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A reboot of the game nights (wargame, hobby variant)

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X3M
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During the making of the simulator

A new question arrived. I need to clarify something in the rules.

If Reavers cannot fire. Do they still spend an AP?
Short answer: No.

If Reavers cannot fire. Do they still add to the bonus damage rule? (Bonus rule only applied if both sides fight)
Short answer: No.

This latter is very important in order to see if the Normal Tanks receive bonus damage.

X3M
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Debugging the simulator

I needed 1.5 hours to find out how to fix it. It was counting the numbers wrong somehow. I simply reorganised the program. And somehow it is fixed...
I have NO idea, how.

As for results. I only observe how many times a Reaver or Normal squad wins. I do not observe how many credits are left.
But they are still of influence on the outcome.

As for bonus damage. The Reavers get 6 dice instead of 4. And the Normal tanks get a 50% chance each, do add 1 more die.
By how I set up the entire calculator. The Normal can get at most only 4 bonus dice. While the Reavers can all get 2 extra dice, there are only 6 Reavers possible. But there are 18 Normal possible.

I run the program 10K times per situation. And observe whole numbers. It doesn't matter if a chance is 1% or 2%. It is just a bad chance.

As for credits remaining. I could make a separate counter for this. But it should be linked to when the Reavers win, or the Normal. I decided not to do this.

Note: A Reaver and a Normal are both worth 2 credits.
Even 10K seems to show some margin in strange results.

1 Reaver, 1 to 4 Credits, 2 Normal
_3%-25%-27%-27% Reaver
_1%-28%-33%-32% Tie
96%-47%-40%-41% Normal
Middleground is 2 credits: "-22"
No credit limit: "-14"

With sufficient credits, 1 Reaver cannot win against 2 Normal.

2 Reaver, 1 to 6 Credits, 3 Normal
_0%-12%-59%-73%-73%-74% Reaver
_0%-_0%-11%-15%-17%-16% Tie
100-88%-30%-12%-10%-10% Normal
Middleground is 2 credits: "-76"
No credit limit: "+64"

An unfair advantage for the Normal. Unless there are more credits involved. The breaking point is at 3 credits already.

2 Reaver, 1 to 6 Credits, 4 Normal
_0%-_4%-31%-43%-44%-44% Reaver
_0%-_0%-16%-23%-24%-25% Tie
100-96%-53%-34%-32%-31% Normal
Middleground is 4 credits: "+10"
No credit limit: "+14"

The middleground is the breaking point here. Funny enough, the chance on a tie is 24%, when there is no limit on credits.

2 Reaver, 1 to 6 Credits, 5 Normal
"Will continue another time."

X3M
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Let's observe the "middleground" situations only?

Sorry for the long post. Most of it is 2 tables. Enjoy...?

I will get a better feeling for what a "fair" situation will give. And 10k simulations again. I start with a number of Reavers, and have 1 more as Normal. Then I keep adding Normal and Credits. The win rate does go up a bit, but then...If the Reavers win goes down, I stop that batch.

Win-Tie-Loss-settings
25-28-47- 1 Reaver, 2 Credits, 2 Normal
_8-17-76- 1 Reaver, 4 Credits, 3 Normal
11-_0-89- 2 Reaver, 2 Credits, 3 Normal
41-24-35- 2 Reaver, 4 Credits, 4 Normal <+
20-21-59- 2 Reaver, 6 Credits, 5 Normal
_4-_0-96- 3 Reaver, 2 Credits, 4 Normal
26-_4-70- 3 Reaver, 4 Credits, 5 Normal
42-19-39- 3 Reaver, 6 Credits, 6 Normal <+
22-16-61- 3 Reaver, 8 Credits, 7 Normal
_1-_0_99- 4 Reaver, 2 Credits, 5 Normal
_2-_0_98- 4 Reaver, 4 Credits, 6 Normal
48-_5_47- 4 Reaver, 6 Credits, 7 Normal <+
53-15_32- 4 Reaver, 8 Credits, 8 Normal <+
34-16_50- 4 Reaver,10 Credits, 9 Normal
_0-0-100- 5 Reaver, 2 Credits, 6 Normal
_1-_0-99- 5 Reaver, 4 Credits, 7 Normal
11-_0-89- 5 Reaver, 6 Credits, 8 Normal
47-_6-47- 5 Reaver, 8 Credits, 9 Normal <=
51-14-35- 5 Reaver,10 Credits,10 Normal <+
34-14-52- 5 Reaver,12 Credits,11 Normal
_0-0-100- 6 Reaver, 2 Credits, 7 Normal
_0-0-100- 6 Reaver, 4 Credits, 8 Normal
_0-0-100- 6 Reaver, 6 Credits, 9 Normal
27-_1-72- 6 Reaver, 8 Credits,10 Normal
60-_6-34- 6 Reaver,10 Credits,11 Normal <+
59-12-30- 6 Reaver,12 Credits,12 Normal <+
44-13-43- 6 Reaver,14 Credits,13 Normal <+
28-12-60- 6 Reaver,16 Credits,14 Normal

So far...when the ammount of Normal goes up, and your Credits go up. You get this sweet spot of having Reavers as a good choice. Then it goes down again. The main reason will be that while ammunition goes up. The "firepower" will stop. Yet for the Normal, the firepower will keep going up.

I could reorganise the list where we see the ammount of Reavers and Credits change against a certain ammount of Normal. We see some weird developments. But this requires extra tests too. Not going to do that here. I also might add that the even number of reavers, somehow get more bonus opportunities. And thus have better scores.

Of course, it was never my goal to have the Reavers be "this weak". Their 2 main functions are to bring lots of doom when the player has sufficient credits. And to increase the squads damage output. Because, let's face it, if 6 Reavers is the maximum, the opponent has only 6 Normal at that point.

So, what is the list with infinite credits?

Win-Tie-Loss-settings
89-11-_1- 1 Reaver vs 1 Normal
27-32-41- 1 Reaver vs 2 Normal

100-0-_0- 2 Reaver vs 1 Normal
96-_3-_1- 2 Reaver vs 2 Normal
74-17-_9- 2 Reaver vs 3 Normal
44-24-32- 2 Reaver vs 4 Normal
21-21-58- 2 Reaver vs 5 Normal

100-0-_0- 3 Reaver vs 3 Normal
95-_4-_1- 3 Reaver vs 4 Normal
68-16-16- 3 Reaver vs 5 Normal
44-_9-37- 3 Reaver vs 6 Normal
23-17-60- 3 Reaver vs 7 Normal

100-0-_0- 4 Reaver vs 4 Normal
99-_1-_0- 4 Reaver vs 5 Normal
91-_6-_3- 4 Reaver vs 6 Normal
75-12-13- 4 Reaver vs 7 Normal
55-16-30- 4 Reaver vs 8 Normal
33-16-51- 4 Reaver vs 9 Normal

100-0-_0- 5 Reaver vs 6 Normal
98-_1-_1- 5 Reaver vs 7 Normal
87-_6-_7- 5 Reaver vs 8 Normal
71-12-17- 5 Reaver vs 9 Normal
52-14-34- 5 Reaver vs 10 Normal
34-15-52- 5 Reaver vs 11 Normal

100-0-_0- 6 Reaver vs 7 Normal
99-_0-_0- 6 Reaver vs 8 Normal
96-_2-_2- 6 Reaver vs 9 Normal
89-_5-_6- 6 Reaver vs 10 Normal
76-_9-15- 6 Reaver vs 11 Normal
60-11-29- 6 Reaver vs 12 Normal
43-13-44- 6 Reaver vs 13 Normal

The Reavers start to loose as soon as the number of enemies doubles, then add 1.
I checked one of the routes at 6 Reavers vs 13 Normal.
And in the first turn. 4 Reavers die, and 8! Normal die.
Also, 6 credits have been used. So the total losses in that first turn was 14 vs 16. Which is interesting to do. The next turn, it is 2 vs 5. You shouldn't attempt that one. I noticed over the past few months. That I have a lot of those situations where 1 side deals more damage. But then the next turn, the situation turns around.

Another thing to consider would be that the true value of fighting Reavers would be 1.5 times the number. Which would be 9 for 6 Reavers. And as you can see, they still win hard there. For any ammount of Reavers, times 1.5. And the number of Normal is easily beatable. As long as you have all those credits. So, when are Reavers cost efficient?

Either way, I tested a lot now. The limit was 18 Normal and 6 Reavers. Let's see what the rest brings?

28-12-60- 6 Reaver vs 14 Normal
17-_9-74- 6 Reaver vs 15 Normal
_7-_5-88- 6 Reaver vs 16 Normal
_2-_2-96- 6 Reaver vs 17 Normal
_1-_1-98- 6 Reaver vs 18 Normal

Going back to the cost efficiency...
I could approach this in 2 ways. Either I check the resources needed, if they win. Or I limit on resources again. See the very first table?

60-_6-34- 6 Reaver,10 Credits,11 Normal <+

Would be the best "fair" score for the Reavers. If I reduce the ammount of Credits for this one. And see if they still have a chance on winning. I can determine if a cost efficient situation can take place. It doesn't matter this time if they win or not. A lower credit means that it can be part of a higher credit situation.

76-_9-15- infinite Credits
60-_6-34- 10 Credits; "fair"
37-_2-60- 9 Credits; saved 1 credit
18-_1-81- 8 Credits; saved 2 credits
_4-_0-96- 7 Credits; saved 3 credits

Could I say that the 37 compared to that 60. Is more like a 62% chance that we save at least 1 credit for that victory? I don't know. But having that big of a chance on a chance for being cost efficient is a good thing to know.
Likewise, 30% chance on saving at least 2 credits for the same victory is also nice to know. But this is only an estimate. It comes from an assumption. Not a true test that counts remaining credits.

I have done all the tests I could do at the moment. Maybe it boils down to the secondairy step of cost efficiency that I need to consider. When applying Reavers. It would be, seeing how many times, 6 Reavers can defeat squads of 6 Normal. And see how many credits are needed.

X3M
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Insane test

This time, the setting is simple:
6 Reavers, have to fight 6 Normal.

Eventually, the Reavers have an upperhand.
And the squad of 6 Normal are defeated.
The chance is practically 100% for the Reavers.

But whats this...? The remaining Reavers have to deal with a fresh squad of 6 Normal?!

I changed my test. And counted how many kills could be made by the 6 Reavers. But also, how many credits they needed.
Turns out, in the long run, if they are not repaired or anything. They need just as much credits as they make kills. And the average is on 13.
So, a total of 39 credits are used for defeating 26 credits.

We start with 18 credits that defeat 12 credits.
The main difference in that first skirmish?
Most Reavers are still alive.
And it is the fact that in the second skirmish, 1 or 2 might have perished, that the Normal get the upper hand.

It really happens in the second round that the Reavers get the disadvantage. So, I guess I take a closer look at the first round aka 1 skirmish.

The results are:
_2%: 6 Reavers remain
30%: 5 Reavers remain
50%: 4 Reavers remain
16%: 3 Reavers remain
_2%: 2 Reavers remain
.1%: 1 Reaver remains

But also important is how much credits are used. In roughly 2 out of 3 of the time. 6 Credits is all the Reavers need. So, you would loose a total of 10 in order of defeating 12. And that is an average good situation.

***

Now then, a new conclusion is in order. It seems that if I have the factor mentioned at the start of these posts for Reavers, to be at 4. Then the Reavers are costly. In a lot of "fair" situations, the Reavers don't even stand a chance.

This result feels very weird in contrary to when you look at the initial numbers.

A reaver, costing as much as a normal tank.
Then, a reaver, being able to shoot 4 times while a normal tank shoots only once.
But the reaver, paying 50% extra. Which is practically speaking, 12.5% per shot.

As for the bonus damage.
1 Reaver is worth 3.
2 Normal are worth 4.
When 3 Normal are present, the Reaver gets +50% extra damage. Which now results in 6 shots.
6 shots versus 3 shots, that is a factor of 2. Yet it is 1 reaver versus 3 normal, that is a factor of 3.

It is clear now. The factor for the Reaver needs to be higher. In other words, the weight factor of a bought shot needs to be lower.

I simply have no idea yet, what it should be.

***

I did say this:
The projectile has costs divided by:
4 if the weight is 100%.
6 if the weight is 66.7%.
8 if the weight is 50%.

4 is now discarded.

And the latter 2 are options for 0 attributes.
So, if I say that the projectile doesn't have attributes for its body, since it doesn't have one. What would be fair?

I think.... I need to adjust my simulators. And change the number of projectiles for the Reaver from 4(6) to 6(9) or 8(12).

But I have to keep in mind that the credits spend will not change much. If the Reavers spend 6 credits because there are 6 Reaveres, then what matters is how many losses they have. And this will also remain as 2. Thus we get the same result in that regard without testing.

Then why lowering the weight?
Another test showed that out of all fair situations, 8.5 out of 28 cases the Reavers win. A global winrate of 30% versus 70%. A first rough estimate would be going for that factor 6 instead of 4. Perhaps we get closer to a global winrate of 50%-50%.

So, next test:
Win-Tie-Loss-settings "fair"
With 6(9) instead of 4(6)

It will not really change the credits spend, but hopefully the global winrate gets improved...

X3M
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Short update

I expanded the simulator to 6 (or 9) dice per Reaver.
Did a first test run on 6 Reavers with 12 Credits vs 18 Normal.
The Reavers actually had a decent winning chance? Not good, but it was present.

I do feel like I need to track the remaining credits as well.
But I think I will calculate a "score". Besides of the outcome.

This score would be 2x nReavers + Credits - 2x nNormal.
And I could even separate this into the 3 camps. Win, Tie, Loss.

the same for the 4 (or 6) dice. And then I should see if the weight of 67% is a good one. If it is not. I have a little challenge for myself.

You see, I need to get a balanced game in this regard. Such that the player see's Reavers as a choice.
So far, with the weight of 100%. The Reavers do not do well in the long run. And this showed a weight of 67%. I really hope that the chances become 50-50 along the "fair" axis.

X3M
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4(6) versus 6(9)

I have a lot to say about this.
But without posting results here, clearly a lot of situations reverse. And a weight of 80% is more reasonable than 67%.

67% is simply a very bad game design.

Reavers have several benefits. Perhaps I should count them at the 100% weight first. Before attempting more testing. Yes, I need to decide if I am even going to test more.

Efficiency in terms of credits
The main test here is having 6 Reavers vs 6 Normal.
I didn't test with less.
The Reaver side looses 1.865 Reavers on average. While the Normal side looses 6 Normal.
Repairing is, in the long term, free. The player needs to retreat for this (or not). So, I really look at losses here.
The loss in credits is 9.73 (10) versus 12.
The Reaver side "gains" 2.27 (2) credits on average per combat.

Efficiency in terms of repopulation
Despite being able to take "credits" with them. The Reavers are best to defend with. And replenish asap. While the Normal need to come travel.

Then again. Rebuild is often only 1/3rd of a force. Or 2 Normal at their base per round. In 1 round, 3 battle's can have taken place. And no doubt, the Reavers are still with 4 present. While they face only 2 Normal defenders per round.
All the Reavers need to do is send 2 more Reavers towards the Normal base.

Battle 1, 6 vs 6.
Battle 2, 4 vs 2.
Battle 3, 3 vs 2...or 5 vs 2.
Battle 4, 2 vs 2...or 4 vs 2...or 6 vs 2.
It depends on the distance too. But that second battle is important to notice that the Reavers better retreat and defend. Since the result might be loosing 2 more credits than the Normal... Or it is one of those moments that the Reavers deal damage on the base asap.

Efficiency in terms of damage
6 Normal? "7.5" dice (3 receive a 50% chance on bonus)
6 Reavers? 24 dice (4 per reaver)
The kill count on average is 1/3rd on the dice.
The Normal kill 2.5.
The Reavers kill 8.

If by any chance there are shields present, lets say 1 per target. The kill count drops to 1.25 and 4.

Another thing to notice is that the total damage is:
10 or 12.5 damage versus 40 damage.
If the Reavers don't target the Normal, they will target something else. And only 2 Reavers bite the dust.

Efficiency in terms of attack range?
This one isn't really fair. But it sure copies Starcraft. And it is only thought of, by inspiration of Starcraft. Projectiles have a 50% increase in their weight on attack range by default. But if they cannot move over water etc. They are the same as moving objects.

Normal units can get this type of projectile too. But a factor on 1 or on 4 is absolutely speaking a big difference.

What is the difference? Here are the weight differences in terms of a factor.

The Range and factor.
0: 1
1: 1.111
2: 1.2
3: 1.25
It goes towards 1.5 at extreme ranges.

1.25x4=5 Is already a huge increase. And fits the outcome of my latest tests.

***

4 benefits. Of which 2 are more or less depending on the other 2.
But still, these benefits should be a reason to choose for Reavers instead of Normal. If the player can recognise the situation.

All that is left now.
1. Artillery and x-ray weight factors.
2. Drawing the Terrain. For this one, I need 100% focus. Because every interruption will reset my train of thoughts.

X3M
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Still not happy though

What Reavers do, is....

Well, in this example, they spend credits. These are lost.
And by spending credits, they only slightly get an advantage in a quarter of the "fair" situations.

If one side looses 2 units and the other 6 on average. But this is 4 versus 12 credits. And for that, in the long run, you spend more credits anyway. I don't think this is good.

The 67% was just overkill. So, I need to rethink about the weight first.

***

Having to spend credits on an attack is more of a yes/no situation. Right?

It kinda gets complicated. yes/no on what exactly?

If we have a 100% force adding 50% in credits for 1 attack.
That is 150%.
125% is the yes/no for the whole package.
100/125=80%
So, you pay 50%. And then 62.5% is added in a sense?
Then again, the 50% of the Reaver itself is also worth 62.5% in a sense. What we get is 50%+62.5%+62.5%=175%
Or just the 2 weapon portions being 125%.
Kinda makes sense? idk.

I can test the following:
- Win to Loss ratio in fair situations.
- Win to Loss ratio in infinite credits situations.
- Spend credits in batch situations (6 vs 6 units).
But not today.

X3M
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80% weight?

I realized that I misjudged my table of "fair" fights. It isn't 8.5 out of 28 or something like that.

And "infinite" credits is THE way to see how usefull Reavers are in terms of credits.

But I made it. I made it anyway. The version of 80% weight.
And dare I say. The Reavers are very overpowered with only 80% weight.

(self loathing) Note: I discovered that I also made a mistake in my 6(9) version. This is only noticable at 3 Reaver, 2 Credits, 4 Normal. But I didn't even get that far. The Reavers where overwhelming in that one.

The "fair" table.

Win-Tie-Loss-settings
43-27-30: 1 Reaver, 02 Credits, 02 Normal <+
20-23-57: 1 Reaver, 04 Credits, 03 Normal

39-00-61: 2 Reaver, 02 Credits, 03 Normal
73-16-11: 2 Reaver, 04 Credits, 04 Normal <++
50-23-26: 2 Reaver, 06 Credits, 05 Normal <+
20-19-61: 2 Reaver, 08 Credits, 06 Normal

25-00-75: 3 Reaver, 02 Credits, 04 Normal
71-02-27: 3 Reaver, 04 Credits, 05 Normal <+
79-12-09: 3 Reaver, 06 Credits, 06 Normal <++
60-17-22: 3 Reaver, 08 Credits, 07 Normal <+
42-19-39: 3 Reaver, 10 Credits, 08 Normal <+
18-14-68: 3 Reaver, 12 Credits, 09 Normal

16-00-84: 4 Reaver, 02 Credits, 05 Normal
25-00-75: 4 Reaver, 04 Credits, 06 Normal
90-02-08: 4 Reaver, 06 Credits, 07 Normal <+
90-06-04: 4 Reaver, 08 Credits, 08 Normal <++
78-11-11: 4 Reaver, 10 Credits, 09 Normal <+
63-14-23: 4 Reaver, 12 Credits, 10 Normal <+
37-15-48: 4 Reaver, 14 Credits, 11 Normal

02-00-98: 5 Reaver, 02 Credits, 06 Normal
17-00-83: 5 Reaver, 04 Credits, 07 Normal
58-00-42: 5 Reaver, 06 Credits, 08 Normal <+
93-02-06: 5 Reaver, 08 Credits, 09 Normal <+
92-05-04: 5 Reaver, 10 Credits, 10 Normal <++
82-08-09: 5 Reaver, 12 Credits, 11 Normal <+
70-11-19: 5 Reaver, 14 Credits, 12 Normal <+
55-13-32: 5 Reaver, 16 Credits, 13 Normal <+
33-13-54: 5 Reaver, 18 Credits, 14 Normal

00-0-100: 6 Reaver, 02 Credits, 07 Normal
12-00-88: 6 Reaver, 04 Credits, 08 Normal
17-00-83: 6 Reaver, 06 Credits, 09 Normal
84-00-16: 6 Reaver, 08 Credits, 10 Normal <+
97-01-02: 6 Reaver, 10 Credits, 11 Normal <+
97-02-02: 6 Reaver, 12 Credits, 12 Normal <++
91-04-05: 6 Reaver, 14 Credits, 13 Normal <+
82-07-10: 6 Reaver, 16 Credits, 14 Normal <+
71-10-19: 6 Reaver, 18 Credits, 15 Normal <+
49-12-39: 6 Reaver, 20 Credits, 16 Normal <+
29-11-60: 6 Reaver, 22 Credits, 17 Normal

Big table...
Maybe I should consider another event?

How do the Reavers fair against 6 Normal?

Fair credits:
20-19-61: 2 Reaver, 08 Credits, 06 Normal
79-12-09: 3 Reaver, 06 Credits, 06 Normal <++
25-00-75: 4 Reaver, 04 Credits, 06 Normal
02-00-98: 5 Reaver, 02 Credits, 06 Normal
Clearly you choose for 3 Reavers. And your score is overwhelming.
I have honestly no idea why the 4 Reavers drop so hard. I can only think of that they go from 2 turns, down to 1 turn.
Another thing to consider is 4x5=20. But 3x5=15, yet one of them gets a bonus. The total is now 17.5 for the first roll. It truly is a matter of good allocation of credits.

Infinite credits:
20-19-61: 2 Reaver, 06 Normal "no change"
80-12-09: 3 Reaver, 06 Normal <++ "not really changed"
99-01-00: 4 Reaver, 06 Normal "Reversed"
100-0-00: 5 Reaver, 06 Normal "Reversed"

Ok, so when we compare fair with infinite credits. We see a switch at 4 vs 6 occuring.

***

Another way to look at it? What if we simply consider the losses to be the credits spend?

6 Reavers vs 6 Normal.
00-0-100: 1 Credit
02-00-98: 2 Credit
08-00-92: 3 Credit
25-00-75: 4 Credit
73-00-27: 5 Credit
96-00-04: 6 Credit

How to read this?
With 3 Credit, chances are big that the Normal still win. The loss on the Reaver side is 6+3=9.
Once we reach 5 Credit, there is a 27% chance the Normal still win. And thus we have a 11 loss on the Reaver side, while only 6 at most at the Normal side.

I should dig deeper again. And consider a batch proces of 6 Reavers vs 6 Normal. Then see how much credits are spend against the number of Normals destroyed.

***

80% weight is an acceptable change. But 100% weight was already a good estimate.
However, with 100% weight, the first battle was a difference of roughly 2 credits on 12. In the long run, the Reavers would loose with a inefficiency? I think I read a certain table wrong there. Only Questccg has seen it in discord.
Either way, spend x Credits. And the batch method allows you to kill x Normal on average.
The total credits spend is therefor:
12 (Reavers) + Credits versus 2 times Normal.
With 13 Credits, we are looking at 12+13=25 vs 2x13=26.
Funny enough, the Reavers at 100% weight ARE more efficient in the long run, this way.

Another one, 24 credits for 17 kills?
Clearly we have 12+24=36 vs 2x17=34.
Ah, this one is slightly worse for the Reavers. Neat!!

In a sense, I failed myself, not realizing this sooner.
All those extra tests. Only to discover that 100% was, dare I say?, perfect?

X3M
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Should have done this sooner too

I found that same table.
10K tests of 6 vs 6. With a weight of 100%.
Show that the Reavers need roughly 8% more in worth of credits, in TOTAL (including Reavers), than the batches of Normal.
With 13 credits vs 13 kills being 4% present. Which is -4% in terms of credits needed.

Dude!!!
It is actually more balanced than I thought, when looking at a batch combat proces. With the long run having this 8% disadvantage. Yet a first strike advantage of 18%.

Cheers, X3M

X3M
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Confusion about the 'bonus attack range' rule

Seems it wasn't 100% clear on when it happens.
This was after explaining it to "a new guy".

When can a squad get +1 attack range?
- The targets are just out of range.
- The targetted squad, has no room for the attacking squad, to move into.

The problem with this was, that attacking water units from land. Always would get +1 attack range. Even if there is only 1 on each side. So, a melee fighter could reach the back of said targetted region?

No, the proper rule should be. Attackers only get +1 attack range if they cannot move into the targetted region. While pretending they can:
- move at all (this includes structures, and was already in)
- the regions are considered accesable to all.

The second portion will now see a water region as a neutral space for anything to move into. Land units, but also air units. Can make use of this rule.
Yes, even dimensions are included now.
Thus a full air armadda can be easier hit by AA. But, the dimension of the target matters. If you have a region with a full air force and some ground. The anti ground will have its own situation anyway.

Another thing to add. Is that only those that "could" attack the region are considered in the equation. Just like how the bonus damage rule works.
This means that 1 AA tower cannot attack just 1 air unit at +1 attack range distance. If the rest of that region is for example a couple of tanks.

The tanks cannot hit air. So it is only 1 AA tower. What you need is that the entire attacking region is AA. And only then, 1 AA tower is allowed to attack 1 air unit.

I should rewrite this rule such. That it is applied correctly.

The numbers used in this, are the normal sizes.

***

Applying bonus attack range?

- Only check for those units that can attack something in the region, when they receive +1 attack range.

- Consider the target region as neutral in attributes for movement:
>Ground, water or any obstruction, are of no concern.
>Ground, air or any sub, are all 3 separate cases. To be considered separately.
>Movement of 0 is of no concern.

- Compare the size of the attacking force to the target force. "Fill" the target region with possible attackers till you cannot fill it anymore. The remaining forces receive a +1 attack range and can now attack said target region. The player can pick which attackers that might be.

***

I hope that clears things a bit.

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