This is about as large as the Lancer paper, looks sound though, good luck presenting it to CL8/9 / Wgl / Seasonal Ladder
Hehe. Funny enough, someone, DanWL, already proposed it to WGL, but I don't know if he was joking or not. :-)
I guess I need to be very very clear again: I don't consider this template particularly 'good', as in 'probably it's not even as good as "Strategic 1 v 1", seeing as it's a near-clone of that one, and not nearly as tried-tested-and-tweaked as it'. I never intended it to be competitive in that sense. From the very beginning it's just been a proof of concept intended to be similar to "Strategic 1 v 1", except with as few changes as possible to make the 100% luck setting work in a strategic way.
All of my arguing over it from the very beginning has been *in response* to what I considered to be 'bad arguments' against it being a) strategic, b) practical/playable, or c) fun. (Fun does not equate to strategically 'good', IMO, it's an independent variable.)
I think the template -- despite the stress I experienced during the tournament -- is decently fun, similar to "Strategic 1 v 1". I think it gets bonus fun points because it's kinda refreshing to play with big luck % again for a change, while not getting too many 'unlucky' exchanges. On the other hand IMO it loses fun points because I think you have to do a bit more tweaking of your deployments and attacks to balance your troops out, and also perhaps simply because I'm not nearly as practiced at it as I am with the standard 1v1 settings (older, old, and new).
On the balance, I'd say its a bit less fun than "Standard 1 v 1", but could probably be improved with a) some more testing and tweaking, and b) more practice. With those, I think it probably has potential to be slightly more fun than the current 0%SR "Strategic 1 v 1" template, simply because I think the big luck % would make for continual variety in the games, and one of the most common complaints about 0%SR is that games become too predictable and repetitive.
So, maybe on a slow day it might be a 'novelty template' to try out on something like WGL, but I don't expect it will add much to something like WGL, because at the end of the day it's almost an exact clone of "Strategic 1 v 1", just with a bit more variety.
Probably the thing to do would be to develop a new template (new map, distribution settings, etc.) featuring 100% luck in a much more creative way than I did. For example, I think it might work well if you used a medieval setting/map, where 100s or 1000s of armies/warriors actually *makes sense* realistically speaking.
Also, there may be other ways to fix the delay move issue. Two that have already been suggested are Semicedevine's idea of using no-split mode (honestly, I seem to recall hearing this suggestion earlier, as well, probably in the old thread), and szeweningen's idea of using different attacker/defender kill rates (higher attacker kill rate than defender kill rate, to promote 'attack first' as better than 'attack last').
I think to really make a good 'pure luck' template, you would have to explore those options and find a good overall combination. Then perhaps 'pure luck' could really shine its own unique light. My template is more of an experiment, not to see if it could shine, but just to see if it could stand up on its own two feet without falling apart horribly at the slightest poke.