dxter's Iron Order 1919 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 Iron Order 1919. 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.

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 attacking each 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.

Factions

You must select one of the three factions. The calculator will automatically adjust stats based on which faction 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 this button or one of the other identical buttons to start the battle.

Firestorm

Here you can choose from the 7 types of firestorms. The "Count" should correspond to the number of units applying the firestorm. The target should be some stack on the other side. Any enemy stack within the firestorm radius of the target stack will take firestorm damage. The radius is 20 km for flying fortress and 35 km for others. If the firestorm is from siege or landship the firestorm will also damage your own stacks if they are within 35 km of the target.

Note that the unit that is spawning the firestorm doesn't attack the target itself. If you want the unit to also attack in the normal way you must add it as a unit to one of the stacks.

If you want to simulate a firestorm without any other troops fighting just give the stack on the same side as the firestorm a single unit with a count of zero. Or if you want troops on both sides but only want firestorm damage move them to positions that are out of their attack range.

Note that firestorms are very buggy in-game currently, so results may differ from the calc. The behavior and damage values used in the calc are from doing many tests, but I have seen strange results in other peoples games. The exact values for some aspects of firestorms are still being determined and will be updated as they become available.

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

Core

Check this box if a stack is in its core province. The home strength and defense bonuses will be applied.

Fortresses

The value to enter here can be found in the Army Details tab. For example, if it says -45%, then enter 45 without the "-" or "%". If it says "None", then leave it at zero.

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.

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 single round.

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

Patrolling

For aerial patrols select "patrol" as the terrain. The patrol will do 4 ticks at 1/4 damage each round. For the purpose of the calc, the target stacks of the patrol should be in melee range of the position of the planes. For example, if the plane stack set to position 0, then any enemy a stacks at positions 0-3 will be damaged.

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. 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.