

This doesn't sound too bad, except that this is per division. Thus, a loss of one unit of super-heavies per 100 hours is 24 IC/day instead of 7.2. This is already pretty brutal for the super-heavies, but the real disaster is when you put this in terms of IC.

(This is capped with at least 50% reliability, and has 80% before any design changes.) The time to run out is calculated the same way, with it taking 2000 hours this time, or about 83 days. Namely, the singleton heavy TD battalion as seen in the so-called "space marine" templates. Let's compare it to another, more common case which is also reliability-capped. The TD battalion runs out in just 700 hours, which is less than one month.

You can expect it to run out of equipment after 15 events, which is thus expected to take 1500 hours - about 2 months. Thus, the expected time to observe an attrition event is 100 hours.įor reliability-capped equipment like super-heavy tanks, this metric is easy to calculate. Under this condition, there's a 1% chance each hour of attrition occurring at all. For the moment, let's use 20% attrition (desert terrain.) Temperature conditions might be more common, but acclimation makes it unsteady and hard to observe in-game. Per the defines, the probability of attrition occurring for a given equipment (variant-specific) is 0.05 *. Probably, a statistics guy would develop something like a "standard time to run out of equipment" metric. A TD battalion would be at 85.7% strength with just one piece missing. However, this represents a much larger fraction of the entire loadout for low-count equipment like this. They're stuck with 1 piece of equipment lost per attrition event regardless. They don't need high reliability because that reliability won't do anything. Click to expand.On the one hand, this is technically true.
