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 08-02-2017, 07:37 PM #2 ianargent   Join Date: May 2012 Re: GEV tactics cheatsheet Is it not written in the Ogre Book that 1-1 is all you need? (And proven, too) I mean, if all you have is 1-2, take the shot, you might get lucky
 08-02-2017, 07:38 PM #3 ianargent   Join Date: May 2012 Re: GEV tactics cheatsheet And, in fact, it seems to me that the games (both Ogre and GEV) are balanced around who can get 1-1 odds on whom in what combos.
 08-02-2017, 09:42 PM #4 hcobb     Join Date: Aug 2004 Location: Pacheco, California Re: GEV tactics cheatsheet If you're up against two armor units then taking a 1-1 on just one of them has a 100% chance that one of them will be around to pound you next turn while two 1-2s has a one in nine chance that no fire will be returned against you next turn. Counter example: On an infinite clear map, two GEVs have just moved to range two on a hostile Hvy with a second adjacent hostile Hvy at range three from the GEVs. It is now the GEV's firing phase. Q1: What is the best actions for each side to take? Q2: Why doesn't this contradict the assertion above? __________________ -HJC Last edited by hcobb; 08-02-2017 at 09:51 PM. Reason: quiz
08-03-2017, 08:43 AM   #5
ianargent

Join Date: May 2012
Re: GEV tactics cheatsheet

Quote:
 Originally Posted by hcobb If you're up against two armor units then taking a 1-1 on just one of them has a 100% chance that one of them will be around to pound you next turn while two 1-2s has a one in nine chance that no fire will be returned against you next turn. Counter example: On an infinite clear map, two GEVs have just moved to range two on a hostile Hvy with a second adjacent hostile Hvy at range three from the GEVs. It is now the GEV's firing phase. Q1: What is the best actions for each side to take? Q2: Why doesn't this contradict the assertion above?
That's what makes the game interesting, innit? Playing the odds, and "best in general" doesn't mean "best in this instance."

Cheating and looking up the "Playing the odds" article, that 2x 1-2 vs 1x 1-1 is noted as being very nearly the same odds. The chances of a single X result are the same, but the chances of a D are worse (by that 1/9) and the chances of 2x NE are also 1/9 higher. But, you have that 1/9 of 2x D/X results. Which when shooting at a single target is overkill, but when shooting at 2 is maybe the hail-mary you need. Like poker, Ogre/GEV requires you know your odds.

A1 GEV: the GEVs smash the one HT at 1-1 and flee so the far HT can't range on them in the next turn. Next turn, go find something safer to do if you can, move in and harry the tanks again if you can't. Even if the HTs follow their tactics, below (if they do, spillover fire for a 1-1 and a 1-2, don't split your fire), the GEVs have a ~15% chance of double-D+ on the stack, at which point they can go find something better to do and deal with the HTs at a more convenient time and place. If there's only one tank, "something better to do" may be taking the trailer, but you're gambling a little more than I like to.

A1 HT: Hope the lead HT doesn't take an X (1/3 chance to take an X no matter how the GEVs attack), stack the HTs and wait for the fanboys to make another attack run if you don't have a point to defend or if the lead tank takes a D, otherwise chase the GEVs with both tanks - the HT has 2-1 odds vs GEVs and a D is as good as an X in that situation. (You might be able to get away with putting them in adjacent hexes, depending on the geometry after the GEV second move, but they have an extra hex of movement to play with on their next attack run). If the lead HT eats an X, fall back towards friendly units. By stacking, even though you suffer an extra 1-2 attack from spillover, the GEVs can't outrun the survivors in their second move, and that favors the HTs. (Which is why they shouldn't make a second pass)

A2 GEV: The GEVs can't land a shot on the second HT at the opening of the problem, and 1-1 odds have only a 1/3 chance of NE, vs the 4/9 of NE of 2x 1-2. (If the near HT can fire next turn, it's going to be bad for one of the GEVs). When firing on the stack, 1-1 + 1-2 is better that 2x 1-2 in every way.

A2 HT: 2-1 is very nearly overkill vs GEVs as it is, 4-1 is unnecessary - HTs should never combine fire vs GEVs.

Incidentally, the GEVs may stack to attack, but break stack when they scatter. (May not must, because this is an open field, but by doing so it uncomplicates their approaches and retreats.)

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