Thought Toys · Strategy & computation · Exhibit 109

Twice the soldiers is four times the army.

Sixty against forty sounds like a near thing. It is not remotely close. And the reason is one word in the rules: whether a fighter gets to choose who to shoot at.

Each dot is one fighter — dim means down yours theirs

yours standing theirs standing the rules predicted survivors

your turn — press Fight, then press Rules: everyone picks a target and fight the very same two armies again

What you're seeing

Sixty of yours against forty of theirs, and each of theirs is worth two of yours. That should be a dead heat: sixty ordinary fighters, eighty fighters' worth of skill. Press Fight and you win it, with twenty still standing.

The reason is that shooting is not shared out evenly. Every one of your sixty is aiming at someone. So their forty take twice as much incoming fire per head as your sixty do, and they thin out faster. Which means that a minute later they are firing back with fewer people. Being ahead makes you get further ahead.

That feedback is what turns numbers into numbers squared. Two fighters are not twice one fighter; they are four times one fighter. Sixty against forty is not 60 versus 40, it is 3,600 versus 1,600, and the extra two thousand is what walks off the field.

Now press Rules: everyone picks a target to turn that off. In a press of bodies where only the front rank can reach, or when nobody can see what they are shooting at, the extra people at the back do nothing but wait their turn. Numbers count once. The same two armies fight again and the other side wins, with ten left. Nothing changed but the geometry.

Then set both sides even and press Send theirs in two waves. With a hundred against a hundred and twenty you lose badly. Meet the same hundred and twenty as two sixties, one after the other, and you win with fifty-three left. You did not gain a soldier. They simply spent their advantage in two instalments, and the square law charges interest on being outnumbered. This is the oldest advice in the trade, and the reason it is advice: defeat them in detail.

The rule, exactly. Let A and B be the two strengths and α, β how deadly one fighter on each side is. When every fighter can pick a target, losses depend on how many enemies there are: dA/dt = −βB  dB/dt = −αA which conserves αA² − βB² — Lanchester's square law, written down in 1916. When nobody can pick a target, losses depend on the product instead, dA/dt = −βAB, which conserves αA − βB: the linear law. The page integrates the equations with fourth-order Runge–Kutta and prints the closed-form answer beside them. The companion proof (improve/verify/109-lanchester.js, 61 checks) holds each invariant to under one part in a billion while both sides are still fighting, and matches every survivor count to the integration. Six negative controls: each law's formula gives the wrong answer for the other law's battle; a deliberately mis-signed model fails the invariant; an exactly balanced fight annihilates both sides; splitting a force under the linear law changes nothing at all, so concentration is a square-law effect and not a fact about fighting in general; and a hundred still lose to two forces of three hundred however they are met, so this is not a rule that the small side always wins. What is not modelled: morale, terrain, supply, surprise, or anybody deciding to run. This is the arithmetic of attrition alone, which is why it describes a firefight better than a war.

Also in Strategy & computation: Any party of six hides a trio →

All 33 in Strategy & computation
  1. 10The evolution of trust
  2. 100The measure went up. The thing barely moved.
  3. 101Noise sets a speed limit, not an accuracy limit.
  4. 103The fastest slide dips below its finish.
  5. 106They meet in the middle. The beach walks twice as far.
  6. 109Twice the soldiers is four times the army — you are here
  7. 111Any party of six hides a trio
  8. 23Sorting algorithms
  9. 24PageRank & the random surfer
  10. 25Huffman coding
  11. 26Dijkstra's shortest path
  12. 27Nash equilibria
  13. 33The learning-rate cliff
  14. 36A* pathfinding
  15. 37Braess's paradox
  16. 44Diffie–Hellman key exchange
  17. 45Preferential attachment
  18. 46Aliasing & the Nyquist limit
  19. 47The secretary problem
  20. 49Freeze too fast, stay stuck
  21. 51Cross one line, and its territory closes
  22. 56Catch one error, miss the next
  23. 57Why more processors stop helping
  24. 58Why a busy line explodes
  25. 59The set that's only sure when it says no
  26. 60The fit that memorizes instead of learns
  27. 61When the wire breaks, pick one
  28. 67Better at both, and still better off trading
  29. 69Everyone was consistent. The vote wasn't.
  30. 78Every world map is lying. You get to pick the lie.
  31. 82Your computer can't hold one tenth
  32. 85The shape that has only one side
  33. 97Same votes. Different winner.

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