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…a quick word on: TRACKING and ATTACKING

Started by Number Six, April 09, 2009, 09:19:10 PM

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Number Six

...a quick word on: TRACKING and ATTACKING

Before every interval begins the player will never know how long it's going to last, and only be aware that it can't surpass the endpoint of 37 consecutive spins (for plein methods).  The amount of spins required for the formulas to reveal favourable conditions and betting opportunities will vary, sometimes wildly, from interval to interval.  Tracking phases are highly flexible and their duration is fully dependent on how many and which types of formulas are present within the method.  The duration of the tracking phase is indefinite, and it is a similar story with the attack phase – but both combined can't exceed the interval endpoint.  The player can to an extent influence the attack phase by deciding how many winners they wish to catch, but when these winners will arrive is a mystery.  Winners don't follow a fixed schedule, so therefore medians are used to approximate the forward extremity of optimum distributions – periods where the method is most effective and when the borders between tracking and attacking are (theoretically) formed.  But because optimum distribution is a subcomponent of the interval, and the interval duration is unspecified, the player's understanding of optimum distribution (when it emerges and how long it remains) will never be absolute and can only be built on rough estimations.  There has to be a stage, however, when tracking does not expose favourable conditions and consequently that phase has to be abandoned without proceeding to an attack.  Calculating the forward extremity of optimum distribution can aid the player to know when this sort of dumping action is necessary.

For straight up bet methods, favourable conditions may be uncovered fairly quickly or take unusually long.  Nothing is concrete; there are no solid facts to go by.  It is all speculative and based on averages.  As a basic guide, optimum distribution will normally take shape between spins 12 and 32 of the interval, giving a median of 22.  This average represents the last moment that the tracking phase can be deemed successful, and thus leads to the launching of an attack.  As the median symbolises the forward extremity of optimum distribution, it implies that a maximum of 22 spins is a good baseline for tracking and 10 spins for attacking. 

Remember that these are ballpark figures and that optimum distribution will always be determined by the state of the spins and the formulas present in the method...keep in mind that each formula generates its own version of optimum distribution so there can never be a universal set of averages.  It must also be said that optimum distribution will occasionally not materialise.   

In reality the player never needs to know the actual particulars of optimum distribution because the formulas will expose and capitalise on them automatically.  Optimum distribution is, though, closely related to another aspect of the interval worth investigating – the cutoff.

Strictly-speaking, attacks should be wrapped up well before the endpoint of the interval, so the law can be exploited as it manifests at the most prominent moments, and the quantities of numbers it produces in classes are highly vulnerable (there are two principle classes fashioned throughout the interval: numbers that have arrived once and numbers that haven't arrived).  The longer the attack goes on and approaches the interval endpoint, the more the method is in danger of being ambushed by the house edge.  There has to be a cutoff for both the tracking and attack phases. 

Tracking Cutoff – Guideline Example
If no favourable conditions are found within 22 spins (for straight up methods) – the forward extremity of optimum distribution – then tracking should be abandoned and resumed afresh (which will spawn a new interval – the sub-interval).  When the tracking phase recommences again is up to the player, but generally there are three rules to consider:   

The new tracking phase can begin from

•   the exact spin the previous phase was abandoned on. 
•   the next spin.
•   a previous spin – so the player would have to backtrack and join an old sub-interval.

Tracking phases can be abandoned whenever it suits or pleases the player.  Timing won't damage or undermine the method.  The law will self-generate on every spin for eternity, and this is how the sub-intervals are created.

Attacking Cutoff
The player will have an idea of what they want to achieve from an attack, and the duration of an attack phase is largely decided by which type of formula is active (spearheading the attack) and also by player intuition.  The player should settle on short-term objectives and then conclude the attack when all, or the most possible, objectives are complete.  However, note that the attack could be forcibly terminated by the endpoint of the interval.  If conditions ever continue to be favourable after the desired winners are in the bag, the player should never extend the attack...and never carry an attack beyond the outcome of the thirty-seventh spin.  It may be tempting, logical even, to ride a winning streak until it fades, but it is ill-advised when betting pleins.  Tracking after a successful attack should begin from the next spin.

Sun Tzu said: Ponder and deliberate before you make a move.

Feel free to discuss tracking and attacking in this thread.


Number Six