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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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quote: Originally posted by alva
Not a big fan of the law of averages then, are you? |
Oh yes, but on another level. With big battles, you know that the outliers die out, and get more to average. If you calculate before hand that with a stack of 100 units attacking, you will have 70 kills, it will be unlikely that you only have 50 kills. OTOH, if you only have 10 battles to fight, it makes sense that if you expect 7 kills, only 5 will die. You only need 1 tank-defeated-by-spearman to completely change the outcome of the battle, while if you fight with 100 units, you 10 of those.
Again, this is a bit of belief, as mathematically, chances are equal. But if I fight 1 battle, I accept I can get lucky, or unlucky. If I fight 10 battles, I only accept getting lucky twice.
This is different from fighting 5 battles, and saying: okay, so far I was unlucky, time to get lucky to 'get average'. That doesn't work. The second half of the battle is independent once the first half has finished.
We used this in the BB attack. After bombardment (which went well), the decision was made to continue. Doing it in steps increases our odds overall (and no combat calculator can compute that). If you don't take into account the decision, you'd think that we got very lucky, while in reality doing it in 2 steps improved our chances considerably.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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Something else: we can't wait on this forever. So here is an idea: no matter what happens, I'd like to use those 7 non-moveable forces to try to hold on to Quanto 2 (1 is not so ideal, as it doesn't connect to as many RR tiles). As we can move MI up there later too, the best choice I think would be to put 7 infs on that tile. Later, we can decide on the exact troop formation, as we would also need to keep NI 6 for it to be of any effect.
Which means that we can decide later on what exactly is to happen, but at least we can move our transport which will not be able to reach Quanto with 7 infs and 1 marine, and take Quanto.
That's step 1.
Step 2: update our city information, and move the second transport with 4 settlers and 4 tanks into Quanto. This is also the same for all scenarios.
Step 3: capture the explorer with a marine (which are now free to move again). Probably use the wounded one, but that is not so important right now. Use the explorer to scout our borders (without losing mp!), to see if we can spot anything else. I doubt it, but you never know.
This can all be done without a decision on what the rest of our plans are going to be. The rest, however, is something else.
Step 4. Load all other troops into boats, and chain them into Quanto. We do not know what kind of troops we're going to take. If we let GoW do it themselves, without trying to interfere, we better take a couple of MIs with us for defense of whatever we might want to keep. Say 5 MI, the rest tanks. the 2 explorers join us as well.
However, if we don't try to help GoW, I would prefer to put one of those transports out in the open sea, to create a backup hub 3. Next turn, 4 more settlers are going to be worth more then 8 tanks are worth now, if you can't reach anything. We don't have the forces to create credible forks on multiple cities right now, and only a couple of settlers will get us to those forks next turn, with possibly all of our tanks instead of only a small detachment.
So, I'm in favour of loading the 7 infs and 1 marine into a boat, and sail to Quanto. It's about time we capture a city!
BTW: does anyone know what is going to happen with our transports, once we destroy Quanto? I don't want to exploit this... are they just put one tile out of the city, in the open sea?
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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quote: Originally posted by Aeson
After Quanto I think we should move 1 Transport in. 4 Settlers are obviously going. 1 Explorer can be sent N/NE from Quanto. The other Explorer can explore the S from NI. Between them they can map out a good portion of Lego, and every tile we uncover will make stealing the map less costly. That will leave us with Lego's Explorer, but I'd rather steal the map before we capture it. That's because we can't use a N Marine to capture it until we've Taken Sand and Yellow at least.
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Sando is, I think, not blocking the marines. Yellow might block it, but if that really is a settler /worker pump, it won't have any culture. The marines are not sure, though, so we can't count on them. I agree on taking 1 explorer in the transport.
I'll start on this now. After that, I'll publish my map (it isn't finished yet, but with more information it can change), and update it as we learn more.
DeepO
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