Dxter's Call of War Battle Calculator - Help Page

Feel free to send issue and bugs reports to call.of.war.calc@gmail.com

General

This is a tool to estimate the outcome of a battle in the game Call of War. Currently the calc estimates the average expected outcome over many battles. In-game the exact same battle run twice will have different outcomes due to built in randomness. This randomness is not predictable, so here we estimate what the average expected outcome should be. In most cases this estimate should be reasonably close to the majority of in-game battles, but there are in-game cases where the random values are, by chance, extreme and can produce unexpected outcomes. If you see a large difference between the in-game result and the calc it is possible that it is due to such an extreme in-game battle. However, it is more likely that accurate input values were not given to the calc, or that something was missed in the interpretation of the in-game battle. That being said, if you notice something in the calc that seems off feel free to let me know and I'll look into it.

To use this tool, input the troop levels, counts, and condition for each army and fill in other relevant data. Leaving something out or misspecifying something can often result in large differences from the game result. To run the battle click one of the "To Battle" buttons.

Why would I want to use it?

The obvious reason would be to get an idea of how effective a future battle may be and how best to approach it. For new players that don't have a feel for how battles work it would be helpful to explore different scenarios to see how things tend to go. For more advanced players it could help in discovering new battle scenarios and for optimizing troops production.

In my experience with other games a good battle calculator stimulates interest and activity in the game. It's like a new form of intel that you can bring to the war room to plan the demise of your foe.

Allies vs Axis

These identifiers for sides are mostly arbitrary. The only difference between the two sides is if range are firing at each other, the Allies side will fire first. This will give the Allies a slight advantage in such a scenario because the strength of the Axis will be lowered before it fires. This is how it works in the game. It is up to you to put the units on the correct side in such a scenario.

Also I noticed that Allies will attack in melee even if they are not given explicit target. This may be a bit of a bug. I'll look into it when I get a chance. This was a bug that should now be fixed. Sorry it too so long!

Stack Info

On the "stack line" you are required to specify the terrain. The target and position are optional.

Unit info

Select unit type from the drop down.

Select the unit level from the drop-down.

Unit count should be 1 to 99.

Condition should be greater than zero up to 100. The hit-points (HP) will be calculated from the condition, terrain and unit count. To get an accurate measure of condition for an in game unit use 100 * HP / (maxHP * unitCnt)

SBDE

State based efficiency damage (SBDE) is not a user input because this can be calculated from the unit count and the condition (or HP). The SBDE is updated for every unit before each round and is used to adjust the attack strength of the unit.

Air bombing and "Max Rounds"

For plane strikes the calc will assume you are sending the same stack of planes to the target repeatedly until one side dies (just like any other battle), unless you set the "Max Rounds" parameter. To simulate a single bombing run set "Max Rounds" to 1. For rockets a single strike is calculated regardless of what Max Rounds is set to.

Patrolling

Patrolling is not yet implemented but one round of an air attack should roughly approximate 4 rounds of patrolling.

Fortifications

This should specify the fortification defense bonus for units in a fort. The position of the first stack is considered to be the position of the fort, so if other stacks have different positions they do not get the defense bonus. The defense bonuses for undamaged fort levels are 1:38 2:55 3:64 4:71 5:75. If the fort is damaged and you can see the stack, you can see the defense bonus in the upper right of the stack info popup. If you can't see the stack in a damaged fort you can estimate the bonus by the fort health bar (Or based on the fort hit points that is now shown when you hover the mouse over it. Forts are 20 hit points per level.) and the bonus values for the current and previous level. For example, if it is a level 5 fort and looks like it has 40% damage, then you can estimate bonus as 71 + 0.60 * (75 - 71) = 73.

Unrealistic scenarios

It is currently possible to specify some unrealistic scenarios. Checks are being added to deal with these, but it is up to the user to have some idea of what input values and combinations are possible in game. A number of things are currently checked for out of bounds settings, for example, condition, terrain and unit level.

Convoy mode

If you specify water terrain for a non naval unit it will be treated as a convoy. The same is true for planes on land terrain. If a sea convoy is in range of a land unit or if a land convoy is in range of sea unit it is assumed that the convoy is embarking or disembarking and a sea unit will be able to hit a land convoy and a land unit will be able to hit a sea convoy. If this is not desired be sure to specify the positions appropriately.

Adding/Removing a stack or unit

This will append a new stack/unit to the current stack/unit list or remove the last stack/unit from the list. This is how you add more stacks to an army or more units to a stack.

Unspecified values

If any of the requested unit values are missing (e.g. condition is missing) that unit is ignored. If no unit entries are complete for a stack the whole stack is ignored. If the format of an input value is wrong (e.g. if you specify "10x" for the unit count) an error is produced.

Output

The number of dead units of each type is indicated as well as the hit-points lost. A summary table of the overall battle is shown for each side, that includes lost HP, and time and resources required to rebuild the lost units. If the optional "Update Counts" is specified at the bottom, the unit count and condition input fields are replaced with resulting values.

"New Tab"

If you click this the results of an attack will be opened in a new browser tab. This may be useful if you want to search for various optimal combinations but don't want to lose the results of previous tests.