• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:22
CET 10:22
KST 18:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool31Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea JaeDong's form before ASL BSL Season 22
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours Small VOD Thread 2.0 IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Mexico's Drug War
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4151 users

Simple Combat – Lanchester's Square Law

Forum Index > SC2 General
Post a Reply
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 21 2014 21:43 GMT
#1
As I promised, here is the post about Lanchester's Square Law, and its application in SC2.
This formula can be used very well to predict the outcome of ranged engagements in the game, provided that every unit is attacking during the battle.
Derivation of the formula and additional information in the spoiler tag:

+ Show Spoiler +
[image loading]
[image loading]


TL;DR: In ranged battles, the strength of the army is given by the realtive unit strength multiplied by the number of units squared. This also means that numbers are more important in combat than the units' strength: if you have units twice as strong as your opponent, but he has twice as many, his army will be twice as strong than yours and he will win easily.
This theory works really well in-game as well.

Available in pdf format here.

This formula is also very nice in that it allows for interesting calculations to be made with relative ease (I'm going to post some of them sometime soon).
Feedback is, as always, well appreciated.

Previous projects:
+ Show Spoiler +
Lanchester's Linear Law
Imbalanced Hatcheries
The Effects of Worker Pairing
Perfect Micro with Phonixes
Floating to the Gold Base
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
SlatMan
Profile Joined December 2013
29 Posts
August 21 2014 21:48 GMT
#2
Jeez, this level of math is awesome to see being applied to sc2. Great job, I also really enjoyed your other pieces.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 21 2014 22:22 GMT
#3
Thanks.
On August 22 2014 06:48 SlatMan wrote:
Jeez, this level of math is awesome to see being applied to sc2. Great job, I also really enjoyed your other pieces.

"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
August 21 2014 22:45 GMT
#4
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.
WombaT
Profile Blog Joined May 2010
Northern Ireland26411 Posts
August 21 2014 23:07 GMT
#5
Sickest posts, enjoy these. Kind of sad that I didn't learn maths past the bare minimum, this kind of thing is cool. Do you have a background/career in it?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
N.geNuity
Profile Blog Joined July 2009
United States5112 Posts
August 21 2014 23:49 GMT
#6
T is not so simple I think

or all damage done with no delay upon fire
iu, seungah, yura, taeyeon, hyosung, lizzy, suji, sojin, jia, ji eun, eunji, soya, younha, jiyeon, fiestar, sinb, jung myung hoon godtier. BW FOREVERR
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2014-08-22 00:28:06
August 22 2014 00:04 GMT
#7
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 09:36 GMT
#8
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.
About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 10:57 GMT
#9
On August 22 2014 08:07 Wombat_NI wrote:
Sickest posts, enjoy these. Kind of sad that I didn't learn maths past the bare minimum, this kind of thing is cool. Do you have a background/career in it?

No, I'm just driven by curiousity.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
August 22 2014 11:29 GMT
#10
Hey man, this is amazing. Great post !
I'm actually surprised at how accurate the predictions are considering how simple the model is !

Also, I love all your threads man, awesome job ! Mixing maths and sc2 is definitely entertaining and super interesting. Thanks for the time you put in it !
Startyr
Profile Joined November 2011
Scotland188 Posts
August 22 2014 12:32 GMT
#11
I have been really enjoying your posts. One thing for the immortals, hardened shield means the roach needs even more hits to kill one, should take 24 hits?

It is also interesting thinking about this along with cost efficiency, 1 immortal costs the same as 2 stalkers and yet immortals can beat something like 4 times their number of roaches where stalkers lose horribly. Without blink and the ability to hit and run, stalkers are terrible. It may be obvious but It seems protoss should almost always try to build the more focused 'counter' units and it is the only thing that stops the greater numbers of the zerg. Of course it gets more complicated with mixed forces and timings.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 12:50 GMT
#12
On August 22 2014 21:32 Startyr wrote:
I have been really enjoying your posts. One thing for the immortals, hardened shield means the roach needs even more hits to kill one, should take 24 hits?

It is also interesting thinking about this along with cost efficiency, 1 immortal costs the same as 2 stalkers and yet immortals can beat something like 4 times their number of roaches where stalkers lose horribly. Without blink and the ability to hit and run, stalkers are terrible. It may be obvious but It seems protoss should almost always try to build the more focused 'counter' units and it is the only thing that stops the greater numbers of the zerg. Of course it gets more complicated with mixed forces and timings.

Yeah, Immortals' Hardened Shield is accounted for. And yes, Immortals are pretty good counters to Roaches, although they are not cost-efficient, because they cost almost 4 times as much as Roaches.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2014-08-22 13:24:15
August 22 2014 13:08 GMT
#13
On August 22 2014 18:36 Sholip wrote:
Show nested quote +
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

Show nested quote +
On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.


About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.



Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
August 22 2014 13:15 GMT
#14
I have no idea what I'm reading, but I'm gonna pretend it makes sense to me.
Celebrating Starcraft since... a long time ago.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 13:35 GMT
#15
On August 22 2014 22:08 KingAlphard wrote:
Show nested quote +
On August 22 2014 18:36 Sholip wrote:
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.

Show nested quote +

About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.

When I said "as seen before," I was referring to my previous post about the Linear Law, where I also used that term. Only now I realize that I did not explain it adequately there, either, so you are right, it was indeed a bit vague. As for range, maybe a coefficient could be used to reduce the fighting number of the units with smaller range, indicating that they alredy took damage before the fight even really began.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2014-08-22 13:42:35
August 22 2014 13:41 GMT
#16
On August 22 2014 22:35 Sholip wrote:
Show nested quote +
On August 22 2014 22:08 KingAlphard wrote:
On August 22 2014 18:36 Sholip wrote:
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.


About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.

When I said "as seen before," I was referring to my previous post about the Linear Law, where I also used that term. Only now I realize that I did not explain it adequately there, either, so you are right, it was indeed a bit vague. As for range, maybe a coefficient could be used to reduce the fighting number of the units with smaller range, indicating that they alredy took damage before the fight even really began.


Oh, I get it now. Didn't read your previous post.

The range thing could work, you know the unit's speed, and therefore how many shots it takes before getting into range. But that's only one example, in general, I wouldn't trust this law when there are 2 different unit compositions facing each other.

Anyway, didn't want to dismiss your work. As I said before, it's still pretty interesting and reliable in mirror armies situations (roach vs roach, which happens all the time in ZvZ), so thank you for that.
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
Last Edited: 2014-08-22 13:47:55
August 22 2014 13:44 GMT
#17
On August 22 2014 22:35 Sholip wrote:
Show nested quote +
On August 22 2014 22:08 KingAlphard wrote:
On August 22 2014 18:36 Sholip wrote:
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.


About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.

When I said "as seen before," I was referring to my previous post about the Linear Law, where I also used that term. Only now I realize that I did not explain it adequately there, either, so you are right, it was indeed a bit vague. As for range, maybe a coefficient could be used to reduce the fighting number of the units with smaller range, indicating that they alredy took damage before the fight even really began.


I'd tend to agree with King Alphard here: those 5 lines do ease the understanding quite a bit IMHO.
Regarding the comments about micro and range differences not being taken into account, the hypothesis made at the beginning is quite clear: both armies fight at all times, and units fight as long as they're alive. So this formula can only be used when both armies actually fight. If one army starts shooting before the other one (because of range difference, i.e. collossus vs marines), then you can't use this equation. You can use it only starting at the time where all the marines are in range of the collossus and start shooting. Odds are, you will have lost a good portion of your marines at this point...

I don't know if you're taking suggestions for your next research subject, but I have a question (might be stupid, but I want to make sure): is there a situation where it is better for a terran to not stim his bio units (extra health vs extra DPS) ? In all games, we see pro terrans always stim, but are there situations where this is the wrong choice ?
SoniC_eu
Profile Joined April 2011
Denmark1008 Posts
August 22 2014 13:55 GMT
#18
Fantastic
In order to succeed, your desire for success should be greater than your fear of failure. http://da.twitch.tv/sonic_eu
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 14:15 GMT
#19
On August 22 2014 22:41 KingAlphard wrote:
Show nested quote +
On August 22 2014 22:35 Sholip wrote:
On August 22 2014 22:08 KingAlphard wrote:
On August 22 2014 18:36 Sholip wrote:
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.


About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.

When I said "as seen before," I was referring to my previous post about the Linear Law, where I also used that term. Only now I realize that I did not explain it adequately there, either, so you are right, it was indeed a bit vague. As for range, maybe a coefficient could be used to reduce the fighting number of the units with smaller range, indicating that they alredy took damage before the fight even really began.


Oh, I get it now. Didn't read your previous post.

The range thing could work, you know the unit's speed, and therefore how many shots it takes before getting into range. But that's only one example, in general, I wouldn't trust this law when there are 2 different unit compositions facing each other.

Anyway, didn't want to dismiss your work. As I said before, it's still pretty interesting and reliable in mirror armies situations (roach vs roach, which happens all the time in ZvZ), so thank you for that.

That's all right, I like when my theory is challanged, because it helps reflect on its weaknesses, so it is easier to improve it.

On August 22 2014 22:44 LoneYoShi wrote:
I don't know if you're taking suggestions for your next research subject, but I have a question (might be stupid, but I want to make sure): is there a situation where it is better for a terran to not stim his bio units (extra health vs extra DPS) ? In all games, we see pro terrans always stim, but are there situations where this is the wrong choice ?

Of course, I am always happy to receive new ideas. It is likely that it will not be my next subject, though, because I already have some planned and ready. Your question is interesting; I'm sure that if your units are at full health, it is always worth stimming, but at low healths it may actually hurt. I will sure check it out sometime!

By the way, I just realized that the program I use for calculating the relative strengths was bugged and the Hardened Shield property did not work properly. The relative strength of the Roach against the Immortal should be 0.02083, rather than 0.025, and the calculated value for survivors should be 7.98, rather than 7.52. Doesn't change much, but this is the correct value.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Please log in or register to reply.
Live Events Refresh
Next event in 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech128
StarCraft: Brood War
Sea 15260
Hyuk 2649
Calm 2477
Hm[arnc] 1454
Jaedong 769
Larva 426
BeSt 327
Mong 223
actioN 155
Soma 85
[ Show more ]
NotJumperer 29
EffOrt 24
ToSsGirL 21
zelot 20
Barracks 17
Bale 11
Terrorterran 6
eros_byul 0
Dota 2
XaKoH 970
XcaliburYe2
Counter-Strike
Stewie2K1427
Other Games
singsing509
ViBE198
Sick186
Fuzer 138
Organizations
Other Games
gamesdonequick657
Dota 2
PGL Dota 2 - Main Stream228
Other Games
BasetradeTV91
StarCraft: Brood War
UltimateBattle 21
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH247
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling149
Upcoming Events
RSL Revival
38m
herO vs MaxPax
Rogue vs TriGGeR
BSL
10h 38m
Replay Cast
14h 38m
Replay Cast
23h 38m
Afreeca Starleague
1d
Sharp vs Scan
Rain vs Mong
Wardi Open
1d 2h
Monday Night Weeklies
1d 7h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Soulkey vs Ample
JyJ vs sSak
Replay Cast
2 days
[ Show More ]
Afreeca Starleague
3 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
3 days
Replay Cast
3 days
KCM Race Survival
3 days
The PondCast
4 days
WardiTV Team League
4 days
Replay Cast
4 days
WardiTV Team League
5 days
RSL Revival
6 days
Cure vs Zoun
WardiTV Team League
6 days
BSL
6 days
Liquipedia Results

Completed

Jeongseon Sooper Cup
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.