Dxter's Call of War 2.0 Battle Calculator - Help Page

Feel free to send issue and bugs reports to call.of.war.calc@gmail.com. Changes and updates can be found here.

General

This is a tool to estimate the outcome of a battle in the game Call of War 2.0. In the game battles have some randomness, but here we try to estimate the average expected outcome, which may differ a bit from any particular in-game battle. 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 inaccurate input values were 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 HP 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 "Start Battle" buttons.

To get a general explanation of how the battle mechanics work check out the Call of War wiki regarding combat.

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.

Below are descriptions of what different input settings mean. They are listed in the order they appear on the page.

Armies

There are always two armies or sides, A and B, representing two opponents fighting each other. If two stacks are each attacking the other it makes a difference which side they are on. Army A will always attack first. Which stack attacks first can make a difference in the outcome of a battle so it is good to know which stack it is and put it in Army A. If you are unsure you can try switching sides and see how the results differ. Again, this only applies if both stacks are attacking each other. If, for example, a stack in one army is attacking a stack that is just defending, it will make no difference which side they are on.

Doctrines

You must select one of the four doctrines. The calculator will automatically adjust stats based on which doctrine you are playing.

Add stack

Click this button to add another stack of units to the battle.

Start Battle

Once you have all of your stacks set up click on of the "Start Battle" buttons to start the battle.

Stack Info

A Stack represents a group of troops that are together when you click them on the map. You can specify one or more stacks and each stack can have one or more unit types.

Attack targets

Terrain

One of the available terrain options must be selected for each stack. The appropriate terrain bonuses will be used based on the terrain that is chosen. Note that the unit type must match the terrain. For example, infantry can't be in the air or sea. Use unit type "convoy" or "transport ship" to indicate a plane convoy on land or a non naval unit being transported over the ocean. Use patrol for planes on patrol missions.

Position

Ranged units have the same range at all levels. Artillery types and cruisers have a range of 50, battleships have 75, and railroad guns have 100. The only exception is Axis railroad guns which have 110. For the purposes of the calc all planes are melee units so their range is effectively 5 km.

Fortifications and bunkers

You can add a building associated with a stack with the "add bldg" button.

To account for protection from bunkers and the damage done to bunkers as the battle progresses, you must add a bunker building along with its level and HP. You should also add any other buildings that are in the province so the damage can be calculated accurately. If the province has buildings but no bunker it will make no difference to the battle. However, you can add buildings without a bunker if you want to estimate building damage.

Only a single stack at a given position should be assigned the buildings. All other land stacks at the same position as the stack assigned buildings (except aircraft transport) will inherit the same set of buildings. If the buildings include a bunker, all of these stacks will receive the fortification bonus. When any of these stacks are involved in an attack or defense the appropriate building damage will be applied. In general, it should work as in-game.

If there is a stack at or near the same position that shouldn't receive the fortification bonus, such as an allies stack or a stack just outside the province nexus you can give it, assuming the buildings are at position 0 km, position 1, 2, or 3 km. That way they will still be within melee range for the battle, but won't recieve the fort protection.

If there is a bunker with other buildings it is a good idea to run the calculation multiple times with "Simulate Variance" checked. The battle results can vary dramatically when there is a bunker with other buildings. More and higher level buildings can lead to more extremes. The variance will also depend on how much damage the enemy can do to buildings. Without "Simulate Variance" the result will show the average expected result of the battle.

Add unit

Click this to add another unit to the stack.

Remove stack

Click this to remove the current stack.

Unit info

For each unit in your stack specify the unit type from the drop down.

Unit level

Select the level for this unit. Units of the same type but of different levels need to be specified separately.

Unit count

Enter the number of units of this type at the given level.

Hit points (HP)

Enter either:

1. The number of remaining hit points for this unit (e.g. 17.3), or
2. The percentage of the maximum HP followed by % (e.g. 85%).

If a unit is at max HP but you don't know exactly how many hit points it has you can just use 100%.

If you have a stack with a single unit type/level and you click on the stack in-game it will show you how many remaining hit points it has.

For a stack with multiple unit types you can click on the army details panel to see the remaining HP of each unit type, e.g.

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. You may want to set the max rounds to 1 or some other number for any type of battle to see what will happen in a fixed number of rounds.

Update Counts

If this is checked the unit counts and HP values will be replaced with those that are left after the battle. This is particularly use in combination with Max Rounds as you can do one round at a time and see how the condition of the armies change round by round.

New Tab

If you check 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.

Simulate Variance

If you check this the calculator with simulate randomness in the battle as is done in the game. Rerunning the battle a bunch of times with this enabled can give you an idea of the distribution of possible outcomes. Here is a forum post with more information about it: "Simulate Variance" in dxcalc

If buildings are specified this option will cause damage to buildings in a random way as is done in-game. See Fortresses and buildings for more info.

Patrolling

For aerial patrols select "patrol" as the terrain. The patrol will do 2 ticks at 1/2 damage each round. Any enemy stack within 5km of the patrol will be attacked regardless of the specified target. This is true even if the patrol is set to "Defend".

Auto-targeting behavior

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.

Unspecified values

If any of the requested unit values are missing (e.g. HP is missing or zero) 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. Damage to buildings is also shown. 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 HP input fields are replaced with resulting values.