Looking at the tables of win probabilities again:

Code:

```
Hulk with Rage Smash
vs N Marro Stingers using Stinger Drain:
N Stingers win %
---------------------
6 21.97%
7 32.59%
8 43.34%
9 53.49%
10 62.66%
11 70.62%
---------------------
```

Code:

```
Hulk with Rage Smash
vs N Marro Stingers [B]not[/B] using Stinger Drain:
N Stingers win %
---------------------
6 15.09%
7 26.84%
8 40.40%
9 53.84%
10 65.96%
11 75.88
---------------------
```

we see that once the Marro Stingers have the upper hand (at 9 Stingers with either strategy), the Stingers actually have a higher win probability if they do

**not** use Stinger Drain. Here is a plausible explanation: Once the Stingers have the advantage, then it becomes more significant that a failed Stinger Drain is the main way the Hulk can win.

We can also try to look at it this way.

With Stinger Drain, on average it takes

**7.3** turns to kill Hulk (this assumes either Hulk does not retaliate or that you have an essentially unlimited supply of Stingers).

With

**no** Stinger Drain, on average it takes

**8.5** turns to kill Hulk.

This roughly explains why about 9 Stingers are needed in either strategy: by approximating with the assumption that the Hulk kills one Stinger per turn, then you would need at least 8.5 Stingers with the no-Stinger-Drain strategy (we assume the fact that the Hulk actually kills slightly less than 1 Stinger per turn and the fact that towards the end the Stingers don't have a full squad cancel each other out for the purposes of this approximation). And with Stinger Drain, you need an extra 0.2 Stingers per turn to make up for those lost due to a bad Stinger Drain roll and so you would need at least 7.3 +0.2(7.3) = 8.76 Stingers in the use-Stinger-Drain strategy. This could explain why once we get to 9 Stingers that the win probability for the no-Stinger-Drain strategy is higher.

If your goal is to maximize the win probability, then at

**9** Stingers, you should

**not** use Stinger Drain (though only a 0.31% increase in probability).