@zooooma:
I actually run through a mock battle in my head where both sides get average hit.
This will give you the average or expected number of hits for each side. Apply the hits, and repeat this process with the remaining units until the battle is decided. This is a little rough, but it will tell you which side is favoured and how much you can expect that side to survive with. This is particularly important if you are trying to calculate the result of successive allied attacks against a single defender.
Sometimes you have to round. 6 tanks + 7 Infantry have a total combat strength of 25. This averages 4.167 hits. For simplicity, just take the attack strength of 24 (4 hits), and add the remainder to that side’s combat strength on the next round.
You can take some short cuts.
If the total combat strengths are close, but one side has considerably more units (hot points), the advantage goes to the larger army.
Likewise if combat strength and army size are similar the force with big and small pieces will beat the force with all average pieces.
But if you want a sense of what survives, it’s better to play the whole battle through.
It might seem like a lot of work - especially if you like drinking the beers or smoking the pretzels. But it goes pretty fast once you get used to it.
Zoooma:
I actually run through a mock battle in my head where both sides get average hit.
@SS:
Common Sense Formulas.
What about Mock battle formula?
Pretty similar to low luck procedure.
First example, the defender may have only 3 Tanks left 9 pips,
while attacker only 4 Infs and 1 Tank for 7 pips.
First round, attacker does 1 hit, defender 1.5 hits
Second round, attacker does 1 hit, defender 1 hit.
Third round, attacker does 1 hit (4 less, rnd up), defender .5 hit
Attacker is winning with 1 Inf and 1 Tank remaining.
But, Punch formula (brought by taamvan and ShadowHAwk) might it be better to anticipate results?
(Attacker Hit points + total attack Pips) = total Attack Strength
(Defender Hit points + total defense Pips) = total Defense Strength
Also,
Determine high Skew or even distribution: if defender will lose heavy hitters before attacker does or the other way around.
(Attacking with Infs + Arms against Infs, defender will lose power quicker, if attacker use Inf/Art combos, both will lose power at the same pace.)
Attacker should win if he got more units and more power.
Attacker get good chance if he got more power and less units but high skew: distributed high/low where the defender is all middle or even distribution.
Attacker still get good chance if he got less power and more units and high skew: distribution is high/low against even distribution.
COW provided a few combinations which considered the Skew effect to determines if GO or No Go:
3 Infantry + 1 Artillery vs 3 Infantry allows around 70% success.
A6, 4 hits vs D6, 3 hits
2 Infantry + 1 Armor vs 3 Infantry is just below (45%) break even 50-50%,
A5, 3 hits vs D6, 3 hits
4 Infantry + 2 Armor vs 6 Infantry is just on break even 50-50% odds.
A10, 6 hits vs D12, 6 hits
And this last case allows for highest Skew distribution to add +20% on Metapower (see Stack formula below).
10/26^2= 60 compared to 26^2= 72
A more extreme case of Skew effect:
15 Infantry A15 + 4 Bombers A16, A31 19 hits is 50-50% with
(31/19)19^2=3119= 589
19 Infantry D38.
19^22= 722
23% increase in metapower.
Overall %: A. survives: 49.5% D. survives: 49.2% No one survives: 1.2%
Example:
A7 for 5 hits vs D9 for 3 hits.
7+5 =12 or 9+3 =12, so still even…?
Stack formula is faster to reveal IMO:
75 = 35 vs 93= 27
Clearly the 5 attackers units are on winning side.
Overall %*: A. survives: 70.6% D. survives: 24% No one survives: 5.5%
It also says, 60% survival with at least 1 unit and 64% to conquer.
Second example, the defender may have only 3 Tanks left, while attacker only 3 Infs and 1 Tank
First round, attacker does 1 hit, defender 1.5 hits
Second round, attacker does 1 hit, defender 1 hit.
Third round, attacker does .5 hit, defender .5 hit
Fourth round, .5 vs .5 hit.
Attacker is winning with .5 Tank remaining, by a small margin.
You can still use the 50-50 or break even in Lachenster table.
Assuming @2 needs to 11 vs 9 for @3,
Being 4 units vs 3 units, or 12:9 ratio, you are just above the ratio, but you don’t have @2 avg, a bit lower.
So, you can say you are on this break even points.
Punch formula might be better to anticipate results.
3 Infantry+ 1 Tank vs 3 Tanks
A6 for 4 hits vs A9 for 3 hits. Telling 10 vs 9, just a bit in front of defender.
4^21.5= 24 vs 3^33= 27, Stack formula says not a totally even match.
Only skew, loosing fodder @1 first, might put balance toward attacker.
You get a better skew if Power distribution is not even.
In that case, as Cow cases showed above, you can add +20% metapower for max Skew distribution.
Hence, 24*1.2= 28.8
And this battle is another near 50%-50% odds which is slightly in favor of the attacker.
In number of units, max skew means like adding 15% more units on average or 1.15 multiplier on Lanchester table.
The mock battle seems to take longer time and more mental operations to reach the goal.
@Baron:
Lanchester’s Table for Axis and Allies 2nd Edition
I made it on AACalc then I revised numbers by applying this formula derived from above Stack formula:
√(P2 / P1) = N1 / N2
This might be another way to estimate outcomes…
@Baron:
It is my first shot working with Table feature of the Forum.
If someone can do better, I will appreciate.
With this small 6 x 6 table, you get in a glimpse what is the 50%-50% break even according to the ratio of units and the average power of a given stack.
This table may also be written in decimal instead of a ratio, below. But ratio are better to understand how each ratio is paired to another one which is simply reversed.
A more complete table would include average power: 1.5, 2.5 and 3.5
But, in F-2-F, you can always round up the average enemy’s power, so you do a safer battle to be sure you are above break even ratio.
X means the ratio is 1:1. I did not want to overcharge this table with obvious infos.
| Power
1
2
3
4
4, 2hits | 1
X
12:17
11:19
1:2
5:16
| 2
17:12
X
9:11
12:17
4:9
| 3
19:11
11:9
X
13:15
10:19
| 4
2:1
17:12
15:13
X
5:8
| 4, 2hits
16:5
9:4
19:10
8:5
X
| Power
1
2
3
4
4, 2hits | 1
X
0.70
0.58
0.50
0.30
| 2
1.42
X
0.82
0.70
0.43
| 3
1.73
1.22
X
0.87
0.53
| 4
2.00
1.42
1.15
X
0.63 | 4, 2hits
3.33
2.30
1.87
1.60
X
This table can also be memorized with the main 5 basic ratios and you can reverse at will, or 6 if we include 1:1 ratio, the @4 with 2 hits for BBs might not be very relevant in F-2-F:
1:2 (4 vs 1), 11:19 (3 vs 1), 12:17 (4 vs 2 or 2 vs 1), 9:11 (3 vs 2), 13:15 (4 vs 3)
OR same order but from reverse ratio:
2:1 (1 vs 4), 19:11 (1 vs 3), 17:12 (1 vs 2 or 2 vs 4), 11:9 (2 vs 3), 15:13 (3 vs 4)
For gameplay, you can easily replaced a 11:19 or 19:11 with 4:7 or 7:4.
And 17:12 or 12:17 with 3:2 or 2:3, in fact the real number is √2 and 1/√2. 1.5 vs 1.42 and 0.7 vs 0.75.
The ratio is not too different, just less accurate.
But in game, it is easier to calculate it with 1 digit number.
| Power
1
2
3
4
4, 2hits | 1
X
2:3
4:7
1:2
3:10
| 2
3:2
X
9:11
2:3
4:9
| 3
7:4
11:9
X
13:15
10:19
| 4
2:1
3:2
15:13
X
5:8
| 4, 2hits
10:3
9:4
19:10
8:5
X
| Avg Power
1
1.5
2
2.5
3
3.5
4
4, 2hits | 1
1.00
0.82
0.70
0.63
0.58
0.53
0.50
0.30
| 1.5
1.22
1.00
0.87
0.77
0.70
0.65
0.63
0.38
| 2
1.41
1.15
1.00
0.89
0.82
0.76
0.70
0.43
| 2.5
1.58
1.29
1.12
1.00
0.91
0.85
0.79
0.50
| 3
1.73
1.41
1.22
1.10
1.00
0.93
0.87
0.53
| 3.5
1.87
1.53
1.32
1.18
1.08
1.00
0.94
0.58
| 4
2.00
1.63
1.41
1.26
1.15
1.07
1.00
0.63
| 4, 2hits
3.33
2.64
2.30
2.00
1.87
1.73
1.60
1.00
| Avg Power
1
1.5
2
2.5
3
3.5
4
4, 2hits | 1
1:1
9:11
12:17
5:8
4:7
10:19
1:2
3:10
|
1.5
11:9
1:1
13:15
7:9
12:17
9:14
5:8
3:8
| 2
17:12
15:13
1:1
9:10
9:11
3:4
12:17
4:9
| 2.5
8:5
9:7
10:9
1:1
10:11
5:6
4:5
1:2
| 3
7:4
17:12
11:9
11:10
1:1
19:20
13:15
10:19
| 3.5
19:10
14:9
4:3
6:5
20:19
1:1
20:21
4:7
| 4
2:1
8:5
17:12
5:4
15:13
21:20
1:1
5:8
| 4, 2hits
10:3
8:3
9:4
2:1
19:10
7:4
8:5
1:1
|
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