Overview:
Revised Edition Rules. Enter the number of units in the fields on the
right eg .
Press and
winning calculations will be computed after a few seconds. Average IPC
loss for the battles
will be shown as well.
About:
I wrote this because I was interested in winning percentages vs unit
mixes and IPC values. Specifically mixing in artillery, battleships and
bombers and their effects on battles vs costs, air attack vs sea units,
using fighters as adequate defense, etc. For instance, look at these
land battles: and . They are
different mixes of attackers (same IPC
values, 35), against your generic defender (same IPC values, 30). See
how the
numbers change after running each sim. Now look at this air vs sea
battle . Add 30 IPC
in
fighters or 30
IPC in
bombers and compare
the results. .
How it Works:
The sim takes each unit on attack and pits it against each unit on
defense, using their respective attack and defense values for
calculating hits. It randomly plays out all combat rounds until there
are no units left for either the attacker, defender, or both (mutual
destruction). This is repeated 1000 times, and the averages are
displayed. The results tend to be ± 2%.
Cases NOT Handled:
*Submarine special abilities that are not handled: hitting water only,
pre-emptive strikes, submerging and sub/destroyer interaction. Super
subs will attack on a 3
though. There are no
bombardments, AA guns or amphibious assaults calculated.
Maybe someday I'll get to those. But for now, it means that sub
interaction isn't quite right. There is also no verification between
sea and land units. So if you've ever wondered how a bunch of infantry
would stack up against a couple of beached battleships, now's your
chance to .