Just use a LowLuck type system. Â It is easier and is close enough to provide an accurate baseline for attacks.
Edit:Â CrazyStraw snuck in a post with a C-Sub link.
@Weekend:
@akreider2:
The formula comes from my experience playing the old version, where I used buy almost entirely infantry (and no tanks). Â I ran several simulations and came up with this formula. Â Frankly, it’s really amazing that it works and that I just figured it out inductively.
My sister actually proved this formula - but I don’t recall the proof.
Actually, what you are talking about was proved YEARS ago by a certain Don Rae, who posted his strategic essays and even had his on bulletin board that was quite the scene until he flamed out over some poliitcal activism thing. But I digress – Don coined the term “Infantry Push Mechanic” for the mathematically provable FACT that, with correct purchases, mostly involving infantry and transports, the Allies should win, every time. It is because they, collectively, have economies large enough to simply overwhelm the purchasing power of the Axis. Small 1-2 infantry differences in purchases in any one turn become magnified over 10-15 turns to the point where you literally roll right over the Axis fronts (usually Germany first).
Here, don’t take my word for it – read for yourself:
http://donsessays.freeservers.com/
(These were posted circa 1999, BTW)
The more interesting question, IMO, is how the IPM applies in Revised. I think it’s still applicable, but tanks are definitely more valuable in Revised than in Classic.
Yeah, the tanks defend at 3 helps, but inf are still better.
The game still revolves around the Axis as the aggressor. Â If both sides never attack eventually the Allies would win, they have the greater economy.
In order to counteract that, the Axis must either 1) Â gain the economic adv or 2) gain a positional advantage. Â Both would be great! Â :-)
But neither can be accomplished without attacking. Â Once stacks start reaching 10+ units you reach a point where the aggressor must out spend the defender 4:3 in order to kill the stack. Â Meaning if the Allies are just dumping Inf on the board the Axis need a pretty big econmoic adv to be able to kill the moster Allied stacks.
This is where position and supply lines can come into play. Â Good thing for the Axis is the Allies must spend a few turns on Navy and a few more to get troops into the appropriate theatre.
In Classic, I used to play by the general guidleline (as the Axis) that I needed the IPC lead by the end of rd 3 (70+).
In Revised, you’re right it is a bit different and I haven’t played enough games yet to get a real feel for generic targets for the Axis IPC’s. Â But I think having the combined Axis IPC total ~80+ by the end of rd 3 and 4 is pretty darn good.
However, I think the positional adv in Revised is far superior to that in Classic, so you don’t quite need the economic lead as the Axis, but it certainly helps.
I say this b/c in revised you have Wrus and Kaz, both boarder Cauc and Mos (in Classic Japan could not boarder Kar without going through Mos) and that forces the Allies into a some very tough decisions on what to defend.
On the flip side, if the Allies can successfuly inf stack in Wrus you’re in some big trouble. Â I think Wrus is the new Kar.