My first post about axis in more than 15 years lol so ill tell my A&A story a little bit.
Ive started playing A&A IRL in 1991 with players that already knew the game for a couple of years. I failed at least 2 trimesters (here we have 2 years college between high school and university) because of my A&A addiction :wink:
I played a few hundreds game on Hasbro the few first years it came out and had a relapse a couple years later when i heard there was a patch and now im having another relapse because of triplea . I remember using a site that were using omaha,utah and kremlin database (never heard of sword, or anzio until this year) No tech I had a 90% win rate and with 75% tech while mostly playing vs players with at least a 50% win rate. In those time i knew only 2 other players with similar records one was IIRC Robert Brink or something close to it I remember him because this guy wrote good strategy articles and played more games than me (wich was quite rare), I remember many were laughing about Don “essays” and we had no respect for the PBEM crowd. I did play some pbem but i tought the players were much weaker, maybe there was some really good PBEM players but usually those who play more get better faster and it was just easier to play more game with Hasblow than via pbem so AFAIK at that time IMO the strongest players were playing hasblow not pbem. IIRC almost all the games played on our database used the 3 min timers so you need to know what you were doing.
Anyway he is the classic expert wisdom I used in the early 90’s and computer era.
lets say you need to kill 69 basic units (or close to 60+ 4 fighter +1/2 bomber) a 20% lead in $$ could lead you to a 45% and a 25% lead in cash$ was a 60% battle.
The key is that you really want to avoid losing tanks in the first 2 rounds and have no too much remaining inf alive after 2 rounds all thing being equal its better to have too much inf than losing tanks in r2. (with econ power tech its 3 rounds, you dont want to lose tanks in the first 3 rounds but want as little inf as possible alive after 3 rounds)
So you expect opp to make 23 hits for round one and usually you do slightly less hit than your opponents. Lets say you expect to make 21 hits so that we get another round number. opp expected power for the 2nd round is 48 “infs” for 16 hit . So right from the start you need at least 21+16= 37 infs, its quite bad to have less than 37 infs since it mean that you are favorite to lose tanks in the 2nd round wich isnt cost effective. Its costlier to lose tanks on the 2nd round that to have inf remaining on the 3rd so for safety the optimum is 38-40 infs.
Now the $$ part is that you need 20% more in $$ for a 45% battle and 25% more $$ for a 60% battle than your ennemy stack (worth in inf$).
69 infs = 207 X 1.20 = 248 So lets test it.
41 infs,+25 tanks vs 69i = 40% (we have exactly 248$ but we have too much inf)
38i+27t vs 69i = 42% (we have 249$ bu we dont have enough inf and losing tank in the 2nd round is painful)
39+26 =38% at 247 we are under 1.20 and its painful.
So it look like 20% is not quite enough for 45% but its close. If instead of a pure 69 infs there is some fighters we might do better.
Now 207 X 1.25 = 258.75
39inf+28 tanks (257$)= 59%
41+27 = 61% (258$) = 62%
38i+29t (259$) = 63%
So it look like the old adage of +25% is doing well for the 60%.
With art its tricky, if im looking at offensive power i felt the same principles of wanting your art to be “effective” in the first 2 rounds but not have any inf left for the 3rd round woudl be good but i dont see that in the results. I initially tought art would render tank obsolete but many in revised use tanks rather than art wich i tought was weird. (i only play a couple of revised game and i think the map is just super lame, but art with classic maps will be interesting)
we want to kill 99 inf and we have 351 budget.
65+39+0 = 60% (too many inf left alive after r2 ?)
61+42+0 = 61% (better but some art arent efficient)
59+41+2 = 61% (less inf mean less art are efficient on r2)
59+36+6 = 351= 61%
59+30+10 = 351=61%
59+26+14=351 = 60% we make 29.833 hits but after suffering 33 hit(r1) and 23(r2) we will have 3 inf alive.
55+29+14=351 = 60% we make 30.66 hits but after suffering 33 hits, 7 of our art will not work full time in the 2nd round.
57+30+12 =351 = 61%
58+28+13 = 61% (i tought this would be the sweet spot, not too many inv alive after r2, all the art seems to be working rest is tank)
58+23+17 = 58% (i tought this would be the sweet spot, not too many inv alive after r2, all the art seems to be working rest is tank)
57+25+16 = 351 = 58%
Not easy to draw conclusion from those.