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You have to remember that the KO strategy is based upon a KISS theory. Try to keep the play simpler for those who don't want to memorize specific index's and plays. It's more like a "grouping" or "bucketing" strategy.........
As to these plays:
16 vs. ten -Always stand
12 vs. 2 and 12 vs. 3 -Always stand
11 vs. ace -Always DD
10 vs. ten and 10 vs. ace -Always DD
9 vs. 2 -Always DD
These are all plays that a counter would use in a "POSITIVE" or higher count. So what KO is trying to teach you is that ONCE you reach that index (variation from running count where you pass your pivot point), then you will make these plays. I don't think that ANYONE is telling you to make these in a negative count or in basic strategy. Even KO preaches you MUST learn basic strategy first.
While someone who uses specific indexes for their particular count to vary plays, they would not make all of these at the "exact" same count. But when you are trying to simplify memorization (as in KO), they are just trying to group the ones that are fairly close for you to make the right "deviation" play.
Another method or similar way to play is Arnold Snyder's Hi Lo Lite Count and index play. Both state that your EV is NOT that reduced by 'grouping' similar play variations.
"Women and cats will do as they please, and Men and dogs should just relax and get used to the idea" --- Robert A. Heinlein
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