Tank Blitz Q



  • To show MysticalRommel that he really should consider using Inf, I’m taking on cystic crypt idea. I’ve compiled the combat stats, round per round, for two armies worth of 100 IPC each.

    Here it is…

    ===============================================

    Army1: 20 Arm = 100 IPC
    Army2: 20 Inf + 8 Arm = 100 IPC

    ===============================================

    Army1 attack Army2

    R1
    Army1: {20 * 3/6 = 10}
    Army2: {[20 + 8] * 2/6 = 9.33}

    R2
    Army1: {11 * 3/6 = 5.5}
    Army2: {[10 + 8] * 2/6 = 6}

    R3
    Army1: {5 * 3/6 = 2.5}
    Army2: {[5 + 8] * 2/6 = 4.33}

    R4
    Army1: {1 * 3/6 = 0.5}
    Army2: {[2 + 8] * 2/6 = 3.33}

    Army2 wins with 2 Inf and 8 Arm left

    Army2 attack Army1

    R1
    Army1: {20 * 1/6 = 3.33} + {8 * 3/6 = 4}
    Army2: {20 * 2/6 = 6.67}

    R2
    Army1: {14 * 1/6 = 2.33} + {8 * 3/6 = 4}
    Army2: {13 * 2/6 = 4.33}

    R3
    Army1: {9 * 1/6 = 1.5} + {8 * 3/6 = 4}
    Army2: {7 * 2/6 = 2.33}

    R4
    Army1: {7 * 1/6 = 1.17} + {8 * 3/6 = 4}
    Army2: {1 * 2/6 = 0.33}

    Army2 wins with 7 Inf and 8 Arm left

    ===============================================

    As you can see, even the impressive stack of 20 Arm is doing worse on attack than the Inf/Arm combo.



  • @MysticalRommel:

    Nothing except airforce matches the power of tanks as an offensive weapon

    Yes, but nothing matches the power of infantry for cost-effectiveness.


  • Moderator

    or offense… MR, if you have “cannon fodder” invested in Infantry as well as "big guns you might not be making the “cool” hits you would see with just armor, but you will have plenty of “hard” defense for all counter-attacks… remember that they can hit you back( and probably will) after you do the initial hit…



  • Hurkyl, snifff,
    i’m touched.
    That you took me seriously was enough, but to actually do the work for me . . . well,
    Thanks, man.
    (quick guy hug, turns around and orders a beer, then tries to pick up the cute waitress )



  • ahwww a hug. Isn’t it sweet…
    erhmmm! Yeah, that waitress… nice “personality” eh ? 😉

    You’re welcome CC.

    I often write down this kind of battle predictions when I play to see if it’s worth attacking or not. It’s a bit tedious but worth it.
    I should really kick myself to finaly write a program to do it automaticaly.
    The only thing that I’m still not sure is whether I have to cary the decimals from round to round or not.

    Is there anyone good at statistics around here who could clear that out ?



  • @Hurkyl:

    The only thing that I’m still not sure is whether I have to cary the decimals from round to round or not.

    Is there anyone good at statistics around here who could clear that out ?

    I don’t think so, because each round is a separate set of calculations.



  • That’s what I think too.
    On the other hand it would mean that 1 die roll repeated X times has less chances that X dice rolled one time.

    An example of calculating each roll separately:

    Situation 1 - 2 Ftr defending over 3 rounds of battle.

    The Ftr would generate 1 hit (on average) each round (2 * 4/6 = 1.33), totaling in 3 hits for the first 3 rounds.

    Situation 2 - 6 Ftr defending over 1 round of battle.

    The 6 Ftr would generate 4 hits (on average) during the round (6 * 4/6 = 6)

    Of course, this is only valid with average dice rolls.



  • I see what you mean. However, when I do my odds calcs, I usually use the first method for the side I plan to be playing with and the second method for the side I’m going against- that way it gives my opponent the better odds and I have a little bad luck factored in.



  • It’s very conservative but a good way to keep your loss minimal.



  • You should keep the decimal places, as the second round is not an independent event from the first round, but of course totally dependent on the actual rolls of the first round.


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