Quoting NorthproDislikedI do it:
Rescue 1: 1 scout+2=3(total 3)...-30 pips displaced 10 pips to B/E
Rescue 2: 3x3=9(total 12)...another -30 pips (-120combined) 10pips to B/E
Rescue 3: 12x5=60(total 72)..another -30pips(-480combined) 7pips to B/E.Ignored
When I calculated it, by only adding 3 rescue troops to rescue 3 troopers in trouble at approx. 30 pips away, that would make your basis 15 pips from break even. Here's how I calculated it (lol, I told you I'm not a math geek, so please double-check if mine is correct):
3 @ 158.50 + 3 @ 158.80 = 158.65 (15 pips)
3 @ 158.50 + 6 @ 158.80 = 158.70 (10 pips)
This is where being well capitalized definitely has it's advantages, lol.
Quoting NorthproDislikedOk, I know what your thinking on the 3rd rescue..me too actually, but believe it or not..I plan my MM around this, the point being if it gets this bad I want to be extremely aggressive and just get out NOW to stay below my max % exposure....Ignored
Actually, if you're well capitalized with enough troops in your kingdom to conduct the most optimum rescue missions, that would makes a big difference, and I have said before that I would be more aggressive in my input of troops (in certain places and certain circumstances again depending on how the dance is playing out for me) if I had a larger kingdom, lol. So, your wanting to bring the basis down by 7 pips for the 3rd rescue attempt would not be unreasonable (again, granted you have the capital/resources to do so).
However, like you, I've never needed to carry out a Rescue #3, so that's where timing and getting good at feeling the dance makes a huge difference on successful trades!
Quoting NorthproDislikedsorry for the full lot example, that's just what I use.Ignored
Quoting NorthproDislikedI can completely agree with you that you want to get out of the rescue asap, as this can be costly on the troop dispatching.Ignored