Ludo is strategic, and strategy is based on probability. The more planes you have to choose from, the more strategies you can do.
Due to the rules of flying chess, the number of planes we can use is a process of 0-1-more-1-0. We have to discuss it in five situations in order to have a better decision.
The first and second are the opening states. In fact, there is no need to discuss them. Anyway, the choice is one-way, and you can't say that you change the probability of 1/6.
In particular, if you roll a 6 in a single machine, you should calculate the distance of the nearby enemies. If it is not in a critical situation, you should take off from the base first to form a multi-machine situation and enter the middle game.
The third situation is the middle game. The purpose of the middle game is to prepare for victory. There are two directions of combat, one is to expand the advantage, and the other is to suppress the opponent.
To expand the advantage is to advance and add combat power (number of aircraft).
The strategy for moving forward is nothing more than choosing which aircraft to move forward with. Generally speaking, the best strategy is to keep the aircraft away from the opponent's aircraft after advancing (the distance is greater than 6, and it is not on the jumping 4 grid), including the aircraft on the field and the opponent's aircraft that has already taken off. The secondary strategy is to choose an opponent who only has a single plane and deal with his plane, because the opponent can't choose, whether his plane will hit you is a matter of probability.
Here's a trick, if you have two planes, and after moving forward, one is one step ahead of the other's plane, and the other is two steps ahead, then the former choice will be more favorable. Because the probability of the former being hit is 1/6, and the probability of the latter being hit is 7/36. The principle of this technique is to minimize the probability of being hit, and the comparison of other points is the same.
The decision to add combat power is always right, but when to add combat power and whether to end the game after adding combat power requires actual judgment.
There is only a 1/6 chance of the additional combat power. For our side, the additional combat power needs to sacrifice a chance to advance 6 squares. We only need to give up the chance to take off when the opponent has a high probability of capturing our pieces after advancing. This probability is only due to personality, and my suggestion is to take 1/3 as the benchmark. If the probability is not less than 1/3, we will use this opportunity to escape.
There are two points to add here: First, the above decision is based on the fact that the number of aircraft in the Central Bureau is greater than 2. The second is to note that the calculation of the probability should be calculated together with the number of opponents.
Whether or not to leave the field after adding combat power, we should judge according to the number of aircraft of the opponent. If the other party can call only 1 aircraft (this is calculated according to a single person, take the one person who can call the most aircraft of the other party to judge), we can send 2 or more aircraft to enter the venue. If the number of callables of the other party is 2, the number of planes sent by our side should not exceed 2. If the opponent has 3-4 aircraft, and the single aircraft on our field is not threatened at close range, the number of aircraft sent by us should be 1; if threatened, we can send one more aircraft to increase the probability of escaping and counterattacking.
The above is to expand the advantage, and then we will talk about suppressing the opponent.
Collision is the fun of the game, but it's not everything. For the collision, the ideal situation is that after the collision, there is no threat to oneself. Therefore, our decision is to give priority to advance first, and then consider suppressing the opponent.
Collision machines are divided into collision and collision avoidance. I personally understand that there are two principles in it: 1. Prioritize collision avoidance over hitting people. 2. It is better to hit early than late.
The first one is easy to understand, keep the green hills, even if there is no firewood to burn. The second rule is that the closer you get to the finish line, the more likely the embankment will be hit. The plane flew so far, which means that a lot of points have been used in it, and the second one needs our special attention. At the same time, the second point can be extended to a truth: the upper house on the embankment has priority over the lower house. Because of the design of the chessboard, the starting point of the home is closer to the end of our side, so it is more cost-effective to keep an eye on the movement of the home.
According to the above two principles, we can distinguish several techniques:
1. When the aircraft is approaching the opponent's starting point, you should pay attention to the countermeasures, and try to pass the opponent's starting point 6 squares quickly. This distance is also the opponent's low-risk strike distance. And the closer you get to the end, the more you need to pay attention.
2. It is the choice of collision. If there are two planes on our field, both of which are within 12 squares behind the opponent (12 squares are the sum of two 6s, which is the strike distance of giving up a start), then we can give priority to Add the opponent's aircraft closer to the destination.
3. Minimize stacking. Don't take the risk unless there are a lot of planes. If the stacking side is ahead by less than 6 blocks and the single player side is blocked, the probability of our pure gain is 2/3, the probability of winning twice in a row is 4/9, and the probability of winning three times in a row is 8/27. On the other hand, the probability of changing from a superposition state to a double machine away from the opponent’s single machine is different. The probability that a throw can achieve the goal is 1/18 (double 6 or a 6 plus a tab). If you want to wait until the throw Rolling out two dice will greatly increase the probability of the opponent hitting us. We should try our best to avoid this situation.
4. In the middle game, there will inevitably be planes entering the final destination channel. At this time, if we still have planes outside the channel, then we do not need to be so anxious to enter the destination. The finish channel can "waste" some unnecessary points for us. The ideal situation is to use the finish channel and wait until the points for collision avoidance and collision appear.
The middle game is basically the essence of flying chess. As long as the number of planes in the middle game is kept above 2, the probability of victory will be greatly increased.
As for going to the fourth and fifth stages, these two stages are also one-way choices, and basically no strategy can be used.
Before these two stages come, we need to pay attention to the position of our aircraft and try our best to avoid sudden blows. It is best to have 4 aircraft enter the channel together and achieve these two stages in the channel.