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Originally Posted by
bjanalyst
Not sure whey everyone is fixated with the HL and refuse to switch to the KO. I guess it is habit and people are reluctant to switch from something they feel comfortable with. But the KO is much better for the shoe game than the HL.
Agree In the last two decks, the accuracy of the true count of betting and playing strategy variations is very important.
That means for a balanced count, you should be estimate decks to the nearest half or even quarter of a deck and do your division correctly to get an accurate true count. Any mistake in division of estimation of decks remaining will result in an inaccurate true count where the true count is most important.
So switch to KO. For the six deck game, when KO = 24 and for the eight deck game when KO = 32 then tc = 4 everywhere in the shoe and and is totally independent of decks played or decks remaining and there is no division or calculations involved. If KO = 4*n where n = # decks, then tc = 4 and place a big bet out. As simple as that.
For the HL to match the accuracy of the KO at a true count of 4 where the KO true count is exact and independent of decks played, you would need to know the exact number of cards left so you can get the exact decks remaining and then do the division of HL by exact decks remaining exactly and without any errors to get an exact HL true count to match the exact KO true count. Compare the HL work to get an exact tc = 4 with the KO where you just look and see if KO = 4*n where n = # of decks to know if you are at a true count of 4.
For the shoe game, use the KO. As I said for n = 6 decks, KO =24 is a tc = 4 everywhere in the shoe including at decks remaining = 2, 1.5, 1 and 0.5 decks where accuracy is most important.
By the way one word of caution with the KO count:
An unbalanced count is not accurate at the beginning or end of the shoe so you may overbet or underbet your advantage.
KO is most accurate in the middle of the shoe. It understates your edge early in the shoe, and overstates your edge near the end of the shoe. KO was designed so that the pivot (+4 RC) would represent an advantage of about 2% consistently, regardless of where you are in the shoe.
Unfortunately, the key count (the point where you first have a player advantage) isn't so consistent.
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