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Monday, June 20, 2011
40k Theory: It's all about the Numbers
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Nikephoros has allowed me to re-post this from his blog: Bringer of Victory. Basically it's an article taking mathammer to the next level and looks at an army's maximum firepower/combat potential against an MEQ army as a baseline. This is great to determine if your army is weak in a specific area and when you compare to 'lists that do well,' have some baselines which to achieve. Without further ado...
What is ballistic skill?
I mean, what does it really mean in terms of winning and losing on the table top?
Absolutely nothing. Quantity of fire in Warhammer 40k is usually far superior to quality. At very least it's equal. So what am I getting at? There is no correlation between winning and ballistic skill. The army with the superior average ballistic skill shouldn’t (assuming the game is properly balanced) have any advantage over one with a lower average ballistic skill.
This is the inherent problem I've been wrestling with mentally. When players compare units/armies/lists they are, generally speaking, comparing irrelevant metrics. So what that Khorne Berserkers have 3 attacks each? So do Orks, and you can get 4 Orks for the same price as one Berserker.
Not a single stat on the units' stat lines give you the faintest hint of if it will make your army win or lose more games by using it. Even when you factor in points, it's mostly irrelevant. As I said in the moneyball article, none of the "stats" in a unit's stat line are correlated with wins on the tabletop. So we really can't use those stats as a metric for measuring a unit's effectiveness.
Warning: numbers ahead
So what is correlated with wins on the table top? Ability to kill infantry through shooting and close combat; and the ability to kill light mech and heavy mech through shooting. Those are what matters. Got a unit that can't do any of those things well? You have a useless unit that is losing you games, regardless of the points. Got a unit that does all of them well? Awesome! How many points does it cost? Too many probably. The key is tempering the usefulness of the units with the cost.
OK, so how do we measure "effectiveness?" Remember when all the rage was posting an army list and then totaling up all the heavy/special weapons it had to demonstrate its firepower? That was a step in the proper direction. But it was dumb. OK, your list has 12 missiles and 6 lascannons. What does that mean? Is that better than 11 missiles and 7 lascannons? Is it better than 36 heavy bolters and nothing else? What I’m getting at was those lists were meaningless without a benchmark.
My solution, and I stress again that this is crude and has plenty of room to be improved upon, is to breakdown four relevant statistics...
Dead MEQ from all out shooting (DMS): Assuming that you are firing all your guns at optimal range with max firepower. Rapid firing at 12" with heavy/special weapons getting to shoot. How many MEQ does mathhammer say you kill on average per turn? For flamer templates, assume 4 hits. Small blasts, 3 hits. This metric measures a unit's ability to kill infantry with shooting. Are there other factors? Sure. Conditions won't always be optimal. Some units do better in suboptimal positions than others. Combi-weapons present a unique problem. Assume that combi-weapons do not get to fire for these purposes.
Dead MEQ on the charge (DMCC): Assuming you get the charge off, how many MEQ does your unit kill per turn? Pretty easy, and the best way to measure a unit's close combat prowess. I know that it favors power weapons and makes certain units super strong vs MEQ that are bad against Orks. I'll address the special issue of power weapons later. But as a baseline statistic, this is the simplest way to create a relevant close combat measuring stick.
Dead Rhinos Per Game (DRPG): Not strictly correct according to the name. What we are measuring here, assuming the unit fires at non-covered Rhinos for 5 turns at optimal distance, is how many penetrating hits will it score against against AV11 in a single game. Remember, optimal distance can be 48" or it can be 6" depending on the unit.
Normally, this is a shooting only category. However, certain melee units are geared in such a way that they are incredibly dangerous to rear armored AV10 vehicles. A wolf lord with thunderhammer on a thunderwolf mount will kill vehicles. A Carnifex with the right mods laughs at Land Raiders. A unit of Nobs with Power Klaws kill vehicles short of Land Raiders with ease. I would consider a Deff Roller in this category, too. If a melee unit is commonly used for anti-vehicle melee attacks, I include their assault potential in this section. This is somewhat controversial, but some armies (Orks, Nids) count on their ability to kill vehicles in melee, and it would only be fair to include their stats. However, to keep the numbers relevant, I've limited the CC to 15 "dead rhinos per game" to 15, as they will only be able to affect at most 5 vehicles per game, and it takes 3 penetrating hits to wreck one. So if you mega-nobz could do 85 penetrating hits per game against Rhinos, in reality you will kill 5 Rhinos at most, hence a score of 15.
Dead Land Raiders Per Game (DLRPG): Same as above, but for AV14.
Let's take a common unit, 6x Long Fangs with 5x Missile Launchers. Its stats would be...
DMS: 2.48
DMCC: 1.48
DRPG: 8.25
DLRPG: 0
Compare it to a 5x Space Marine Devastator Squad with 4x Missile Launchers
DMS: 1.98
DMCC: 0.91
DRPG: 6.6
DLRPG: 0
So the Long Fangs are significantly better at killing light mech, slightly better at shooting MEQ, and better on the charge. And they are cheaper in points. Clearly, this system is decent at measuring the effectiveness at unit superiority in this case.
Let's compare two units that fulfill central for their armies but look quite different...
5x Grey Hunters with meltagun and WG with combi-melta
DMS: 1.65
DMCC: 1.42
DRPG: 3.73
DLRPG: 2.38
5x Fire Dragons
DMS: 2.8
DMCC: 0.54
DRPG: 15.51
DLRPG: 9.90
Is it surprising to anyone why every Eldar list runs 3 units of Fire Dragons now? We understood before that FD are good. Now you can see that they are very good, in black and white. Grey Hunters are described as jack of all trades units that go anywhere, do anything. These stats bear that out. They have decent game in all 4 criteria we care about. Not bad for a troop choice! Let's see how they stack up to a "bad" troop choice, Dire Avengers. We will assume the DA Bladestorm every turn they can, and thus only shoot 1/2 of the turns.
10x Dire Avengers with Bladestorm
DMS: 1.64
DMCC: 1.09
DRPG: 0
DLRPG: 0
Yeah, DA suck. We knew that. These stats bear it out pretty well. Make Grey Hunters look pretty good, eh? At this point I'm reasonably happy that we can at least crude measure the effectiveness of unit's offensive capability. This is a good start.
__________________________________________________
Potential criticisms/flaws and how I address them...
Defensive ability: This system doesn't measure a unit's defensive abilities. I don't care. Defense doesn't win 40k, offense does. Upon looking deeper into the game design mechanics, the points cost of units are very strongly correlated to defensive ability and not correlated very precisely to offensive capability. English translation: we pay extra points for defensive ability, not so much for offense. Therefore, we don't need to take defensive capability into account, because as you'll see later we will take points cost into account. And since points cost is positively correlated with defensive ability, by taking points cost into account we are taking defensive ability into account.
Close combat metric favors power weapon units: Yup. A 5 man MEQ unit with power weapons will kill a couple MEQ on the charge. They will also kill a couple of Orks. Good against marines, not good against Orks. As far as I'm concerned, the only proper way to address it would be to add a "dead Orks per turn" metric, which is ridiculous. Beating up Orks in close combat says very little about an army's ability to win games. Beating MEQ in close combat does.
Lascannons are better than Missiles: We know that on a 1:1 basis, Lascannons are superior. 20 Lascannons will have higher DRPG and DLRPG than 20 Missiles. But when you factor in the points, as described below, you'll see how the stats change. This system is adequate to explain the superiority of missiles. Plus, you'll see how much more effective missile are at shooting MEQ outside of their transports and begin to see that versatility matters, and is adequately accounted for in this system.
MSU are favored by this system: No, MSU are favored by the 40k ruleset. This system just proves it, and expresses why in hard numbers. Who is surprised that 2 units of 5 with 2x meltaguns are better than 1 unit of 10 with 2x meltaguns? Are you really going to argue that?
Mobility isn't factored in: Yes it is. Mobility, like defensive ability, is strongly correlated with points. Rhinos are a mobility provider, defensive provider that add almost no offense. Their points cost is thus completely correlated with mobility and defensive ability. Razorbacks/Wave Serpents are similar, except you can precisely see how much extra you're paying for offense. The offensive ability of Jump Pack Assault Marines is the same the same Assault Marines on foot without jump packs. The price difference is what you pay for mobility. So when we discuss points below, you'll see that mobility is accounted for in this system.
Points: Yes, Grey Hunters are better than DA. But what about when you take points into consideration? How does this system address points? Easy. Choose a point level. Buy as many of those units as you can for that points level. Compare the aggregate score. It takes more than 3 Dire Avengers to kill as much in close combat as 1 Grey Hunter. If you can't buy 3 DA for the same points as 1 GH, it's fair to say that point for point GH are better at close combat. Shooting it’s a bit closer, but the advantage is still squarely with Grey Hunters. This is, incidentally, where we see that horde armies are or not balanced against msu/elite armies. It will also show why 30 Orks will kill a lot more than 5 GH in this metric, but you will also note that the 30 Orks are twice as many points as 5 GH.
Foot lists: Yes, you can design foot lists that “beat” this system by having more heavy/special weapons due to saving points on transports. However, until a foot list wins a competitive format GT there is no benchmark for what aggregate scores a competitive foot list has. When a competitive footlist wins a GT, we’ll have a stick to measure all other foot lists against. Suffice to say for now, that a footlist has to exceed a mech list in all categories by a good amount in order to be competitive. If you have a foot list that has lower aggregate scores than a GT winning mech list, you can bet that your foot list won’t be winning any GTs. Please note, I don’t count tyranids as a foot list, because they were designed to be competitive with mech lists, and their aggregate scores should be similar.
___________________________________________________
Now let's talk whole armies, which is what this is all about. You can add up the aggregate score for the four categories of the two armies and compare them, like I said. This is useful. But we need to set some benchmarks for what a “good score” is. What I would like to do is take the top 4 armies at last year's NOVA and create the aggregate scores under this system, and see how they stack up. And then we would have a benchmark of proven winners in an indisputably competitive GT setting that we can use to benchmark any 2k list against. We will see if there are any lessons we can learn, by comparing what ratios favor winners, what ratio leads to losers.
We can use that info to do some data-mining that competitive 40k hasn't seen ever before. We can for the first time see, in accurate precise numbers, how much melta you really need to bring to kill enough Land Raiders to win. How many Rhinos do you need to be able to penetrate per turn to win a GT? Right now, players bring as much or as little as they feel comfortable with based on experience and "feel." We'll know the precise answer to that, in numbers. This level of precision, even under my crude measuring stick, is entirely new to 40k analysis.
My hypothesis is that winning armies will share common traits and be very balanced. My other hypothesis is that losing lists will be very imbalanced and also share some common traits, or lack thereof. Time will tell whether I'm right or wrong, but I am excited to have the answer.
Let’s break down 4 of the undefeated NOVA lists. My Excel sheet is here if you want to see my raw data. Like I said above, I had to make a lot of assumptions and your assumptions may differ slightly. My mathhammer may have some errors, but they should be the all wrong in the same direction, so if there are mistakes they will cancel out in the end and our conclusions can remain solid. Let’s see the aggregate numbers for the armies…
Tony Kopach (Space Wolves)
DMS: 19.28
DMCC: 28.29
DRPG: 59.18
DLRPG: 17.04
Andrew “Stelek” Sutton (Space Wolves)
DMS: 25.05
DMCC: 24.82
DRPG: 64.80
DLRPG: 19.27
Justin “Dashofpepper” Hildebrandt (Orks)
DMS: 18.90
DMCC: 45.75
DRPG: 80.00
DLRPG: 31.04
Mark Ferrik (Blood Angels)
DMS: 22.21
DMCC: 15.15
DRPG: 82.35
DLRPG: 33.74
What do these numbers tell us, especially in light of knowing how they performed. We can see how similar Tony and Stelek’s armies were in scores, as you’d expect. Stelek’s list was very MSU based as he is wont to do. As a result, his shooting scores are generally better than Tony who adopted a hybrid approach between MSU and maxed out units. Tony’s list has a better close combat score, but not hugely so. Basically, Stelek traded away CC ability for more vehicles and better shooting. Tony sacrificed shooting ability for close combat punch. But the armies ended up with scores that were close enough to demonstrate that it came down to generalship and luck to determine the winner.
The mech Blood Angels list is interesting. Because it spent a lot of its points on vehicles, it has low close combat ability, compared to the two Wolf lists, despite Mephiston. However, it sacrificed that for more anti-tank ability. It has a very lot of melta weapons and its vehicles provide excellent anti-light mech capability. Comparing the army’s scores to the others, we would predict that it would do well against mech heavy opponents, and perhaps struggle to kill large infantry units or deal with strong CC units. The results bore out that hypothesis. In his only loss of the tournament the BA list was “too aggressive” and “got too close” to the enemy and was beaten in close combat. This is an inherent weakness in the list. Its main anti-tank has a 6” effective range, but it doesn’t have exceptional close combat ability. We can figure, the shorter range your anti-tank weaponry is, the better at CC you should probably be in order to deal with that inevitability.
Dash’s Orks present something much different than the rest of these lists. While there are two small Loota units, almost all of the anti-mech ability comes in close combat in the form of Power Klaws, Burnas, and Deff Rollas. This is obviously a liability against an opponent who has fast vehicles, but a skilled general can deploy and move in such a way as to keep that from being used against him. Also, the key to his entire anti-tank strategy are the Battlewagons. If you don't stop his battlewagons by his second turn, he is going to destroy all your vehicles quite quickly. You can also see that if the Battlewagons are gone before he takes his second turn, his anti-tank potential is gone, because not only does he lose the Deff Rollas, but his Nobs and Ghaz lose their ability to get to the tanks to do their damage. So why do Dash's Orks win, despite Orks being "bad?" His army can kill infantry in close combat by the handful and assuming he gets the first turn, he has almost no problems killing vehicles. The only real weakness is shooting MEQ, and the dependency on his battlewagons to 'turn on' this strategy. All in all, his numbers aren't far outside of what we would consider normal, at least in this sample of clearly good lists.
What I'd like to do next is compare the scores in these lists to lists that went 0-4. It would be very valuable to get that information for comparative purposes. I believe MVB will be getting that to me, and I'll post it up.
So if you made it this far, congrats. Comments? I'm sure there will be some.
This is by no means a perfect system and still requires some working brain power to analyse the list, understand how it operates, where it operates best, weaknesses, strengths, etc. For example, an army which has has a score of near 30 DLRPG may have the majority of that ability crammed into a couple of units (I.e. 3x Fire Dragons) and removing those three units drops the army's ability to near 0. This is in no case more true in regards to range/combat (especially against vehicles as seen in Dash's list). But what Nike's system does do is allow you to look at your list as a whole and compare it to some baselines (i.e. lists which have done well) and see what your army may or may not lack. It's not going to really tell you if you have a competitive list but it is going to identify potential weaknesses a list may encounter and you can analyse mathematically the impact certain unit changes make upon your list.
Anywho, comment away and Nike is happy to take requests for your lists. You can contact him through this e-mail: cantacuzene@hotmail.com.
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40k Theory: It's all about the Numbers
2011-06-20T06:00:00+10:00
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Analysis|Mathammer|Theory|Warhammer 40k|
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James Button · 719 weeks ago
Val · 719 weeks ago
Red · 719 weeks ago
Helpless Will · 719 weeks ago
Going to grab the spreadsheet and start using it. Will be very interesting to see how it evolves.
Lina · 719 weeks ago
Without bladestorm, that averages out to 2 DMS (20 shots per turn, 12 hits, 6 wounds, 2 dead), it should be noted.
Nikephoros · 719 weeks ago
Apathyman 36p · 719 weeks ago
Angelust16 · 719 weeks ago
That'd be an awesome tool
Random · 719 weeks ago
What is he using for his formulas? Shots, hit, wounds, no cover I assume.
Nikephoros · 719 weeks ago
Random · 719 weeks ago
Would it be # of attacks * 5 (turns) / 2 (for combat speed) * 1/6 ( to pen) ?
Nikephoros · 719 weeks ago
Lehcyfer · 719 weeks ago
Let's say LR has three weapons. Then it takes 3 weapon destroyed and 2 immobilised results = 30 glances to wreck it.
Then the 6x Long Fangs with 5x Missile Launchers unit has
DLRPG=5x5x(4/6)x(1/6)x(1/30)=0.09
Dismal, but not null and you asked for it yourself using two digits after zero.
If you add the glancing to nobz' CC it will alter their scores too.
The same goes for DRPG.
wisdom like silence · 719 weeks ago
lehcyfer 50p · 719 weeks ago
Sethis · 719 weeks ago
I have to say I think the aggragate scoring is barely useful at all though - sorry. There are far, far too many variables to be able to accurately gauge an armies effectiveness in such a way. Unit by unit number crunching is fine, but unless you run a total sandbox for your army to function in, you're never going to approach those numbers or even find them helpful for working out your damage output. Everything from terrain coverage, first turn, reserves, opponent, fire lanes, night fighting and deployment are going to affect how much damage you put out and that's only on turn one. From turn two you have to factor in your projected casualties, supressed vehicles, target availability/priority and movement in addition to the previous.
I applaud the effort and the intent, but I think your aggragate numbers are an interesting thing to look at, while at the end of the day have very little relevance to making decisions on building your army if you do not have any kind of context to put them in. Ironically, similar to what you said about people who posted the numbers of Lascannon they had... :P
Nikephoros · 719 weeks ago
Also, aggregate scores do matter. You can say that the difference between a score of a 30 and a 35 is irrelevant because of the thousands of gameplay things that change the game outcome, but clearly if my army gets an 80 against heavy mech and yours gets a 15, its fairly safe to say that I will have an easier time against a triple-Raider list than you will.
Sethis · 719 weeks ago
But that's obvious to the layman anyway - An army with two Lascannon and no Melta will struggle against AV14, and we don't need mathhammer to tell us that. It's just a slightly more complex way of saying "I have X anti-infantry weapons" or "I have X anti-tank weapons", which fundamentally boils down to exactly the same as what you said you disliked in your article.
"The context you put it in is in comparison to similar types of lists that are proven winners. If you're playing MSU mech space wolves and your scores look nothing like Stelek's you have some serious questions to answer about your list."
Which is fair enough if you're trying to build a carbon copy of his list. However if you're going to do that then you would simply find his list online and build it yourself. You might swap out one or two units for other choices through personal preferences, but presumably would choose a replacement that can fulfill the same tasks to a greater or lesser degree, so that doesn't affect the numbers.
On the other hand if you're trying to build an army in the same broad archetype, but use a different style, the numbers still aren't that important. Say you wanted to build a "Autocannon" Mech Guard army vs a "Melta" Mech Guard army. If the "Melta" army is held to be the most competitive archetype, then apparantly you want to get numbers as close to it as possible, right? But if I built a list with 6x Hydras and 9x Autocannon Sents, the numbers would be completely different - but that doesn't mean the Autocannon list is "bad". Your numbers don't take into account that the Autocannon army can blow apart half of the enemy transports before they even move/smoke/turbo on turn 1, while melta is effective on turn 2 at earliest, after you have taken casualties yourself.
To summarise my point: If you're trying to build the same list as a competitive player, then you don't need the numbers. If you're trying to build a different style of list within the same archetype then the numbers are irrelevant. Do you see what I mean? :)
eversilentone · 719 weeks ago
MadPersian 37p · 719 weeks ago
wisdom like silence · 719 weeks ago
Simply put, multiply the chances for each event together.
Athenys · 719 weeks ago
Calperr · 719 weeks ago
Thanks Nike
Cernunnos · 719 weeks ago
Perhaps the addition of some kind of range coefficient, that could be included in the vehicle shooting calculations to factor in how many shots they are likely to get in per game, would enhance this tool.
The same argument, I guess, can be made for anti-infantry shooting, with heavy weapons more likely to fire at optimal range than rapid fire weapons which would have to get into 12 " range.
Desc440 68p · 719 weeks ago
Other things that would be useful is "X suppressed per turn" to take suppression fire into account. It's a big part of the game and shouldn't be overlooked.
As it is, I think your tool is actually more useful for unit evaluation than for army evaluation due to missing factors. But it's a good base and I think it's pretty useful.
Althathir · 719 weeks ago
deleted2725480 36p · 719 weeks ago
Sethis · 719 weeks ago
Shinkaze · 719 weeks ago
Jasonc · 719 weeks ago
Mojito · 719 weeks ago
While I find the concept interesting in terms of calculating a unit's overall effectiveness in killing stuff, tactical effectiveness isn't accounted for at all, is it? Units like Kroot, Gretchin, Piranhas and what have you aren't really good at anything really (although piranha still has a melta, so yay), yet can perform vital roles and excel at them in a given army. The game isn't all about killing stuff - of course that's a big part of it, but delaying the enemy/blocking him/getting cheap cover/tarpitting/etc is just as crucial to some armies.
Just some thoughts.
Nikephoros · 719 weeks ago
Mojito · 719 weeks ago
J4br4 41p · 719 weeks ago
Useful as a summary statistic might be, it does bring risk of over-interpretation as Cernunnos, Desc440 and Mojito addressed before me. Having the right numbers does not nescessarily make a good list. On the other hand, the likelihood of having a good list without covering the four points you addressed is not very high.
I am pleased to see you want to develop this concept some more and test it for 'poor performers.' I will be looking forward to the results. Keep up the good work.
Apathyman 36p · 719 weeks ago
To mitigate these points, try the following:
1. linear scaling: use a log scale list, or divide the difference by the average
2. No good solution, use your judgement to decide whether you really think that the 1.5DMCC from your tac squad is worth them charging
3. Perhaps subcategories for CC vehicle kills
Mikle · 719 weeks ago
Why threre is roughly this pyramid at the end of the tournament
1)Best Generals with blocky-synergetic army , not flat armies , with some options in reserve and infiltation.
2)Maximised effectiveness lists (3 Dragons , Melta-Vets).I.E lists basically made as units taken in each slot based on their math-effectiveness.(Eldrad-DAVU-3FD-3x3Warwalkers).
3)Tryers and learners with supbar lists.
Why king of the hill isnt maximised effectiveness lists?
wisdom like silence · 719 weeks ago
Mikle · 719 weeks ago
garthmichel 38p · 719 weeks ago
Do you take into account glances at all, for instance, 3 glance result of a 5 or 6 will result in a wreck
For instance 24 psycannons = 15.84 hits = 5.2 Pen/2.5 glance
5.2 Pen = 1.7 DR
2.5 Glance = 0.55 DR (2.5 * 0.33 weapon destroyed/immobile and then divide by 3 as you need 3 results to wreck a rhino)
So together that equals 2.25 DR, which is 11.25 DRPG
I haven't taken in to account the glances, but I want to know if I should.
Is my monkey maths correct?
htmLord · 719 weeks ago
Thus, 24 Psycannons would have a DRPG of 24 * 2/3 * 1/3 * 1/3 or about 1.77 or so, or about 8.89 DRPG
Skarboy · 719 weeks ago
Kolath · 719 weeks ago
Let's take your 6 Long Fangs with 5x Missile launchers example.
Krak missile is (4/6) to hit * (5/6) to wound * (6/6) chance to fail save (AP 3)
Bolt Pistol is (4/6) to hit * (3/6) to wound * (2/6) chance to fail save
So by my lights the result should be 5*((4/6)*(5/6)*(1)) + 1*((4/6)*(3/6)*(2/6)) = 2.89
BUT in your article you say the DMS is 2.48
Where is the disconnect?
Vasara · 718 weeks ago
Nurglitch · 718 weeks ago
Just show your opponent the numbers: no need to game it out using actually rules and dice! Game boards? Who needs 'em!
Alexander · 709 weeks ago
1/4-1/5th of the army guards the rear and uses PsCommunion and and the rest deepstrikes or outflanks.
Ianos666 29p · 702 weeks ago
A few points i would like to make. First many of the math are wrong, SM devas for example will score 2.47 DMS (signum). Then we must understand that this method provides ONLY averages and only in situations of ideal ATTACK. So for the attack part, i disagree that only attack wins games, defense and denial wins them also, and that is for the most part endurance and/or mobility.
Then for the pure mathematics of it, i strongly believe that along with averages should go confidence intervals with the corresponding graphs to show us the chances of high damage output. Binomial distributions can also clearly show us for example, how many missiles we need to down a daemon prince with 80% chance or more importantly, they can accurately measure chances of vehicle destruction.
For example an AV12 vehicle hit by 3 bs4 missiles has 33% chance of being destroyed, if we triple the amount of missiles to 9 the chance is 69%. Here we also see the reason MSU is better, diminishing returns as the above favor an army that is able to distribute attacks that each have a higher chance of success per number of attacks. Conversely they can allocate risk to more points of failure, thus ensuring staying power despite statistical anomalies.
Seth · 688 weeks ago