@Jennifer:
Frood:
Normally I end up attacking with 2 Inf, 1 Fig vs 1 Inf if I want to possess the territory. Not 1 Inf, 2 Fig. A) Defenders do have a 33% chance to hit. B) Fighters can’t take land. C) How often can Russia devote both fighters to a trade territory instead of one each to two trade territories?
The key part of your sentence is “if I want to possess the territory”. My interest is in killing the other side’s unit(s). So attacking 1 Inf with 1 Inf 2 Ftrs odds are you’ll kill that unit, and the defender has only a 1/3 chance of killing your unit and preventing you from taking the territory.
As attacker, you want to minimize the length of a battle, not allowing the defenders to fire back more than once if possible, to minimize your losses. That’s what the 2 Ftrs do.
Attacking with 2 Inf 1 Ftr may increase your odds of taking the territory (you have about 93% chance to take the territory, vs. a 62% chance with my attack)
So that’s an additional 30% chance of taking the territory. For a 3 IPC territory that chance is worth about 1 IPC, statistically, but less a if trading a 1 or 2 IPC territory.
+1/3 IPC to + 1 IPC
However, to gain that 1 IPC avg. benefit you commit an extra 3 IPC unit which will be killed.
- 3 IPC
On the other hand, that extra Inf has a 1/3 chance of killing a counter-attacking unit, which will prolly also be an inf, so 1/3 of 3 IPCs = 1 IPC.
So in my view the 2 Inf 1 Ftr attack on average nets the attacking player minus 1 to minus 1 and 2/3 IPCs. If you have 30 such attacks in a game, that’s a loss of 30 to 50 IPCs
I also have to note that the extra avg. 1 IPC from the 3 IPC territory is worth less than an IPC that’s already active at the front line.
@Romulus:
Frood, I have only a doub about your strategy. If you are Axis the one with the bigger stack that push in the enemy capitals may be the allied player.
How do you address a situation, with axis, in wich you are at economical disdvantage?
My view is that the Axis’ economic disadvantage is somewhat of a myth. Yes, they have less production to start with. But consider:
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The axis forces are more concentrated, being divided only between two players. This allows greater strategic flexibility. As an extreme example, imagine if the Allies were divided into 30 countries, each with 3 IPCs per turn. Each of those countries would be useless offensively.
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But the main reason is that while the Allies have more production, they have to commit, at least early on, a sizeable portion of that production to building transports and escort vessels. If you look at how many ground units the Axis produce in the first 2 rounds vs. the Allies, you would think that the Axis had an economic advantage.
Thus the key thing for the Axis is to gain territory early on, while the Allies are still weak on the ground. But those early territory gains have to be solid, which is why you have to preserve your units so that your gains will hold once the Allied onslaught begins.
Once the Allies have built their fleets and are diverting their production solely to land forces, the Axis will be in big trouble if the Allies still have greater production.
And if you are in that situation, you just build lots of units with high defensive value (Infantry) and hope that your enemy makes some mistakes.