@CrazyStraw:
Hey Switch.
What you layed out in your post is a very good way to quickly compose an attack; for every 3 on defense, have a 3 on offense. That’s basic matching. It’s a good, fast counting skill.
But that’s not really what skew is. A skewed force has a significant split between high values and low values. It is measured within the force, not compared to the other forces. Examples:
Attacking groups:
10inf - Perfectly even; not skewed at all. You have 10 1s.
8inf 2art - Somewhat skewed. 6 1s and 4 2s.
5inf 5tnk - Highly skewed. 5 1s and 5 3s.
In simple terms, a skewed force has fodder at the low end to protect the heavy damage dealers at the high end. The punch of a heavily skewed force dimishes more slowly than the punch of an even force because your early casualties represent less of the force’s overall punch.
Where does this matter? Suppose you have 2inf 1art 1tnk. You have two territories you want to attack. Both have 1inf on them. You need to take them both, but one is slightly more important than the other. How do you divide your troops?
Look at these divisions:
[Force A] 1inf 1art : oPunch = 4 oCount = 2
[Force B] 1inf 1tnk : oPunch = 4 oCount = 2
For count and punch the scores for the forces are equal. Which group should go to the more important target? You should send Force B to the more important battle. The reason is that after 1 hit Force A loses 50% of it’s punch (2) while Force B loses only 25% of it’s punch (1). That uneven distribution of hitting power is the skew; Force B is skewed.
Force B wins the battle 90% of the time, Force A wins 85% of the time.
The concept of skew also helps when sizing up stacks. Here are two more examples with Force C attacking Force D:
[Force C] 5inf 5tnk : oPunch = 20 oCount = 10
[Force D] 10inf : dPunch = 20 dCount = 10
So those groups are even on punch and count. Who wins? The skewed group; Force C wins 63% of the time even though the forces have equal count and punch at the start of the battle.
Hopefully that makes it clear. Did it?
Peace
Yes, you definitely need a “skewed” force but the 1 to 1 skewed force in your example is extremly inefficient.
The problem with some of this is, you leave out cost. Which should be in your write up #4.
It is IMMENSELY cheaper to defend.
Regardless of what units you buy, as the battles grow (say minimum 10 inf on a ter), you need to out spend your opponent 4:3 in order to take.
Which coincidently is the cost of 5 inf, 5 arm vs. 10 inf. (40 IPC vs. 30 IPC).
However, it is not fair to compare:
10 inf vs. 8 inf, 2 rt, vs. 5 inf, 5 arm b/c the costs are 30 IPC vs. 32 IPC vs. 40 IPC.
What did player 1 and 2 do with their extra 10 IPC and 8 IPC respectively?
My hunch would be 7 inf, 2 rt, 2 arm would be just as effective as 5-5, due to the 3-1-1 (4-1-1) ratio.
I wrote about this in another thread a while ago in the Classic Forum (I think maybe it was in revised).
I’d have to dig it up but I believe the best ratio (inf/rt/arm) in terms of cost and off/def punch is 3:1:1 to 4:1:1, where you match rt and arm 1:1 but have 3-4 times as many inf.
But I found that the 4:3 offense to defense cost ratio is pretty darn solid in terms of taking a territory.