I’d wish to discuss, prepare numbers and arguments for a more definitive article on swapping contested Dead Zones.
I’m assuming two large main forces that do not enter direct contact, each fearing counterattack from the enemy main mass. But the area(s) between them are attacked each turn. At stake there’s the income of that area (may be 3 IPC like Ukraine or 2 - many others on the Russian front or even 1 - Evenki, Persia) and mutual attrition trying to improve force ratio for a future main battle or advancing/retreating the main position relative to factories (Doppler effect: for a turn retreater gets double production flow, advancer nothing).
Measures which I would compare would be:
- Own forces committed (land)
- Average IPC losses for each side
- Probability for land survivors to gain area with income (May mean more, such as preventing tanks blitzing through)
- Probabilities of various levels of survivors - that may be similarly counterattacked on enemy turn.
A stopping threshold is necessary. For instance, 1ftr alone is not economical to continue against 1inf. But 1tnk usually yes.
I think of variants like:
Attack 1 inf with:
1inf 1ftr
1inf 1bmb -> I like that !
1inf 2ftr
1inf 1arty
1inf 1tank
2inf 1ftr
2inf 2ftr
2inf 1bmb
2inf 1arty
… etc
Attack 2inf with:
2inf 1ftr
2inf 2ftr
2inf 1bmb
2inf 1arty
2inf 1tnk
I’ve also read proposals like massing 3-4 inf in each area (especially by the side with more air: Germany, Japan) to accelerate side-attrition against Russia.
At what size will these forces be not ‘small’ enough and be subjects to the risks of one ‘large’ battle ?
I suppose the answer lies in the variability. A small force (3 units) cannot be strafed by a medium one (say 6) with economic advantage, and without enough risk to wipe it in the first round, so exposing more forces to counter-counterattack. A larger force (say 6) can be more safely strafed.
Low Luck makes impossible this last strategy, since a ‘strafe’ can be calculated to take out an exact number of enemies.
E.g. enemy has 4 inf -> attack with 3inf 1arty 4tnk. Punch 18. Eliminates always 18/6 = 3 units, no little and no less.