Gray_Lensman wrote:Pocus finally did give us an answer, so now I can work with the replacement requirements in a more informative way. Seems the chance of using a replacement chit is 50% of the proportional loss of HPs, meaning a unit with 50% health (or HPs) would have a 25% chance of using a replacement chit. Since I can't really work "chance" into the number tally, the next best thing is to do a 50% proportional calculation for every unit that starts the scenario with reduced HPs.
Gray_Lensman wrote:Since I can't really work "chance" into the number tally, the next best thing is to do a 50% proportional calculation for every unit that starts the scenario with reduced HPs.
77NY wrote:Here's a quick-and-dirty but reasonably accurate suggestion to get at replacement chit costs using Pocus's probability. Divide the force pool units into four quartiles based on % damage/incompleteness and do a unit count for each group.
# damaged 1% - 25% (multiply total # units by 6.25%)
# damaged 26% -50% (multiply total # units by 18.5%)
# damaged 51% - 75% (multiply total # units by 31%)
# damaged 76% - 100% (multiply total # units by 43.75%)
The % multipliers are nothing more than the average probability for each quartile range. This gets muddied by depot deployment and any limits (if any) put on replacements per turn. But barring any serious limits, this should be helpful to you.
Major Tom wrote:I'm not a mathemetician, but I don't see how this could give a more accurate cost estimate than Gray's simpler approach. Why divide the units into quartiles when you know the exact number of hits each unit needs replaced?
77NY wrote:The larger the sample size, the more accurate the calculation will be.
Edit: I am assuming there is a distribution of hit %. If 100 line inf units are all at 50% hits to start, then it is fine to assume 25 line inf chits will be needed.
Gray_Lensman wrote:If you think about it, resource value wise, the units provided as partial HP reinforcements represent less value than a full strength unit of the same type, and to (theoretically) build a unit up to full strength from 0 HP would cost 1/2 of a comparable replacement point. Not sure yet if I want to quibble over such details.
Pocus wrote:For example, on average, a regular infantry replacement will give back 10 hits to your regiments (anywhere on the map, if supplied).
Return to “AACW Strategy discussions”
Users browsing this forum: No registered users and 3 guests