Now, imagine puffing up your development staff by a conservative factor of two. Assuming perfect skill transfer you're going to shave maybe six weeks off the schedule? In practice, no way. Your 'expert' devs are going to be swamped for a week or two while the new guys are coming up to speed.
This begs the question: What's magic about nine months? I've worked on projects that have practically killed their teams and hit their ship dates, and the result was ALWAYS that the product sucked pretty bad, and the team wound up doing another 3-4 month "fix" cycle that (a) dramatically improved the product, and (b) didn't matter, because the damage had been done and the product was toast. Then there was team burnout and churn. All very bad damage.
If you are trying to compress ship time by adding engineers you're already making mistakes that will probably kill your product. The right thing to do is to slip, and slip significantly.
I know: "We have to hit Christmas!" -- or whatever classic date your industry needs. But shipping a crap product in November is usually FAR worse than shipping a good product three months later.