BBR BATTLE

FAQ

How the battle calculator works and what all the numbers mean.

Attacker wins (red), draw (gray), and defender wins (blue). A battle is classified as attacker win if at least one attacker unit survives and zero defenders remain, defender win if the reverse is true, and draw if both sides reach zero simultaneously.
The average Industrial Production Certificate value destroyed across all 20,000 simulated iterations. IPC is the standard A&A unit of economic value — Infantry cost 3 IPC, Fighters 10 IPC, etc.
Avg IPC lost by the attacker divided by avg IPC lost by the defender. A ratio below 1.0 means the attacker is trading favourably.
Each row is one distinct outcome (set of surviving units). '% exact' is the probability of exactly that outcome. '≤ this' is the cumulative probability of that outcome or worse (by IPC loss). '≥ this' is the probability of that outcome or better. Use these to answer 'if I got these survivors, did I outperform the median?'
Outcomes that occurred in fewer than 20 of the 20,000 iterations are too rare to display a meaningful percentage and are clamped to < 0.1%.
Total number of units in the force.
Total IPC (Industrial Production Certificate) value of the force.
Total attack or defense PIPS — the sum of each unit's attack or defense value. Higher PIPS means more expected hits per round.
Battleships and carriers have 2 HP. A damaged capital ship (1 HP taken) fires at a reduced value in subsequent rounds. The outcome tables show HP state alongside surviving unit counts.
The sequence in which casualties are removed when your side takes hits. By default the engine uses an optimal policy. You can override this with a custom static order by clicking the loss-order button above the unit table.
Swaps the entire attacker configuration (units, tech, loss order) with the defender's and vice versa. Useful for evaluating the same battle from the other side.
When the attacker has Tactical Bombers, the defender has eligible targets (non-air, non-transport units), and no AAA is present. The panel auto-assigns each bomber to the first eligible target and re-runs the simulation. You can reassign targets in the panel at any time.
When submarines are present and the defending side has fewer destroyers than required to screen all of them (1 destroyer per sub unless Super Submarines tech is active, in which case 1 destroyer screens 3 subs). The panel lets you assign each sub's surprise-strike target.
In amphibious assaults, battleships and cruisers may fire one bombardment round before combat. Select a battle as amphibious and place ships in the bombardment panel to include their fire.
Air Transports can carry infantry or mechanized infantry. When you add Air Transports to the attacker, a cargo selection appears. The selected units participate as normal attackers during combat.
In the BBR ruleset, Tactical Bombers with no AAA present may declare a specific target instead of firing into the general pool. A declared target must be hit by that bomber's roll or the hit is lost — it cannot be reassigned.
Yes. Multiple tactical bombers can declare the same target. Each fires independently.
Submarines fire before general combat in a dedicated step. If the defender has no destroyer screening a sub, that sub's hit is applied before the defender can fire back. Destroyers negate surprise strikes at a 1:1 ratio (or 1:3 with Super Subs tech).
Certain unit pairings boost each other's attack or defense values when fielded together. For example, Artillery paired with Infantry boosts the Infantry's attack from 1 to 2. These pairings are recalculated each round as casualties are removed.
Open the Audit tab after a simulation runs. Each round shows PairingActivated events listing which supporter boosted which unit and the stat before and after.
Yes. Pairings are resolved at the start of each combat round based on the surviving units at that point.
After a simulation runs, the Audit tab replays a single battle instance from start to finish — phase by phase, round by round. You can see every dice roll, every hit assignment, which units were eligible as casualties, and why each combined-arms pairing applied.
Not necessarily. It is a single representative draw using the seed stored from your simulation. The outcome may be better or worse than the median — the distribution table in the Summary tab shows where it sits.
Re-running the simulation generates a new seed and fetches a new audit battle. Each simulation run is seeded differently.
AAA volleys (pre-combat), submarine surprise strikes (step 2), shore bombardment, combined-arms pairings, tech modifier applications, attacker fire (step 3), defender fire (step 4), casualty assignments, capital ship damage, and unit submerges.