctors tend to emphasize the exciting bits, not the long hours of preparation and practice that go into doing your job correctly.
Things do happen, but if the dice are the primary factor then they can overwhelm your ability. All of your planning and preparation is less significant than the fact that you rolled a 9 and they rolled a 72.
One reason I like the Regency War so much is that I am not good at the mechanics of the "peacetime" planquest. Having large narrative-heavy posts is extremely engaging, and it helps me see the actual results of all our decisions. Which the "regular" quest does as well, but the Regency War is particularly heavy on fluff.